National Repository of Grey Literature 2 records found  Search took 0.00 seconds. 
The relationship of impulsivity, in-game purchases and game patterns with symptoms of problematic gaming (IGD) in smartphone gamers
Linhart, David ; Lukavská, Kateřina (advisor) ; Vanek, Marián (referee)
This thesis examined predictors of Internet gaming disorder (IGD) and tried to verify, based on quantitative research, its relationship with impulsivity, in-game purchases within a specific free-to-play RPG game and game patterns (frequency of logins during a day, level of participation regarding game events and a period of playing a specific game) in smartphone gamers. The relationship between impulsivity and in-game purchases was also examined. Firstly, in the theoretical part, the theory of behavioural addiction was introduced, attention was then dedicated to characterization of IGD, its current conceptualization, topical model of development and maintenance, prevalence, consequences and etiological factors, after that, factors researched in this thesis, were theoretically explained. Cross-sectional design was used to examine these relationships by sending questionnaires to Czechoslovak gamers using a channel in an app Discord. Impulsivity was measured by a short version of a UPPS-P scale, to measure Internet gaming disorder an IGDT questionnaire was used, while in-game purchases were measured by self-categorization inspired by previous research and new questionnaires were created for game patterns. To analyse the data t-tests, ANOVA, correlation analysis, linear regression and binominal...
The regulation of time in adult computer games players - strategies and retrospective perception of parental control
Widláková, Kateřina ; Lukavská, Kateřina (advisor) ; Hrabec, Ondřej (referee)
This diploma thesis deals with the regulation of time in adult computer game players, especially how players are able to regulate their own time spent playing computer games, what strategies they use for this, or how they are regulated by people around them, and whether self-regulation has been affected by family education and regulation of gaming by parents. It was also examined whether self-regulation or parental regulation affects the development of Internet Gaming Disorder (IGD), or whether personality traits have a part to do with it. The research group consisted of 40 respondents of young adult players who started playing computer games as early as childhood or adolescence. The data collection took the form of an online questionnaire in the Google environment, therefore it was sent to players electrationally. The questionnaire survey consisted of four separate parts which followed each other continuously. In the first part, anamnestic data of players was collected in the form of an Anamnestic questionnaire, the second part followed the IGDT rate with the IGDT-10 questionnaire, in other parts personality traits were examined by the BFI-2-S questionnaire and the educational style in the family using the EMBU-A questionnaire. Based on the research, it was found that 5 % of respondents reported...

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