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Uses and motives for playing online video game - specificities of university students (CROSBI ID 214997)

Prilog u časopisu | izvorni znanstveni rad | međunarodna recenzija

Ružić-Baf, Maja ; Radetić-Paić, Mirjana ; Bočev, Mladen Uses and motives for playing online video game - specificities of university students // Didactica Slovenica = Pedagoška obzorja, 29 (2014), 2; 117-130

Podaci o odgovornosti

Ružić-Baf, Maja ; Radetić-Paić, Mirjana ; Bočev, Mladen

engleski

Uses and motives for playing online video game - specificities of university students

The availability of the Internet to use it almost everywhere and the use of the same in college campuses allow uninterrupted playing online video games, especially MMORPG games. Popularity online video games in the student population show that students spend more and more time at the computer. Sedentary lifestyle, long hours a day playing online video games, stay indoors, virtual world, virtual dating, virtual communities are just some of the possible indicators which are moving individual away from the real world. In the theoretical part of the paper are shown the research online video games in different spheres of human activity: dependence on online video games, the positive and negative aspects of playing online video games, the use of video games in the process of education, medicine, leisure and so on. Emphasis is on MMORPG games in the student population. The empirical part of the paper presents the results of a pilot study online video games in the student population between the sexes on a sample of 136 respondents. The results showed that there were statistically significant differences between male and female students in playing online video games. It found to be statistically significantly different in the variables on the frequency of playing online video games, the time spent on playing, the number of virtual friends, membership in a particular clan, material resources spent on playing some online video games and more.

online video games; MMORPG online video games; students; time of playing online video games; the frequency of playing online video games; virtual communities

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Podaci o izdanju

29 (2)

2014.

117-130

objavljeno

0353-1392

Povezanost rada

Informacijske i komunikacijske znanosti, Pedagogija