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Povezanost igranja video iger z anksioznostjo in depresivnostjo
ID Debeljak, Tjaš (Avtor), ID Masten, Robert (Mentor) Več o mentorju... Povezava se odpre v novem oknu

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Izvleček
Igranje video iger je vse bolj razširjena oblika preživljanja prostega časa. Z naraščanjem števila igralcev se povečuje tudi potreba po boljšem razumevanju področja iger v povezavi z zdravjem igralcev. Predhodne študije so preučevale povezanost igranja z anksioznostjo in depresivnostjo, pri tem pa niso nadzorovale lastnosti samih iger. Namen raziskave je bil, da se predhodne študije dopolni in razširi. Osredotočil sem se na odnos med anksioznostjo, depresivnostjo, čuječnostjo in dejavniki iger (količina igranja, tip igre, zvrst igre in položaj kamere). V raziskavo je bilo vključenih 299 udeležencev (177 moških in 122 žensk) med 18. in 35. letom starosti. Pričakoval sem, da bo pri moških večja količina igranja povezana z nižjo anksioznostjo, da bo igranje tekmovalnih iger povezano z višjo anksioznostjo, da bo igranje akcijskih avantur povezano z nižjo depresivnostjo, da bo igranje iger v prvi osebi povezano z višjo anksioznostjo ter, da se bodo moški in ženske razlikovali glede na zvrst iger, ki jih največ igrajo. Rezultati so pokazali, da količina igranja ni bila povezana z anksioznostjo in depresivnostjo, kljub temu pa so imeli igralci značilno nižjo anksioznost kot tisti, ki iger niso igrali. Igralci tekmovalnih iger so imeli najnižjo anksioznost, igralci individualnih pa najvišjo. Največje količine igranja so bile prisotne pri igrah s soigralci. Moški so največ igrali tekmovalne igre, ženske pa individualne. Pri tekmovalnih igrah je bilo prisotnega največ spletnega nadlegovanja. Moški so najraje igrali strelske in športne igre, ženske pa strateške. Zvrst iger ni bila povezana z depresivnostjo, igralci športnih iger so imeli nižjo anksioznost, igralci strategij pa višjo. Položaj kamere ni bil značilno povezan z anksioznostjo. Večja količina igranja je bila povezana z večjo čuječnostjo, pri čemer so bili igralci bolj čuječi kot tisti, ki niso igrali. Čuječnost ni bila povezana s položajem kamere, tipom, ali zvrstjo igre.

Jezik:Slovenski jezik
Ključne besede:video igre, anksioznost, depresivnost, čuječnost
Vrsta gradiva:Magistrsko delo/naloga
Organizacija:FF - Filozofska fakulteta
Leto izida:2019
PID:20.500.12556/RUL-107740 Povezava se odpre v novem oknu
Datum objave v RUL:20.05.2019
Število ogledov:1750
Število prenosov:348
Metapodatki:XML DC-XML DC-RDF
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Sekundarni jezik

Jezik:Angleški jezik
Naslov:How video game play relates to anxiety and depression
Izvleček:
Video game play is becoming an increasingly widespread way of spending free time. With the growing number of players, there has also been an increase in the need to understand how gaming relates to players' health. Previous studies examined the relationship between gaming, anxiety and depression, but did not focus on the games' characteristics. The aim of my study was to complement and expand the previous findings. I focused on the relationship between anxiety, depression, mindfulness and several gaming factors (time spent playing, game genre, game type and game camera). There were 299 participants (177 male and 122 female) between the ages of 18 and 35. I expected more play time would correlate with lower anxiety in men, that competitive game play would correlate with higher anxiety, that playing action adventure games would correlate with lower depression, that playing in first person would correlate with higher anxiety and that men and women prefer different game genres. Results show that time spent playing didn't correlate with anxiety and depression, although gamers had lower anxiety than non gamers. Players of competitive games had lower anxiety while players of individual games had higher anxiety. Most time was spent on games in which players played in a group with others. Men preferred competitive games, while women preferred individual games. The highest amount of online harassment was observed in competitive games. Men preferred shooter and sports games, while women preferred strategy games. Game genre wasn't related to depression, but players of sports games had lower anxiety, while players of strategy games had higher anxiety. Game camera wasn't related to anxiety. More time spent playing was related to more mindfulness and gamers as a group were more mindful that non gamers. Mindfulness wasn't related to game camera, genre or type.

Ključne besede:video games, anxiety, depression, mindfulness

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