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dc.contributor.authorIzdebski, Paweł
dc.contributor.authorGórska, Agata
dc.contributor.authorSzymanik, Anna
dc.date.accessioned2014-09-11T10:13:33Z
dc.date.available2014-09-11T10:13:33Z
dc.date.issued2012
dc.identifier.citationPolskie Forum Psychologiczne 2012, T. 17, nr 2, s. 381-394en_US
dc.identifier.urihttp://repozytorium.ukw.edu.pl/handle/item/1067
dc.description.abstractUsing MMORPG computer games, in which users' strong commitment to the game is connected with the influence of the rules prevailing in the virtual world, can lead to the users' aggressive reactions, establishing them and transferring into the real world through modification of cognitive constructs as well as changes in the assessment of the situation and the response choices. Studies conducted on a group of 32 people playing MMORPG of Japanese production shows, that players compared with the control group are more aggressive verbally, often reveal anger as well as it is harder for them to suppress it, easier enter into the emotogenic situations, it is harder for them to control their behavior and they are often guided by affection in it.en_US
dc.language.isoplen_US
dc.publisherInstytut Psychologii ; Uniwersytet Kazimierza Wielkiego w Bydgoszczyen_US
dc.subjectaggressionen_US
dc.subjectaggressivenessen_US
dc.subjectangeren_US
dc.subjectemotional controlen_US
dc.subjectcomputer gamesen_US
dc.subjectonline gamesen_US
dc.subjectMMORPGen_US
dc.titleAgresywność i kontrola emocjonalna użytkowników azjatyckich gier sieciowych MMORPGen_US
dc.title.alternativeAggressiveness and emotional control of Asiatic online MMORPG games' usersen_US
dc.typeArticleen_US


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