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作 者:冯砚国[1] 闫喜英[1] 王云[1] 王东平[1] 李予春[1] 张瑞岭[1]
出 处:《现代预防医学》2010年第15期2808-2810,2822,共4页Modern Preventive Medicine
基 金:国家科技支撑计划课题<青少年行为障碍相关特征与干预模式研究>(2007BAI17B03)的子课题<青少年网络成瘾相关特征与干预模式研究>资助
摘 要:[目的]探讨综合家庭干预对改善沉缅电子游戏儿童青少年异常心理、行为的有效性。[方法]通过对103例沉缅电子游戏儿童与对照组比较分析(对照组为本研究前期的不符合网络游戏成瘾诊断的自愿者),对沉缅电子游戏儿童进行调整家庭交流方式,提高家庭的亲密度、情感表达,合理安排家庭社会活动,明确每个家庭成员的责任,积极履行自身各项义务,改善家庭成员之间的公开愤怒、攻击、过度干涉的教养方式,降低家庭环境中的矛盾性等家庭综合干预措施,选用FES-CV、CBCL、CGI在干预前后分别进行评定。[结果]干预后患者FES-CV在亲密度、情感表达、娱乐性、组织性、控制性因子方面的评分均明显升高,在矛盾性因子方面的评分明显降低,与干预前比较差异有统计学意义(P﹤0.05~0.01);干预后CBCL评定在社交情况、学校情况、退缩、焦虑/抑郁、社交问题、注意问题、违纪问题、攻击性问题、内向性行为问题、外向性行为问题及行为问题总分的评分明显降低,与干预前比较差异有统计学意义(P﹤0.05~0.01);CGI量表中SI评分明显降低,与干预前比较差异有统计学意义(P﹤0.01),GI为1.97±0.82,EI为3.18±1.35;总有效率为59.23%。[结论]综合家庭干预对改善沉缅电子游戏儿童青少年的异常心理、行为等是一种有效的治疗措施。[Objective] To explore the efficacy of synthetic family intervention on abnormal psyche and behaviors of children and adolescents lost in video games (LVG). [Methods] Comparative analyses fulfilling were conducted between 103 LVG children and control group (volunteers who were not up to the criteria for video game addiction disorder on early days of the study), such family synthetic interventions carried out as adjusting family communication styles, increasing family intimacy and affection expzession, arranging familial and social activities reasonably, identifying the responsibility of each family member, each obligations actively, improving the educational modes of open anger, aggression and over-intervention between family members mad lowering the contradiction in home environment etc. on LVG children, and assessments made with the Family Environment Scale (FES), the Achenbaeh children's behavior Cheekhst (CBCL) and the Clinical Global Impression Scale (CGI) before and after interventions. [ Results] According to the FES, there were significantly higher scores of familial inti- macy, affection expression, recreation, organization and control (P 〈 0.05-0.01) and lmver scores of familial senses of con- trary "after the intervention than pre-intervention (P 〈 0.01 ). According to the CSCL, there were significantly lower scores of so' cial activities and school condition, withdrawal, anxiety/depression, social activities, attentiora, delinquency, aggressivity, introversion and extraversion behavior problems after the intervention than pre-intervention (P 〈 0.05-0.01). SI score of the CGI was obviously lower (P 〈 0.01), GI was 1.97±0.82 and EI 3.18±1.35; total effective rate was 59.23%. [Conclusiorl] Synthetic family intervention is an effective therapeutic measure in improving abnormal mind and behaviors of children and adolescents lost in video games.
关 键 词:儿童精神病学 电子游戏成稳 心理行为 综合家庭干预
分 类 号:R179[医药卫生—妇幼卫生保健]
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