Second, the analysis of adolescent dependent Internet behavior motivation
Internet addiction is an escape from the stresses of life, reports Richard Davis of York University in Canada. Davis reported at the recent annual meeting of the American Psychological Association that many people who are overwhelmed avoid the Internet and may go online for hours on end, with the result that their productivity is affected. Davis pointed out that the habit of spending too much time online is unhealthy.
Common problems among Internet users are “procrastination, low productivity, avoidance of social reality, and difficulty in maintaining normal relationships.
Davis found that Internet users with poor Internet habits tend to adopt an avoidance approach to things and are prone to make bad choices when faced with the stressful stimuli in their lives.
Q: What is it that makes online games so outstandingly attractive?
There are three factors: 1. satisfying people’s curiosity 2. providing a false sense of accomplishment, 3. making people feel excited.
According to the analysis of relevant information, there are three types of secondary school students who are prone to “Internet addiction”.
(1) Those who have difficulty in adapting to learning, they do not experience the pleasure of success in learning, and playing games on the Internet can get virtual rewards and vent the depression brought by unsuccessful learning.
(2) People with interpersonal maladjustment, who want to go online to escape from reality.
(3) Children whose parents have misconceptions about teaching their children. Many parents only know how to restrict their children’s access to the Internet, but do not know how to divert their children’s attention from the Internet and develop new hobbies for them.
Through investigation and analysis, the center also found that secondary school students with “Internet addiction” have common personality traits such as introversion, personality defects, suspiciousness, caution, and selfishness.
Psychological motivation
(a) Satisfy the need of self-actualization After the basic needs of people are satisfied, there is a higher need, that is, the need of self-actualization. The need for self-actualization is “a person’s desire for self-fulfillment and completion, but also a tendency to make his potential realized”. It is the need for self-actualization that allows an individual to realize his or her potential. In secondary schools, students who enter junior high and high school with excellent academic performance can gain the favor of teachers and the attention of their classmates by virtue of their excellent grades, which are the proud capital of some students. However, for some of them, this capital that they relied on is no longer there, and many students have turned from being the best in elementary and middle school into an ordinary middle school student. Some students are not able to adapt well to this role change and their self-confidence collapses by half. Moreover, because they lack special skills, they have difficulty in achieving success in various sports and cultural activities at school, and their sense of value and self-achievement cannot be discussed. As a result, they are haunted by the resulting sense of loss and inferiority. The initial psychological depression leads to an attitude of indifference, forgiveness, and indulgence, which leads them to the Internet to find satisfaction and their original “brilliant” selves.
Young students have many needs, but many of them are difficult to meet easily and require hard work and struggle. However, they can be easily satisfied in the unreal world of the Internet. Students who are relatively uncompetitive in their real academic life often choose to go online for temporary relief. In the virtual community of the Internet, the joy of success is experienced in the game. Moreover, the chances of such success are greatly enhanced. Especially in online rivalry games, every time you move up or pass a level, you get a sense of pleasure and a “peak experience”.
This is a fleeting and extremely intense feeling of happiness, even ecstasy, intoxication and joy to the extreme. They get much more pleasure and self-fulfillment in the virtual world of the Internet than in the real world. This allows these students, who rarely perform in school activities, to experience the joy of success as well. Each success is a reinforcement of negative stimuli for these children. This feeling in turn reinforces their participation in online games, which is a kind of “negative feedback” that makes them dwell on it and cannot extricate themselves from it.
(2) Psychological catharsis
With the increasingly fierce competition in learning, schools, teachers and parents have higher and higher requirements for children’s academic performance. From the first day of school, it is the education of good children, so that at a young age are learning hypocrisy and artifice, while the children’s desire for a sense of honor and praise recognition is often very little. Young students are under tremendous psychological pressure in this situation. Some students do not do well in their studies, interpersonal tensions, etc., so that they do not eat well, do not sleep well, making them restless and worried, and in serious cases, may affect their studies and physical health, affecting the mood.
The psychoanalytic school believes that the “psychological drive system” of human behavior consists of two psychological tendencies: one is the psychological tendency to seek satisfaction, aggressive, and the other is the psychological tendency to avoid harm, defensive. The psychological pressure generated in the process of seeking satisfaction and aggressive activities will lead to harm avoidance and self-defense behavior in order to achieve psychological balance.
The Internet, with its characteristics of invisibility, openness, convenience and interactivity, gives them the opportunity and place to transfer, confide and vent their bad feelings in a timely manner. Through this way, they can vent their repressed bad emotions and obtain certain self-psychological adjustment effect, that is, they are relieved from mental tension. Therefore, the Internet can easily become a place for some young students to escape from loneliness and relieve psychological pressure. The Internet has become a way for them to release their psychological pressure and relax their body and mind. They may go to QQ chat rooms to talk to their classmates or Internet friends about their unhappiness, or go to confrontation games to kill some. This is the same as people like to sing karaoke, listen to rock music, love soccer, because they can shout and make a lot of noise to vent their depression.
(iii) Online entertainment psychology.
The Internet is called the fourth media after newspaper, radio and television. The Internet media can integrate text, sound, image and animation, etc. You can play games, chat, listen to music, watch online movies and read entertaining online articles. The network media integrates text reading, image browsing, and sound listening into one, opening up the various senses of the appreciator in all directions, making the senses of sight, hearing, touch, and even taste and smell move in concert, obtaining multi-sensory stimulation, allowing people to experience subtle psychological changes such as heartbeat, body temperature, vertigo, and tension, and achieving true aesthetic fluency, thus obtaining spiritual satisfaction and pleasure. These features and functions of the Internet media match the curiosity of teenagers, their love of thrills and excitement, their quick response to new things and knowledge, and their strong desire for knowledge and exploration. Therefore, surfing on the Internet is easy to get their approval.
(iv) Seeking a sense of self-worth.
Social psychology believes that in order to make one’s life valuable and gain a clear sense of self-worth, people need to understand others, need to understand themselves through others, need to love and be loved, need to belong and rely on, and need to have the opportunity to show their superiority and demonstrate their expertise. Their sense of self-worth is not satisfied. And the virtual world of the Internet facilitates these students to satisfy their sense of value. It is more attractive to those students who feel inferior in status in reality. Through this interaction, their sense of self-worth will be established and their self-evaluation will be improved. Then they will gain confidence and self-esteem in the virtual world. Yet this is a negative reinforcement, which is the internal motivation for some students to indulge in the Internet.
(E) Psychology of emotional expression.
Emotional expression is an important need of adolescents. Seeking human love in the broad sense of mutual concern, mutual understanding and mutual respect through the Internet is an extremely deep motivation hidden in the heart of teenagers. Through the interaction with Internet users, their hidden needs can be satisfied. They get emotional communication, respect and satisfaction from the Internet. The Internet provides the best place for them. The main way they express their emotions in the network is chatting, and they never feel lonely in the network because no matter what their hobbies and interests are, there are always many of their peers in the “virtual community” talking to each other and pouring out their secrets to each other.
In reality, for teenagers who are enthusiastic about online games, playing online games is to express themselves in a small society, so the pleasure comes mainly from being outstanding.
Will frequent exposure to violent games lead to violent tendencies of teenagers? On the other hand, violent crimes among young people occur frequently. Is there some degree of correlation between the two?
The opponents were beaten so that they could not fight back, their brains and eyes and intestines and stomachs were flying all over the place, so they stood up contentedly and went to find water with a big mouth. “It’s so much fun! You can beat the police!” A game fan came out of the Internet cafe and said excitedly.
I don’t think it will have any bad effect on my personality or thinking, I am still a very gentle person.” Just graduated from college, now a company working Jiao said. “But according to my observation, violent games have a relatively large impact on children and teenagers.” According to Jiao’s friend, he spent almost all of his four years in college in games.
The answer of a game fan with the screen name “I don’t know” is intriguing: “It’s not because we play so violent, but because we are violent so play.”
Experts: the negative impact of objective existence, according to reports, foreign countries have done such a psychological experiment: let a group of children and adolescents to watch violent films, after observing their reactions. As a result, the children basically tend to violent play, imitate the violence in the film.
Professor Li Meijin of the People’s Public Security University of China, an expert in criminal psychology research, said in an interview that “violent games are closely related to the frequent occurrence of youth violence, and it has a particularly prominent impact on minors!” Li Meijin said that the influence of many violent games happens implicitly, and the fact that game fans do not admit it does not mean it does not exist.
Professor Li analyzed that in the game world, all problems can be solved by force. When teenagers are familiar with this way of solving problems, they will use this most familiar way to solve conflicts in the real world. In their opinion, this is not much different from the behavior that has been repeated countless times in the game, but in reality it can lead to a big disaster.
Lu Shizhen, a professor at the China Institute of Youth Politics and vice president of the China Youth Research Association, also said that it is not surprising that game fans are reluctant to admit to others the effects of playing violent games; they either do not realize it or do not want others to know about it. She believes that the negative impact of regular exposure to violent games on teenagers is reflected in 3 aspects. First, it affects teenagers’ values. It can blur teenagers’ value judgment of good and bad, thus leading to teenagers’ value deviation. Secondly, it affects the behavior pattern of teenagers. Teenage game fans may form a corresponding moral concept and thinking habit in the process of game playing, so that they are used to use violence to solve conflicts when they get along with others in the real society. Thirdly, it affects adolescents’ emotions. Long-term exposure to violent games tends to make adolescents accustomed to bloody and violent scenes, which in turn may form a numbed view of life.
Analysis of the causes of the phenomenon of Internet addiction
The causes of Internet addiction are complicated, and now we only analyze them from the influence of the characteristics of network space, individual motivation, and individual personality characteristics.
1. Characteristics of cyberspace
Cyberspace is a kind of spiritual and cultural space; it makes the boundary between reality and virtual, artificial experience and real world blurred. The impact of the Internet on individual psychology depends on the characteristics of the special virtual context of cyberspace. The virtual cyberspace is very different from the reality of people’s inner experience of the world. The digital people, relationships and groups extend the time and ways of human interaction, and it is these features that pose an irresistible attraction to some Internet users, causing them to dwell on this virtual reality.
2. Research on the dynamics of online behavior
In the United States, a study was conducted on the “Causes of Pathological Internet Use”. The study analyzed 396 Internet addicts and found that pathological Internet users rarely use the Internet as a tool to search for information, but rather look for social support on the Internet, seek to satisfy their ego needs and use the Internet to create new personality masks. The more some Internet users use the Internet, the more they become attracted to the cyberspace lifestyle, so that they spend more and more time online and even neglect their real lives as a result. They act in cyberspace to satisfy the following needs: ②The need to change the perceived experience. ③The need for achievement and control. ④The need to belong. ⑤ the need for interpersonal interaction. ⑤ The need for self-actualization and self-transcendence.
3. Research on the correlation between Internet addiction and personality factors
Young used the Zung Depression Test to show that moderate to severe levels of depression were associated with Internet addiction, and Young used an online survey to show that addicts with IAD were mildly to moderately depressed, presumably because depression is a major factor in IAD. In addition, the researchers identified some personality traits associated with depression, such as low self-esteem, lack of motivation. Seeking external approval, fear of rejection, high levels of boredom, loneliness, social anxiety, and self-imposed isolation may all contribute to the development of Internet addiction.
Teenage students go online to get what they can’t get in life, such as; praise, achievement, freedom, and control over others if we don’t give blame, pressure, and discipline in our lives. Will middle school students still escape from reality to the Internet?
First of all, we should start from what online games bring to middle school students. There are some things that online games bring to middle school students that are universally present in the network. Mystery: when we don’t have to meet each other to be able to pour out our hearts to each other, this is separated by a layer of protection, which is the human self-protection mechanism. The sense of conquest, interaction, achievement, success, these feelings of our secondary school students for a variety of reasons in the real world is difficult to meet, in the world of adults this is also the same, not to mention secondary school students. Online games have become a window for middle school students to escape from reality.
Schools, society, and families should take responsibility for all three. The school uses the right way to guide the Internet society should take active action to give the network family this piece is the most important, parents should communicate with their children, pay attention to the way of communication from the child’s mind, do not stand high so that the child will impede the rebellion. Enhance the child’s social function Build the child’s self-confidence. Participate in sports to enhance physical fitness, and cultivate more interests to explore the child’s potential in other areas to enhance the sense of reality and responsibility.