7 research outputs found

    Problematic Facebook use and problematic video gaming as mediators of relationship between impulsivity and life satisfaction among female and male gamers

    Get PDF
    Over the past few decades, many new technologies have emerged, such as portable computers, the internet and smartphones, which have contributed to improving the lives of individuals. While the benefits of these new technologies are overwhelmingly positive, negative consequences are experienced by a minority of individuals. One possible negative aspect of new technologies is their problematic use due to impulsive use which may lead to lower life satisfaction. The present study investigated the mediating role of problematic video gaming (PVG) and problematic Facebook use (PFU) in the relationship between impulsivity dimensions and life satisfaction as well as the relationship between impulsivity dimensions and problematic behaviors. Additionally, the potential impact of gender differences was also examined. The study comprised 673 gamers (391 females) aged 17–38 years (M = 21.25 years, SD = 2.67) selected from 1365 individuals who completed an offline survey. PFU was assessed using the Facebook Intrusion Scale, and PVG was assessed using the nine-item Internet Gaming Disorder Scale–Short-Form (IGDS9-SF). Impulsivity dimensions such as attention, cognitive instability, motor, perseverance, self-control, and cognitive complexity were assessed using the Barratt Impulsiveness Scale (BIS-11), and life satisfaction was assessed using the Satisfaction With Life Scale (SWLS). Depending on the specific impulsivity dimension, findings showed both positive and negative relationships between impulsivity and life satisfaction. Attention and perseverance subtypes of impulsivity were primarily associated with problematic behaviors. Additionally, cognitive complexity was associated with PFU among female gamers, whereas cognitive instability was associated with PVG among male gamers. Additionally, PVG was primarily associated with lower life satisfaction. However, there was no mediation effects between impulsivity dimensions and life satisfaction via PFU or PVG. These findings provide a better understanding of the relationship between problematic behaviors, life satisfaction, and impulsivity among gamers and the differences between male and female gamers

    Measurement Invariance of Prayer Importance Scale: Religiosity, Gender, Age

    No full text
    The main goal of the research was to increase knowledge on the psychometric properties of the Prayer Importance Scale (PIS). The study analyzed the structure of test items using item response theory (IRT), Mokken scale analysis (MSA), and confirmatory factor analysis (CFA) to establish factorial structure of the method. Measurement invariance (MI) was calculated in groups differentiated by three criteria: religiosity, gender, and age. MI verifies whether test items measure the construct in the same way across different groups. The Structure and Level of Religiosity Test (SLRT) was used to examine the level of religiosity in participants. In a study conducted with a sample of n = 566 adults (Mage = 49.16 years; SDage = 15.72), two religious groups were identified based on a median distribution: with low (n = 275) and high (n = 291) levels of religiosity. Two groups differentiated by gender, men (n = 284) and women (n = 282), were equivalent per age period: early (age 25–39; n = 192), middle (age 40–59; n = 187), and late adulthood (age 60+; n = 187). Results of the analyses show high homogeneity of items comprising PIS, as well as strict invariance for the three distinguished criteria. Results of the study provide extended knowledge about psychometric properties of PIS and the ability to compare results due to religiosity, gender, and age

    The Validity of Prayer Importance Scale (PIS)

    No full text
    Prayer is a central element of religiosity but research has focused primarily on distinguishing its types and analyzing its functional aspect. A particularly important issue is the subjective evaluation of prayer importance, which so far has not been reflected in the form of an independent psychometric tool. This is why the goal of the presented study was to develop Prayer Importance Scale (PIS) based on Tatala’s definition of the concept. Two studies were conducted to verify reliability and validity of the tool. The proposed model was found to fit the data well. Correlations of PIS with basic parameters of religiosity: religious awareness, religious feelings, religious decisions, bond with a fellowship of believers, religious practices, religious morality, religious experience and forms of profession of faith were found to be significant. PIS can be a quick method providing information on the degree of religiosity and be used in participant selection in research studies

    Linguistic Analysis of Statements Concerning Paintings Viewed Under Different Instructions by Experts and Novices in the Visual Arts

    No full text
    This research aimed to perform linguistic analysis of the statements of experts and novices in the arts concerning figurative paintings from the 16th to 19th century of different aesthetic value under different instructions. The experts were selected based on a formal criterion of education in visual arts. Based on previous research, the paintings were divided into three groups: beautiful, not beautiful and controversial. The participants viewed them from different points of view defined by seven instructions. The Linguistic Inquiry Word Count (LIWC) was used to measure the connotation of statements in emotional and cognitive terms. Hypotheses, according to which the statements of novices are marked more with emotional, and those of experts more with cognitive processes, were only partially confirmed. It turned out that the emotional or cognitive connotation of statements concerning paintings is mostly modified by the point from which they are viewed and their aesthetic value

    Canonical Size for Real-Word Objects in Drawings Performed under Haptic Control

    No full text
    To date canonical size for physical objects has been exclusively investigated in the visual domain and termed canonical visual size. As the visual and haptic modalities are interconnected in object processing, we have investigated if canonical size occurs in the tactile domain, namely, in embossed drawings made by sighted adults when blindfolded. 17 participants were asked to draw 16 objects of 8 different ranks of physical size. In the visual domain, they drew on sheets of paper, and in the tactile domain, they drew (when blindfolded) on special plastic sheets for embossed graphics haptically controlling the performance with hands. In both the visual and the tactile domain the size of drawings increased linearly with the logarithm of the physical size of real-world objects indicating occurrence of canonical size effect in both domains. Our findings demonstrated that canonical size is not only visual in character but that it is also revealed in a haptic drawing task. It suggests that spatial images (at least visual and tactile) are shared instead of being unimodal in nature

    The Relationship between Depressive Symptoms, Loneliness, Self-Control, and Gaming Disorder among Polish Male and Female Gamers: The Indirect Effects of Gaming Motives

    No full text
    The present study analyzed the relationship between gaming disorder (GD), motives for gaming, and psychological problems in daily life (i.e., depression, loneliness, and self-control deficits) among Polish gamers. More specifically, the purpose of the present study was to analyze the indirect effects between GD and psychological problems in daily life via motives for gaming among male and female gamers. Additionally, the present study examined gender differences in motives for gaming and the relationship between the analyzed variables. The sample comprised 652 gamers (233 females; M = 28.77 years; SD = 7.18; age range: 18–48 years). The nine-item Internet Gaming Disorder Scale-Short Version (IGDS9-SF) was used to assess GD. The motives for gaming were assessed using the Motives for Online Gaming Questionnaire (MOGQ). The nine-item Patient Health Questionnaire (PHQ-9) was used to assess depressive symptoms, and the Brief Self-Control Scale (BSCS) was used to assess self-control. Loneliness was assessed using the De Jong Gierveld Loneliness Scale. In order to examine the relationship between the study variables, path analysis and indirect effects analysis were performed among both male and female gamers. The present study showed that depressive symptoms and self-control exerted a significant indirect effect on GD via escape and fantasy motives for gaming. Additionally, there was an indirect effect between depressive symptoms and GD via social motives for gaming. However, these indirect effects were found among male gamers only. The present study also showed gender differences in all analyzed gaming motives except escape (males scoring higher on all of them) and in the relationship between depressive symptoms and escape. These findings contribute to a better understanding of GD development mechanisms, which are associated with psychological problems in daily life
    corecore