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1、南京師范大學碩士學位論文青少年網絡游戲玩家心理解讀及對教育的啟示姓名:張麗敏申請學位級別:碩士專業(yè):心理學;基礎心理學指導教師:喬建中2009-04-27Abstract II Abstract With the development of internet technology nowadays, playing internet games becomes an important way of entertainment for

2、 people, especially for the youth. However, parents, schools and the public voice are all against the games and uncountable negative reports describe the internet games as devils. Since the research and study on this iss

3、ue are far behind the development of the internet game itself, the author of this research believes that it is a very important subject to study the psychology of the youth gamers and help them establish healthy internet

4、 behavior during the times of fast development of internet and with the increasing number of youth gamers. The youth who play internet games are not only attracted by the game itself but also have their psychological nee

5、ds, therefore this research firstly studies the components of internet games and their functions, and the research results are as follows: ①Internet games have created a comfortable visual environment; ②The sound effects

6、 have the gamers involved in the games; ③The story enables the gamers become the dominators; ④The operation has extended gamers’ bodies; ⑤The games help release gamers’ stress. From the perspectives of gamers, this resea

7、rch continues to discuss the characteristics of the internet games and try to have those who haven’t played internet games can feel the impact of internet games. Through the interview and open-end questionnaire, this res

8、earch explores the following 5 kinds of psychological needs that the youth gamers may have: ①Social needs; ②Emotion compensation; ③Self-fulfillment; ④Entertainment; ⑤Perceiving. As a supplement, this research also select

9、s a representative interview and conducts the case study. Based on the analysis of the attraction and characteristics of the internet games and the psychological needs of youth gamers, the research extends its focus to t

10、he relationship between games and education, and analyzes the conflicts between youth and adults towards internet games and looks for the way to help the youth establish the educational concept of internet games and the

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