Take what to guard the online game teenagers?

Media caption: Inventing addiction requires "seven inches"


Recently, the National Press and Publication Administration issued the "Notice on Further Strict Management and Practically Preventing Minors from Indulging in Online Games" (hereinafter referred to as the "Notice") to take more stringent measures against the problem of excessive Internet use by minors, especially It is to protect the health of minors from the technical aspect. In 24 hours, more than 800,000 Weibo topic likes have been liked, and 70,000 people have participated in topic discussions. It can be seen that the problem of Internet addiction has always been a hot spot of social concern, and many game companies have responded one after another and actively adjusted their game services in accordance with the requirements of the "Notice".


   The "Notice" also requires families, schools and other social sectors to take action to earnestly assume the responsibility of guardianship and form a joint effort to prevent minors from indulging in online games. While playing a "hard punch" for the country to protect the rights and interests of minors, we also need to think deeply about how to protect young online games in order to fundamentally solve the problem of addiction?


What exactly is addiction


The term "addiction" is widely used in newspapers, televisions, and the Internet. On the one hand, it shows that the problem of addiction caused by the excessive use of the Internet by minors cannot be ignored. Lead to "addiction" and "addiction." In order to more accurately understand the scale of minor addiction to the Internet, the China Youth Research Center established a research group (hereinafter referred to as the research group), which conducted large-scale investigations on the issue of minor addiction in 2009 and 2019.


   So far, our country has not issued a standard for considering internet addiction. When people talk about "addiction", they often mean "above normal, not full of internet addiction." According to the "Core Information and Interpretation of Health Education for Chinese Adolescents (2018 Edition)", Internet addiction: "It refers to the out-of-control behavior of the impulse to use the Internet without the action of addictive substances. Occupational and social function impairment. To diagnose Internet addiction disorder, duration is an important criterion. Under normal circumstances, relevant behaviors last at least 12 months to be diagnosed."


It can be seen that the definition of "addiction" requires both obvious damage and the behavior to last for more than 12 months. Taking into account that the development of the Internet in recent years has made the group of minors contacting the Internet larger and the age of contacting the Internet lower, although there are worrying problems in the process of using the Internet, it has not reached the situation of obvious damage, so we are studying The standard proposed by the American psychiatrist Kimberly Young (Kimberly Young) was used. She believes that the diagnostic criteria for pathological gambling are closer to the pathological characteristics of Internet overuse. After revision, a questionnaire for the diagnosis of Internet overuse was formed. The following 8 questions are used to assess whether minors are addicted:


   (1) I often think about going online when I’m not online


   (2) I always feel satisfied that it takes more time to surf the Internet


   (3) I want to reduce the time and frequency of surfing the Internet but it is difficult to do it


   (4) If you reduce or stop surfing the Internet, you will feel that you don’t know what to do, or feel restless or even annoyed.


   (5) When you are in a bad mood or feel nervous and anxious, the first way to relax is to go online


   (6) Hidden Internet time or frequent Internet access from family members


   (7) The Internet has a significant negative impact on study or life


   (8) It often happens that I only want to go online for a while but stay online for a long time


   Among the 8 questions, at least 4 answers "yes" to the first 5 questions, and at least 1 answer "yes" to the last 3 questions are considered obsessive.


The research group adopted a multi-stage random sampling method. The subjects of the research were all minors from the fourth grade to the second grade of high school. The urban and rural students were divided into half, and the elementary school, junior high school and high school each accounted for 1/3. In 2009, the research group selected Beijing and Shanghai. , Guangdong, Shandong, Henan, Hunan, Liaoning, Tianjin, Shaanxi, Sichuan, a total of 90 schools in 10 provinces (municipalities), 10650 valid questionnaires; in 2019, the research team selected Beijing, Liaoning, Guangdong, Jiangsu, Henan, Anhui, Guangxi There are 96 schools in 8 provinces (autonomous regions and municipalities) in Inner Mongolia, with 10095 valid questionnaires. Both studies screened the internet usage behavior of minors based on the above-mentioned criteria.


   The survey results of the research team found that 18.0% of minors were addicted to the Internet in 2019, which was 2.6 times that of 2009 (6.8%)! Among them, the fourth grade of primary school reached 10.3%, and by the third grade it had reached 22.9%, showing a rising trend. The study also found that the proportion of rural minors indulging in is 2.8% higher than that of urban minors. According to the "Research Report on National Minors Internet Usage in 2020" jointly released by the Ministry of Youth Rights Protection of the Central Committee of the Communist Youth League and China Internet Road Information Center on July 20, 2021, there are already 183 million underage Internet users in my country.


   It can be seen that with the development of the Internet and the younger age of the Internet, the scale of minors’ addiction to the Internet is expanding. This is also an important reason why the country must make great efforts to catch the Internet.


   "Portrait" of a teenager addicted to online games


The    research team has conducted a large sample research and comparison of minors over 10 years and found that minors who are addicted to the Internet have some common characteristics. These characteristics are reflected in the four aspects of individual, family, life, and psychology.


   From a personal point of view, minors with bad habits in using the Internet are more likely to indulge in the Internet. The research team found that those minors who are younger, who use the Internet for a long time, and who use the Internet frequently are more likely to be addicted to the Internet. Taking the 2019 survey of the research team as an example, minors who are addicted to online games start to surf the Internet earlier, 8.0% of them are online before the age of 6, and 5.2% of minors who use the Internet normally before the age of 6; addicted to online games The proportion of minors who surf the Internet for more than one hour each time is 48.1%, which is 24.7 percentage points higher than that of minors who normally use the Internet. Moreover, minors who are addicted to the Internet more often surf the Internet in Internet cafes. It can be seen that minors who lack good online habits since childhood are more likely to indulge in online games.


From the perspective of families, in the 2019 survey, children who are addicted to online games usually feel disrespectful, lack of freedom, and parents often nag at a higher rate. Overuse of the Internet is 25.9 higher than those of minors who use the Internet normally. 24.3 and 24.9 percentage points. This shows that the family life of teenagers who are addicted to online games often lacks a democratic atmosphere. Moreover, parents are also worse in setting an example. Children who are addicted feel that their parents use the Internet more frequently and the percentage of their families not communicating online is 16.9 and 31.1 percentage points higher than those of children who are not addicted. Lack of companionship is also an important factor for minors to indulge in online games. Children living in school have the highest rate of addiction (23.7%), and the proportions of living with only their fathers and mothers are also higher, 22.9% and 20.3%, respectively. The children who live with their parents have the lowest rate of addiction (16.8%). It can be seen that children are more likely to indulge in online games due to lack of affection, companionship, supervision or incomplete family structure in family life.


From the perspective of life, children who often feel heavy learning burdens, lack of partners in their spare time, have no time to do things of interest, have no one to say in their hearts, are dissatisfied with life and studies, and have fewer free entertainment venues near their homes, are more likely to indulge in online games. high. Taking the 2019 survey as an example, the proportion of children who are addicted to online games who are often alone in their spare time is 22.6%, which is 6.2% higher than that of children who use normal games; the proportion of children who are addicted to online games feels that they have no time to do things of interest is higher. 18.2% of normal Internet users. It can be seen that children with boring daily life, lack of partners, high learning pressure, and poor communication skills are more likely to indulge in online games.


   From a psychological point of view, children who are addicted to online games have a higher proportion of feeling lonely, unpopular, looked down upon, lack of performance opportunities, lack of goals, poor interpersonal relationships, and high psychological pressure in their daily lives. In the 2019 survey, the proportion of children who feel a lot of psychological pressure is 21.3% higher than those of children who are addicted to online games; the proportion of children who feel lack of performance opportunities is 19.8% difference; the proportion of children who feel confused about the future, 2. The difference is 26.0 percentage points. It can be seen that children who are growing up with psychological pressure or psychological problems are more likely to indulge in online games.


From the above four portraits of online game teenagers, it can be seen that the problem of minors’ indulging in online games must be fundamentally resolved, and the requirements of the “Opinions” must also be followed. Level issues can better protect the healthy growth of minors. This is also a fundamental point of guarding the rational use of the internet by minors and protecting the rights and interests of minors.


  To prevent indulging in online games requires "playing seven inches"


   As the saying goes, "strike a snake and hit seven inches" means to grasp the main links and key issues. The same is true for controlling online game addiction. In order for the whole society to form a joint work force, it must start with the "seven inches" and grasp the key factors that cause Internet addiction, so that it will not be "grabbing every year and running every year." The research team recommends:


   catch the signal of indulging in online games as early as possible. The purpose of giving portraits to teenagers who are addicted to online games is to let everyone understand the characteristics of the addicted. When parents and teachers know these signals, they should pay special attention to their children in their daily lives to avoid these problems early, so as to better prevent problems before they occur, instead of thinking about what to do when they are in a state of correction.


   Build a firm first line of defense against addiction. Many signs of a child's addiction are closely related to the family. Parenting methods, communication, leisure life, psychological problems, parent-child relationship, etc., are all closely connected with the family. Moreover, children live longer at home and spend more time with their parents. Therefore, parents must build a firm first line of defense and lay a solid foundation for the prevention of addiction in the family. The introduction of the "strictest game ban" also helped parents solve problems such as the time and length of children playing games. Parents should establish online rules through communication and negotiation with their children when their children start to use the Internet, so that they can develop good habits for their children from using the Internet. Parents should change the world of adults for their children, and provide them with a good growth environment in terms of Internet habits, lifestyle, parent-child relationship and so on. The first line of defense is firmly established, and no matter how exciting the online world is, children will not linger forever.


   respect the inner needs of minors. One of the highlights of the newly revised Law on the Protection of Minors is that “to protect minors, we should adhere to the principle of the most beneficial to minors”, which requires respect for the dignity of minors and adapt to the laws and characteristics of the physical and mental health of minors. Listen to the opinions of minors, etc. The inner needs, growth patterns and characteristics of children who are addicted to online games are often seldom respected. For example, too much homework and extracurricular training make children lack leisure, neglected and authoritarian parenting methods make children lack of support needs, lack of exercise time and space make children lack of leisure needs, games have therefore become their support for all kinds of satisfaction. Adults should respect the inner needs of minors, so that their self-esteem needs, communication needs, leisure needs, emotional support, etc. can be met in reality.


   It is more important to tell the child what he can do. We are often used to telling minors what not to do, but we rarely tell them what we can do. Minors are curious and full of desire to explore the world. Anything new will make them want to try. The more they are not allowed to do, the more they want to try. Adults need to change their minds and tell them what they can do, and what they will gain after doing these things. In other words, we need to give specific help to minors and plan some things they can do according to their age and needs. Our research on the leisure conditions of minors found that children generally have "no time to play, no place to play, and no partners to play". However, with the full implementation of the "double reduction" policy, minors have time, and they may not be able to play again. Therefore, online games have become a "must option." If we guide children to exercise, love to work, be good at leisure, and want to read, perhaps online games are just an "optional" for them.


[TW]


 拿什麼守護網游少年?媒體刊文:預防沉迷需「打七寸」


近日,國家新聞出版署下發了《關於進一步嚴格管理切實防止未成年人沉迷網路遊戲的通知》(以下簡稱《通知》),針對未成年人用網過度問題再次採取更嚴格的措施,尤其是從技術方面守護未成年人健康。24小時內微博話題點讚達到了80多萬,更有7萬人參與了話題討論。可見,網路沉迷的問題一直是社會關注的熱點,很多遊戲公司也紛紛回應,並根據《通知》要求積極對遊戲服務做出調整。


  《通知》還要求家庭、學校等社會各方面行動起來,切實承擔監護守護職責,形成防止未成年人沉迷網路遊戲的工作合力。在為國家出「硬拳」保護未成年人權益叫好的同時,我們還需要深入思考,到底拿什麼守護網游少年,才能從根本上解決沉迷問題?


到底什麼是沉迷


  「沉迷」一詞廣泛見諸報刊、電視、網路,一方面說明未成年人過度用網導致的沉迷問題不容忽視,另一方面也表達了成年人的擔憂,總怕未成年人用網過多導致「沉迷」「成癮」。為更準確地了解未成年人沉迷網路的規模,中國青少年研究中心成立課題組(以下簡稱課題組),於2009年和2019年先後兩次對未成年人沉迷問題進行了大規模調研。


  到目前為止,我國尚未出台網路沉迷的考量標準。當人們說到「沉迷」時,往往是指「正常以上、網癮未滿」。據《中國青少年健康教育核心信息及釋義(2018版)》,網路成癮:「是指在無成癮物質作用下對互聯網使用衝動的失控行為,表現為過度使用互聯網后導致明顯的學業、職業和社會功能的損傷。診斷網路成癮障礙,持續時間是一個重要標準,一般情況下相關行為至少持續12個月才能確診。」



可見,對是否「成癮」的界定既需要有明顯的損傷,又需要該行為持續12個月以上。考慮到近幾年互聯網的發展使未成年人觸網群體更大,觸網年齡更低,雖然用網過程中存在令人擔憂的問題,但並未達到明顯損傷的情況,故在研究時我們使用了美國精神疾病學家金柏利·楊(Kimberly Young)提出的標準。她認為病態賭博的診斷標準更接近網路過度使用的病理特徵,經過修訂,形成了網路過度使用診斷問卷,通過下面8個問題來評估未成年人是否沉迷:


  (1)不上網時也常想著上網的事


  (2)總覺得要花更多時間上網才滿足


  (3)想減少上網時間和次數但很難做到


  (4)減少上網時間或停止上網會感到不知要做什麼,或焦躁不安甚至很惱火


  (5)心情不好或感到緊張焦慮時首先想到的放鬆方式是上網


  (6)向家人隱瞞上網時間或經常上網的情況


  (7)上網對學習或生活造成明顯不好的影響


  (8)經常出現本來只想上網一會兒卻在網上很久的情況


  這8個題目里,前面5題至少4個回答「是」,後面3題至少1個回答「是」,才被認為具有沉迷特徵。


  課題組採取多階段隨機抽樣的方法,研究對象均為小學四年級至高中二年級的未成年人,城鄉學生各半,小學、初中、高中各佔1/3。2009年課題組抽取北京、上海、廣東、山東、河南、湖南、遼寧、天津、陝西、四川共10省(直轄市)90所學校,有效問卷10650份;2019年課題組又抽取北京、遼寧、廣東、江蘇、河南、安徽、廣西和內蒙古共8省(區、市)的96所學校,有效問卷10095份。兩次研究都是根據上述標準對未成年人網路使用行為進行篩查的。


  課題組的調查結果發現,2019年沉迷網路的未成年人達18.0%,是2009年(6.8%)的2.6倍!其中,小學四年級達到10.3%,到初三已經達到22.9%,呈現一路攀升趨勢。研究還發現,農村未成年人沉迷的比例比城市未成年人高出2.8個百分點。根據共青團中央維護青少年權益部與中國互聯網路信息中心2021年7月20日聯合發佈的《2020年全國未成年人互聯網使用情況研究報告》顯示,我國未成年網民已有1.83億。


  由此可見,隨著互聯網的發展和觸網的低齡化,未成年人沉迷網路的規模在不斷擴大,這也是國家要下大力氣抓網路沉迷的重要原因。


  沉迷網游少年的「畫像」


  課題組通過跨越10年的對未成年人的大樣本研究與比較發現,沉迷網路的未成年人有一些共同特徵。這些特徵分別體現在個人、家庭、生活、心理四個方面。


  從個人方面來講,具有不良用網習慣的未成年人更易沉迷網路。課題組研究發現,那些觸網年齡小、用網時間長、上網頻率高的未成年人,沉迷網路的可能性更大。以課題組2019年的調查為例,沉迷網游的未成年人開始上網更早,6歲以前觸網佔比8.0%,正常用網的未成年人6歲前觸網比例為5.2%;沉迷網游的未成年人每次上網超過1小時的比例為48.1%,比正常用網的未成年人高24.7個百分點。而且,沉迷網路的未成年人更多在網吧上網。可見,從小缺乏良好用網習慣的未成年人,沉迷網游的可能性更大。


  從家庭方面看,在2019年的調查中,沉迷網游的孩子平時感受到不被尊重、缺乏自由、家長經常嘮叨的比例更高,過度用網比正常用網的未成年人分別高25.9、24.3、24.9個百分點。這說明沉迷網游的少年的家庭生活往往更缺乏民主氛圍。而且,家長在以身作則方面也更差一些,沉迷的孩子感到家長用網更頻繁、家人各自上網不交流的比例比不沉迷的孩子分別高16.9、31.1個百分點。缺少陪伴也是未成年人沉迷網游的一個重要因素,住校的孩子沉迷的比例最高(23.7%),只和父親住、只和母親住沉迷的比例也較高,分別為22.9%和20.3%。而和父母共同居住的孩子沉迷比例最低(16.8%)。可見,家庭生活缺少親情、陪伴、監管或家庭結構不完整,孩子更有可能沉迷網游。


  從生活方面看,經常感到學習負擔重、課餘時間缺少夥伴、沒時間做感興趣的事、心裡話沒人說、對生活和學習不滿意、家附近免費娛樂場所少的孩子沉迷網游的比例更高。還是以2019年的調查為例,沉迷網游的孩子課餘時間經常獨自一人的比例為22.6%,比正常使用的孩子高6.2個百分點;沉迷網游的孩子感到沒時間做感興趣的事的比例高出正常用網者18.2個百分點。可見,日常生活乏味、缺少夥伴、學習壓力大、溝通能力差的孩子更有可能沉迷網游。


  從心理方面看,沉迷網游的孩子在日常生活中感到孤獨、不受歡迎、被瞧不起、缺乏表現機會、缺乏目標、人際關係差、心理壓力大的比例更高。在2019年的調查中,感到心理壓力大的比例,沉迷網游的孩子比正常使用的孩子高21.3個百分點;感到缺乏表現機會的比例,二者相差19.8個百分點;感到對未來迷茫的比例,二者相差26.0個百分點。可見,成長中存在心理壓力或心理問題的孩子,沉迷網游的可能性更大。


  以上從四方面給網游少年的畫像可以看出,未成年人沉迷網游的問題要得到根本解決,還必須遵照《意見》的要求,家庭、學校等社會各方形成工作合力,只有解決了這些深層次問題,才能更好地守護未成年人的健康成長。這也是從根本上監護未成年人合理用網、保護未成年人權益的著力點。


  預防沉迷網游需「打七寸」


  俗語說「打蛇打七寸」,意即要抓住主要環節和要害問題。治理網游沉迷也是如此。全社會要形成工作合力,必須從「七寸」入手,抓住導致網路沉迷的關鍵因素,這樣才不至於「年年抓、年年跑」。課題組建議:


  及早捕捉沉迷網游的信號。給沉迷網游的少年畫像,就是為了讓大家了解沉迷者的特徵。家長和老師知道了這些信號,在日常生活中要對孩子給予格外關注,提早避免這些問題出現,從而更好地防患於未然,而不至於到了要矯治的狀態才去想怎麼辦。


  築牢防沉迷的第一道防線。孩子沉迷的很多信號都與家庭關係密切。養育方式、交流溝通、閑暇生活、心理問題、親子關係等,無一不和家庭緊密相連。而且,孩子在家生活時間更長,與父母相處更多。因此,家長要築牢第一道防線,先在家庭中為預防沉迷打好基礎。「最嚴遊戲禁令」的出台也是幫助家長解決了孩子玩遊戲的時間和時長等問題。家長要在孩子開始觸網時就通過和孩子的溝通與協商立好上網規矩,這樣才能從用網行為上給孩子養成好習慣。家長要為孩子改變成年人的世界,從用網習慣、生活方式、親子關係等多方面給孩子提供好的成長環境。第一道防線築牢了,網上的世界就算再精彩,孩子也不至於流連忘返。


  尊重未成年人的內在需求。新修訂的未成年人保護法有個亮點,就是「保護未成年人,應當堅持最有利於未成年人原則」,要求尊重未成年人人格尊嚴、適應未成年人身心健康發展的規律和特點,聽取未成年人的意見等。沉迷網游的孩子內心需求、成長規律與特點往往很少得到尊重。如過多作業和課外培訓使孩子閑暇缺失,忽視型的專制型的養育方式使孩子的支持需求缺失,缺乏運動時間和場所使孩子的休閑需求缺失,遊戲因此成了他們獲得各種滿足感的依託。成年人應尊重未成年人的內在需求,使他們的自尊需求、交流需求、休閑需求、情感支持等在現實中得到滿足。


  告訴孩子能做什麼更重要。我們常常習慣了告訴未成年人不要做什麼,但很少告訴他們能做什麼。未成年人好奇心強,對世界充滿了探索的慾望,任何新鮮事物都會讓他們想去嘗試,越是不讓他們去做的事情反而更讓他們想試試看。成年人要改變一下思路,告訴未成年人哪些是能做的事情,做了這些事以後會有哪些收穫。也就是說,我們要給未成年人具體的幫助,根據孩子的年齡、需求等為他們策劃一些能做的事情。我們對未成年人的休閑狀況進行研究發現,孩子們普遍存在「沒時間玩、沒地方玩、沒夥伴玩」的情況。但是,隨著「雙減」政策的全面落地,未成年人有時間了,他們可能又不會玩了。因此,網路遊戲成了「必選項」。如果我們引導孩子們會運動、愛勞動、善休閑、想閱讀,或許網路遊戲只是他們的一個「可選項」。

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