Pregled bibliografske jedinice broj: 745915
Uses and motives for playing online video game - specificities of university students
Uses and motives for playing online video game - specificities of university students // Pedagoška obzorja, 29 (2014), 2; 117-130 (međunarodna recenzija, članak, znanstveni)
CROSBI ID: 745915 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
Uses and motives for playing online video game - specificities of university students
Autori
Ružić-Baf, Maja ; Radetić-Paić, Mirjana ; Bočev, Mladen
Izvornik
Pedagoška obzorja (0353-1392) 29
(2014), 2;
117-130
Vrsta, podvrsta i kategorija rada
Radovi u časopisima, članak, znanstveni
Ključne riječi
online video games; MMORPG online video games; students; time of playing online video games; the frequency of playing online video games; virtual communities
Sažetak
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.
Izvorni jezik
Engleski
Znanstvena područja
Informacijske i komunikacijske znanosti, Pedagogija
POVEZANOST RADA
Ustanove:
Sveučilište Jurja Dobrile u Puli
Citiraj ovu publikaciju:
Časopis indeksira:
- Web of Science Core Collection (WoSCC)
- SCI-EXP, SSCI i/ili A&HCI
Uključenost u ostale bibliografske baze podataka::
- PsychINFO, IBZ, IBR, SCOPUS, Embase, Engineering Village, Reaxys, COBISS