National Repository of Grey Literature 3 records found  Search took 0.00 seconds. 
Quality of Life of MOBA Video Game Players: Questionnaire Survey
Bártek, Jonáš- Jan ; Vondráčková, Petra (advisor) ; Vacek, Jaroslav (referee)
Background: Gaming is becoming more of a popular leisure time activity. "Multiplayer Online Battle Arena" (MOBA) games have become one of the most played video games in 2022, MOBA games became even more popular than one of the most reaserched genre of games, "Massively Multiplayer Online Role Playing Games" (MMORPGs). Some authors state that MOBA games have the biggest potential for becoming addictive for it's players. However, reaserch does not show the magnitude of playing popular MOBA games on the quality of life of it's players. Objectives: The main goal of this work was to find out the relation between the quality of life and playing MOBA videogames - to figure out how the quality of life of MOBA game players differs from the quality of life of standart population, to find out how the quality of life differs according to their potential hazardous gaming or addiction to gaming, and to find out how the quality of life of MOBA games players differs regarding the time spent playing MOBA games. Methods: Respodents filed in a questionnaire, which was accessible on social networks in online communities of MOBA games players. The sample consisted of 571 mainly Czech players of MOBA games with the average age of 21,7 years. The quality of life was measured with SQUALA (Subjective QUAlity of Life...
Relationship of young adult mens with Internet gaming disorder
Váhalová, Martina ; Vacek, Jaroslav (advisor) ; Vondráčková, Petra (referee)
Background: Internet gaming disorder is a relatively new diagnosis. Research in this area is developing dynamically, and the number of studies conducted is growing, focusing not only on the disorder in general, but also on its impact on the lives of addicted gamers. Laical and professional public debate on the potential impact of non-substance addictions on social relations. Aim of the research: The research focuses on the perception of partnerships by players who meet criteria for an online gaming disorder and a subjective assessment of the impact of the disorder on the partners themselves. Set and selection methods: The research file was created by combining simple purposeful selection with criteria and method of a snowball. Two scales were used as criteria for inclusion in the file - diagnostic criteria for Internet gaming disorder according to DSM-V. and Abbreviated versions of the gambling addiction questionnaire (Lemmens et al., 2009), as well as male gender and age 20-35 years. The sample consists of 9 men who meet the criteria. Methods of working with data: Data were obtained by semi-structured interview using online video call or chat. The data was transcribed. Systematization was performed by open coding. A combination of interpretative-phenomenological and narrative analysis was used to...
Perception of experience of online gaming in connection with addictive behaviour
Hrdinová, Petra ; Vacek, Jaroslav (advisor) ; Vondráčková, Petra (referee)
Introduction: the playing of massively multiplayer online role - playing games (MMORPG) has been connected with computer technologies for few years. Despite the fact that the addiction on online role playing game is not officially in MKN - 10, it takes after gaming disorder following place within behavioral addictions. Aim: the main aim of the work was to describe the perception of subjective experience of gamers playing online games. Research questions regarded types of experience of gamers, incidence of addiction behavior, gamers differences in experience with and without addiction symptoms. Final question concerned gamers ability to be aware of addiction behavior. Methods and sample: the intentional sampling was used to obtain participants, including snow ball method through informants. Subsequently semistructured interviews were carried out. All participants filled out the record sheet showing sociodemographic data and questionairre of online gaming addiction. The research group consist of 9 participants, their mean gaming time was 15 hours per week, the participants ranged in age from 17 to 40 years. Results: from the interviews taken a few themes emerged. Subjective gamer's experience were positive and negative, positive dominated by most of gamers. In context of experience, the majority...

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