Pregled bibliografske jedinice broj: 1151644
Examining the effects of gaming: possible ways of moving forward
Examining the effects of gaming: possible ways of moving forward // 9th European Congress of Methodology - EAM 2021
Valencia, Španjolska, 2021. (poster, međunarodna recenzija, neobjavljeni rad, znanstveni)
CROSBI ID: 1151644 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
Examining the effects of gaming: possible ways of
moving forward
Autori
Razum, Josip ; Huić, Aleksandra
Vrsta, podvrsta i kategorija rada
Sažeci sa skupova, neobjavljeni rad, znanstveni
Skup
9th European Congress of Methodology - EAM 2021
Mjesto i datum
Valencia, Španjolska, 21.07.2021. - 23.07.2021
Vrsta sudjelovanja
Poster
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
Mixed methods ; Gaming ; Self-Determination Theory
Sažetak
Title Examining the effects of gaming: possible ways of moving forward Purpose Current gaming research seems to be heavily focused on “gaming addiction”, with often insufficiently validated constructs and a lack of holistic perspective. In this research, we firstly aimed to conduct a qualitative study and examine how the adolescent gamers see the purpose of gaming, how do they integrate gaming in their daily lives and what they think about positive and negative consequences of gaming. Secondly, we aimed to conduct an experience sampling (ESM) study to connect the basic psychological needs fulfilment experienced in gaming and in the life outside gaming with well-being and test the hypotheses about the moderators and mediators of the relationship between need satisfaction in games and well-being. Methods/design The qualitative study consisted of semi-structured in-depth interviews carried out on N=38 adolescent gamers who played mostly online multiplayer games for two or more hours per day. The ESM study will be carried out by firstly measuring the trait variables, then measuring the state variables two or three times per day for two weeks and measuring the trait variables again. The sample is expected to be around 100 – 130 adolescent participants who play videogames two or more hours daily. Results We will briefly discuss the qualitative results and then the ESM study plan. Since ESM methodology was very rarely used in gaming research, we will reflect on its possible advantages (e.g. minimization of retrospective bias, studying gaming-related processes as they unfold) and possible pitfalls. We will also discuss ways in which we used the qualitative research as an input for the quantitative study. Conclusions We hope that our studies will provide, in addition to their findings, a useful discussion about the methodology of gaming research.
Izvorni jezik
Engleski
Znanstvena područja
Psihologija
POVEZANOST RADA
Ustanove:
Institut društvenih znanosti Ivo Pilar, Zagreb