Journal of Psychological Science ›› 2021, Vol. 44 ›› Issue (6): 1483-1490.

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A nudge study on future orientation of adolescents with problematic online games use

1,Junjian Yu2,Zhao Shouying3   

  1. 1. Liaocheng University,
    2. Liaocheng University
    3.
  • Received:2021-10-04 Revised:2021-11-26 Online:2021-11-20 Published:2021-11-20

问题性网络游戏使用青少年未来取向的助推研究

赵立军1,于君剑1,赵守盈2   

  1. 1. 聊城大学
    2. 贵州师范大学
  • 通讯作者: 赵立军

Abstract: Abstract With the continuous popularization and development of the Internet, online games have entered our life. More and more people were addicted to online games, especially adolescents. The use of adolescents' online games has a serious impact on their physical and mental health development. It has been found that the reasons for the problem of adolescents' online game use were due to the lack of time awareness and management ability. Therefore, the purpose of our study examined the effectiveness of future-oriented internal anchors and external anchors in reducing adolescent play time in problematic online games and found solutions about their addiction behavior on online games. In this study, firstly, we investigated and analyzed adolescents’ degree of problematic online games use by using the questionnaire of problematic online game use (POGU). The adolescents with the characteristics of problematic online games were selected by questionnaire test. Then the participants were evenly divided into two groups according to the score of problematic online game use questionnaire. Two groups of experiments were conducted respectively. Based on the theory of the anchoring effect, perspective of attitude change and the theory of nudging effect, the first experiment designed future-oriented internal anchors, using the time mental account research paradigm, to test the effectiveness of time reduction in problematic online games use. The second experiment designed future-oriented external anchors, also used the time mental account research paradigm, and then tested the effectiveness of time reduction in problematic online games use. In the first experiment, the instruction was presented on the screen first to participants and then showed a fixation point. Then the relevant materials of the time mental account experiment were presented, including four situations, and all the materials were presented only once. The participants imagined this situation and chose how to allocate time in this situation. Afterwards, the future-oriented internal anchor nudge materials were presented to the participants. When the nudge materials were finish presented, the time mental account materials were presented to participants again, and asked how they would allocate their time in the same situations. In second experiment, the future-oriented external anchor nudge materials were presented to participants, and the other steps were the same as that in the first experiment. The results of this study were as followed: (1) Time source, allocation time length, and internal nudge method had a significant impact on time distribution of adolescents with problematic online games use, and adolescents improved their decision-making utility of game time allocation. (2) Time source, allocation time length, and external nudge method had a significant impact on time distribution of adolescents with problematic online games use, and adolescents improved their decision-making utility of game time allocation. (3) Through the role of future-oriented internal anchor and future-oriented external anchor, it could promote the change of adolescents ' time psychological account in problem online game use and reduce their game time. (4) The nudging method affected their allocation of game time use and reduced the game time. Adolescents who have problematic online games use behavior improved their decision-making utility. In this study, behavioral nudge research method was used to promote national physical and mental health through anchoring effect. This method can help adolescents allocate game time more reasonably and effectively reduce their game time. This was a new attempt of this method in promoting the field of mental health in basic education, and provided a new solution for preventing adolescents ' online game addiction. Key words Adolescents;Problematic online game use;Future orientation;Time mental accounting;Nudge

Key words: Problematic online game use, Adolescents, Future orientation, Nudge, Decision making utility

摘要: 摘要:以问题性网络游戏使用青少年为研究对象,基于锚定效应助推国民身心健康的理论前提和态度改变理论视角,通过实验1和实验2分别建立未来取向内部锚和未来取向外部锚,检验未来取向内部锚和外部锚对减少问题性网络游戏使用青少年游戏时间的有效性。结果表明,未来取向内部和外部的助推方式,均能够有效促进问题性网络游戏使用青少年游戏时间的减少,提高了决策效用。

关键词: 问题性网络游戏使用, 青少年, 未来取向, 助推, 决策效用