多元文化背景下深度接触元生态的青少年心理健康质量预测及其咨询建议

M. Muslihati, Y. Hotifah, W. Hidayat, A. Valdez, E. Purwanta, A. M. 'Ilmi, Nur Mega Aris Saputra
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引用次数: 1

摘要

虚拟世界是一种令人难以置信的媒介,它结合了在线游戏、社交媒体和互联网等虚拟现实平台的特点,预计将给人类行为带来重大变化。据信,一旦虚拟世界变得更加普遍,青少年被预测为最脆弱的群体,社会互动和心理健康的质量就会受到威胁。本研究旨在通过研究网络游戏成瘾和社交媒体成瘾对青少年心理健康质量的影响来证明这一预测。这项相关研究涉及大玛琅地区14所学校的700名学生。通过meta - Impact Instrument (MII)收集数据,部分使用t检验进行分析,同时使用f检验使用独立样本t检验来了解性别的贡献。在此之前,对多重共线性假设和异方差假设也进行了检验。结果表明,网络游戏和社交媒体对心理健康产生负面影响的比例为31.5%。这些结果为Metaverse对青少年心理健康质量影响的理论预测提供了经验证据。作为后续研究,需要制定教育干预策略,适当的指导和咨询服务,目的是:1)将文化和宗教价值观融入品格教育;2)预测青少年不良行为的潜在风险。
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Predicting the mental health quality of adolescents with intensive exposure to metaverse and its counseling recommendations in a multicultural context
Metaverse—an incredible medium that combines features of virtual reality platforms such as online games, social media, and the Internet—is predicted to bring significant changes to human behavior. It is believed that social interaction and the quality of mental health can be at risk once Metaverse becomes more prevalent with adolescents predicted to be the most vulnerable group. This study intends to prove this prediction by examining the effect of online game addiction and social media addiction on the mental health quality of adolescents as the majority group with Metaverse access. This correlational study involved 700 students from 14 schools in the greater Malang area. Data were collected through the Metaverse Impact Instrument (MII) and analyzed partially using the T-test and simultaneously using the F-test to know the contribution of gender using an independent sample T-test. Previously, the assumptions of multicollinearity and heteroscedasticity assumption were also tested. The results indicate that online games and social media negatively affect mental health at a rate of 31.5%. These results provide empirical evidence for theoretical predictions regarding the impact of Metaverse on mental health quality in adolescents. As a follow-up, research is needed to develop educational intervention strategies, appropriate guidance, and counseling services that purpose is to: 1) integrate cultural and religious values into character education; 2) anticipate the potential risks of metaverse among adolescents.
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