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Pathological videogame use: the role of gender, self-esteem and educational context

Vesna Bilić   ORCID icon orcid.org/0000-0003-2306-5803 ; Učiteljski fakultet Sveučilišta u Zagrebu
Tajana Ljubin Golub ; Učiteljski fakultet Sveučilišta u Zagrebu

Puni tekst: hrvatski, pdf (197 KB) str. 1-13 preuzimanja: 2.187* citiraj
APA 6th Edition
Bilić, V. i Ljubin Golub, T. (2011). Patološko igranje videoigara: uloga spola, samopoštovanja i edukacijske sredine. Hrvatska revija za rehabilitacijska istraživanja, 47 (2), 1-13. Preuzeto s https://hrcak.srce.hr/70276
MLA 8th Edition
Bilić, Vesna i Tajana Ljubin Golub. "Patološko igranje videoigara: uloga spola, samopoštovanja i edukacijske sredine." Hrvatska revija za rehabilitacijska istraživanja, vol. 47, br. 2, 2011, str. 1-13. https://hrcak.srce.hr/70276. Citirano 09.12.2019.
Chicago 17th Edition
Bilić, Vesna i Tajana Ljubin Golub. "Patološko igranje videoigara: uloga spola, samopoštovanja i edukacijske sredine." Hrvatska revija za rehabilitacijska istraživanja 47, br. 2 (2011): 1-13. https://hrcak.srce.hr/70276
Harvard
Bilić, V., i Ljubin Golub, T. (2011). 'Patološko igranje videoigara: uloga spola, samopoštovanja i edukacijske sredine', Hrvatska revija za rehabilitacijska istraživanja, 47(2), str. 1-13. Preuzeto s: https://hrcak.srce.hr/70276 (Datum pristupa: 09.12.2019.)
Vancouver
Bilić V, Ljubin Golub T. Patološko igranje videoigara: uloga spola, samopoštovanja i edukacijske sredine. Hrvatska revija za rehabilitacijska istraživanja [Internet]. 2011 [pristupljeno 09.12.2019.];47(2):1-13. Dostupno na: https://hrcak.srce.hr/70276
IEEE
V. Bilić i T. Ljubin Golub, "Patološko igranje videoigara: uloga spola, samopoštovanja i edukacijske sredine", Hrvatska revija za rehabilitacijska istraživanja, vol.47, br. 2, str. 1-13, 2011. [Online]. Dostupno na: https://hrcak.srce.hr/70276. [Citirano: 09.12.2019.]

Sažetak
Rationale: This research examined factors associated with pathological use of video games, i.e. videogames addiction (VA) in adolescence. The first aim of the study was to investigate prevalence of addiction to videoames among secondary school students in Zagreb area in Croatia. The second aim was to examine the relationship of gender, self-esteem and educational context
in tendency toward pathological videogaming. Method: A sample of 184 (56,5 % female) students from gymnasia and 143 (44,1% female) students from professional schools took part in the study. Videogame addiction was assessed using the modifed version of Young Internet Addiction Diagnostic Questionnaire, and self-esteem by Rosenberg Self-esteem scale. Results: The majority of respondents were classified as normal users of the video games while only minority as patological video users (13.1% of boys and 1.8% of girls). ANOVA results revealed significant all main effects and a significant three-way interaction among gender, education conteext and self-esteem. Being male, having low self-esteem and attending professional school were factors associated with increased tendency to VA. Gymnasian educational context exacerebated the link between poor self-esteem and videogame addiction for boys, but not for girls. The results can be interpreted as a first hint for a prevalence estimation of pathological video gaming in Croatian adolescents from Zagreb area. Additionally, results suggested different role of low self-esteem for boys and for girls in competitive and academically demanding context.

Ključne riječi
videogame addiction; self-esteem; educational context

Hrčak ID: 70276

URI
https://hrcak.srce.hr/70276

[hrvatski]

Posjeta: 3.647 *