National Repository of Grey Literature 57 records found  beginprevious48 - 57  jump to record: Search took 0.00 seconds. 
Satisfaction and stability in a marriage: does it matter if you have met online or offline?
Kačena, Petr ; Hrabec, Ondřej (advisor) ; Lukavská, Kateřina (referee)
The master thesis looks at marital satisfaction and stability in Czech marriages between 2005 and 2015. The aim of the thesis was to find out whether meeting your spouse online or offline affects marital satisfaction and break-up rate (separation and divorce). The theoretical part of the thesis focuses on attractiveness, the characteristics of a good relationship, the development of marital satisfaction and existing research on online dating. A nationally representative sample of 316 respondents provided answers in an online questionnaire. The results indicate that one in three Czech marriages now begin online. Half of the online group met on an online dating site and 17 % on a social media site. When compared to those that began offline, "online marriages" were slightly less likely to end up in a marital break-up (31 % offline, 26,5 % online) and reported slightly higher marital satisfaction. However, none of these differences were statistically significant. The differences were higher when the online group was narrowed down to the ones who met on an online dating site and on a social media site but remained statistically insignificant. This group also retrospectively reported better fulfilment of their criteria for their life companion at the beginning of a relationship (p=0,041). In general, men...
The Impact of Playing Video Games on Social Relationships of Gamers
Kůra, Michal ; Lukavská, Kateřina (advisor) ; Hrabec, Ondřej (referee)
This dissertation examines the impact of playing video games on social relationships. The main goal of the research is to find out how relationships differ between gamers and non-gamers. The quality of relationships is examined via Furman's and Buhrmester's Network of relationship inventory. The values are compared according to the gaming status. Apart from the basic groups I compared some other groups such as online and offline gamers, men and women or gamers who prefer playing alone and players who play with their friends. According to the inventory findings the relationship qualities of gamers and non-gamers do not differ significantly. Comparison of some other groups brought some interesting relationship differences among groups of men and women and, also, a correlation between the increasing average game time and decreasing quality of relationship with family members was observed.
Effect of relaxation creative activity on the level of perceived stress
Nekvasilová, Sára ; Lukavská, Kateřina (advisor) ; Pavelková, Isabella (referee)
The main goal of this thesis was to determine the effect of relaxing creative activity on reducing perceived levels of stress. Relaxing creative activities are simple forms of fine art and drawing method called Zentangle was used. This thesis is based on 2 main hypotheses: the first being that Zentangle method has the potential to favorably affect the human psyche and can reduce level of stress, the second being that the effect of this method will increase with higher levels of experineced flow. The theoretical part of this thesis is focused on clarifying fundamental concepts, important for the research. These concepts are stress, methods for decreasing stress and the concept of flow. In the empiric part of the thesis, the stated hypotheses were tested by a quantitative design. The research was carried out with 55 participants, divided into 3 groups - the first was practicing creative art activity, the second was used as an active-control group and was practicing hand yoga, and the last group represented passive-control group. Levels of stress and flow were measured by questionnaires. The influence of relaxing creative activity and hand yoga on reduction of perceived levels of stress was verified by statistical methods. The second hypothesis, stating that higher levels of flow will increase influence of...
Impact of Playing RPG on Players' Development of Creative Thinking
Sabonová, Karolína ; Lukavská, Kateřina (advisor) ; Hříbková, Lenka (referee)
This diploma thesis examines the impact of playing RPG on the development of players'creative thinking. Our aim was to analyze the development of creative thinking in relation with RPG playing. This development was observed in the group of beginners and advanced players and in the control group during six months using creative thinking tests (Torrance Tests of Creative Thinking - Figural, Urban's Test for Creative Thinking- Drawing Production). Tests were administered three times, in the beginning, after 3 months and after 6 months. During the second measurement the experimental group was also assigned a Creative Personality Scale (CPS). The obtained values were processed using descriptive statistics, correlation analysis and t-tests. Overall, it has not been conclusively proved that playing RPG influenced the creative thinking development of players, but a certain trend of improved creativity, especially in RPG-beginners was observed. We found out that the gaming intensity (hours per week) and the creativity are not related. A positive relation between the CPS score and the creativity improvement and also relation between the age and the creativity improvement was established. KEYWORDS RPG, creative thinking, Torrance Tests of Creative Thinking - Figural, Urban's Test for Creative Thinking-Drawing...
What makes a reasonable player: self-regulation, time perspective and habits in online gaming
Lukavská, Kateřina ; Chrz, Vladimír (advisor) ; Klusák, Miroslav (referee) ; Urbánek, Tomáš (referee)
The thesis concerns factors that affect the intensity of MMORPG playing and the gaming addiction symptoms. In the theoretical part, I discuss approaches to the excessive and problematic gaming. I argue for the shift of perspective from gaming addiction disorder toward self-regulation, time perspective, activity theory and habitual regulation. Two inventory-based studies were conducted in order to empirically verify the effect of proposed variables on MMORPG usage. First, the significant role of Time Perspective (TP), measured by Zimbardo Time Perspective Inventory (ZTPI), has been confirmed. Second, the habitual regulation had been identified to significantly affect the usage. The habits related to usage were measured by the new psychometrical tool - Cues Sensitivity Scale (CSS). TP and habits influence the usage together - the effect of TP is partially mediated through Cues Sensitivity as well as through the players' deliberate regulation of playing time. All measured variables showed stability in time (measured after three years in subset of respondents). Data was analyzed with statistical methods, mainly with Partial-Least-Squares Path- Modelling (PLS-PM). The part of the data - respondents' strategies of playing time regulation - were analyzed qualitatively.
(Un)familiarity with Christianity and its relation to spiritual life
Heissler, Radek ; Chrz, Vladimír (advisor) ; Lukavská, Kateřina (referee)
ANNOTATION: The bachelor thesis focuses on the relation between knowledge of Christianity (as a religion most relevant for Czech republic) and the depth of spiritual life. In the theoretical part, the relevance and knowledge of Christianity are examined, also the problem of the spiritual life, spirituality and religiosity from the psychological and theological point of view, and also their growth. The empirical part focuses on the constuction and statistical characteristics of the questionnaire of spiritual life and the test of knowledge of Christianity. Their results, collected data, hypotheses and research problem (relationship between spirituality and knowledge) are analyzed and interpretated. KEYWORDS: Christianity, spirituality, religion, spiritual life, knowledge
How doe's playing MMORPG influence mood of players
Kůra, Michal ; Lukavská, Kateřina (advisor) ; Hrabec, Ondřej (referee)
This bachelor thesis examines how doe's playing MMORPG game influences mood of the player. The main goal of research is to experimentaly verify if there is some mood boost caused by playing MMORPG game. This possible effect is examined via the BMIS questionnaire, which measures actual emotional state of player. BMIS questionnaires were administrated right before and after activity, to find out the difference caused by the activity. According to findings of this experiment playing MMORPG game significantly improves the mood, in comparison with watching documentary film. Some additional measures support the theory, that mood improvement during the game could be linked with development of the flow experience, which has, as some previous studies found out, higher probability to develop during playing MMORPG game then during other non-virtual leisure time activity such as watching documentary film.

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