Zobrazeno 1 - 10
of 34
pro vyhledávání: '"Paweł Strojny"'
Autor:
Ada Maksim, Sławomir Śpiewak, Natalia Lipp, Natalia Dużmańska-Misiarczyk, Grzegorz Gustaw, Krzysztof Rębilas, Paweł Strojny
Publikováno v:
SAGE Open, Vol 14 (2024)
Research conducted at the outset of the pandemic shows that people are vulnerable to unrealistic optimism (UO). However, the Weinstein model suggests that this tendency may not persist as the pandemic progresses. Our research aimed at verifying wheth
Externí odkaz:
https://doaj.org/article/3b675b1172794286a22cef7d2037bc9d
Publikováno v:
Frontiers in Psychiatry, Vol 15 (2024)
In the realm of gaming-related concerns, the relationship between gaming time (GT) and gaming disorder (GD) remains an intriguing and complex subject. Although increased GT is not a reliable predictor of GD risk, the circumstances under which this re
Externí odkaz:
https://doaj.org/article/faaf62851acf481a908a2589fb7f7de3
Publikováno v:
Scientific Reports, Vol 14, Iss 1, Pp 1-9 (2024)
Abstract The relationship between gaming time and gaming disorder can be moderated by other variables. This study aimed to test the moderating role of mental health. Participants (N = 461) were recruited online. Gaming time was a statistically signif
Externí odkaz:
https://doaj.org/article/0fb6e6ae88ed477eb853b3a47d03e535
Publikováno v:
PLoS ONE, Vol 19, Iss 6, p e0299819 (2024)
In the face of the rapid evolution of the gaming market and the puzzling overlap of genres, consistency in classification seems elusive. The purpose of the present review was to explore the classification of video game genres in the context of psycho
Externí odkaz:
https://doaj.org/article/040deda922fc4208b72f733eeefc6ed1
Autor:
Paweł Strojny, Patrycja Kiszka, Jolanta Starosta, Paulina Daria Szyszka, Sylwia Starzec, Anna Winiarska, Agnieszka Strojny, Aleksandra Zajas
Publikováno v:
Frontiers in Psychiatry, Vol 14 (2023)
IntroductionThe strength of the association between gaming involvement and gaming disorder is weak to moderate. Gamers cannot be directly involved in gaming all the time, but how much they are involved in activities indirectly related to gaming durin
Externí odkaz:
https://doaj.org/article/77a1543e0c3e47fe92c06ce42d5f0cd7
Publikováno v:
Computers & Education: X Reality, Vol 2, Iss , Pp 100006- (2023)
The amount of research on virtual reality learning tools increases with time. Despite the diverse environments and theoretical foundations, enough data have been accumulated in recent years to provide a systematic review of the methods used. We pose
Externí odkaz:
https://doaj.org/article/b6aa3eff8332470fb123394da0869f84
Publikováno v:
PLoS ONE, Vol 18, Iss 3, p e0282966 (2023)
Motivational Intensity Theory could serve as a useful framework in the process of analyzing and optimizing a user's involvement in computer games. However, it has not yet been used in this way. Its main advantage is that it makes clear predictions re
Externí odkaz:
https://doaj.org/article/0eb49b7ef92e4e2992757e62f96cae61
Publikováno v:
Psychological Topics, Vol 31, Iss 1 (2022)
Contemporary social psychology must take into account the rapid increase in the availability of virtual environments for social interaction. In two experiments, we aimed to advance the knowledge of how the colour of clothing influences the assessment
Externí odkaz:
https://doaj.org/article/e2be46fc773a4e1383c908ebe983feb2
Publikováno v:
Social Psychological Bulletin, Vol 14, Iss 3, Pp 1-18 (2019)
The social facilitation effect describes the change in the performance of the task under the influence of the presence of observers. The effect itself consists of two components: social facilitation in simple tasks and social inhibition in complex ta
Externí odkaz:
https://doaj.org/article/e0ccace63d4d48d1be612a8a76a97caf
Autor:
Natalia Lipp, Radosław Sterna, Natalia Dużmańska-Misiarczyk, Agnieszka Strojny, Sandra Poeschl-Guenther, Paweł Strojny
Publikováno v:
PLoS ONE, Vol 16, Iss 12, p e0261507 (2021)
This paper presents validation of the VR Simulation Realism Scale on a Polish sample. The scale enables a self-report measurement of perceived realism of a virtual environment in four main aspects of such realism-scene realism, audience behavior real
Externí odkaz:
https://doaj.org/article/d3359ebb8a2e4c3fbf3293ba25417ef1