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Relating video game exposure, sensation seeking, aggression and socioeconomic factors to school performance

机译:与学校表现相关的视频游戏曝光,感觉寻求,侵略和社会经济因素

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摘要

The time displacement hypothesis has been widely used to explain the effects of media use on academic performance. This approach has been criticised for its monocausality and weak explanatory power. Utilising a combination of different theoretical perspectives is better suited than utilising only one. Considering displacement, excitement, attraction and third variable hypothesis, this paper argues that the relation between video game use and school performance is not the same for all types of gamers by considering the influence of socioeconomic, psychological and contextual factors. It investigates how gaming patterns (frequency, time of day) and psychological characteristics (sensation seeking, aggression) are related to academic performance for primary and secondary school students. Five hundred and seven students from five primary and four secondary schools in Singapore participated in a paper-pencil survey. Results showed support for a combination of displacement and third variable hypothesis, as overall time spent on video games was negatively associated with primary school children's and active gamers' school performances. There was no significant relationship for secondary school children. For primary school children who play games in the morning and afternoon, video game use was negatively associated with school performance. There was no support for the attraction and excitement hypotheses.
机译:时间位移假设已被广泛用于解释媒体对学术表现的影响。这种方法受到了单一的单一的批评和薄弱的解释能力。利用不同理论观点的组合更适合仅利用一个。考虑到流离失所,兴奋,吸引力和第三种变量假设,通过考虑社会经济,心理和背景因素的影响,视频游戏使用与学校表现之间的关系对所有类型的游戏玩家都不一样。它研究了游戏模式(频率,时间)和心理特征(感觉寻求,侵略)是如何与小学生和中学生的学术表现有关。新加坡五里和四所中学的五百七名学生参加了一支纸铅笔调查。结果表明,对位移和第三种变量假设的组合的支持,因为视频游戏的整个时间与小学生和活跃的游戏玩家的学校表演负相关。中学儿童没有明显的关系。对于早上和下午玩游戏的小学生,视频游戏使用与学校表现负相关。没有支持吸引力和兴奋假设。

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