Title Uloga temperamenta, psiholoških potreba i sustava nagrađivanja u doživljaju zanesenosti pri igranju videoigara
Title (english) The role of temperament, psychological needs and reward system in experience of flow during gameplay
Author Maja Lušić
Mentor Pavle Valerjev (mentor)
Committee member Nataša Šimić (predsjednik povjerenstva)
Committee member Pavle Valerjev (član povjerenstva)
Committee member Irena Pavela Banai (član povjerenstva)
Granter University of Zadar (Department of Psychology) Zadar
Defense date and country 2020-07-14, Croatia
Scientific / art field, discipline and subdiscipline SOCIAL SCIENCES Psychology
Abstract S razvojem industrije videoigara, mnogi istraživači nastoje identificirati kako karakteristike igrača, igre i njihova interakcija utječu na pojavu iskustva potpune zanesenosti u videoigrama. Stoga je cilj ovog istraživanja bio utvrditi ulogu dimenzija temperamenta, sustava nagrađivanja implementiranog unutar igre i ispunjenja osnovnih psiholoških potreba u pojavi zanesenosti. Glavni problemi istraživanja su bili utvrditi postoji li razlika u temperamentu, kompetentnosti, autonomiji i doživljaju zanesenosti između aktivnih igrača i neigrača u situaciji nagrade i kazne te utvrditi prediktivni doprinos demografskih varijabli, frekvencije igranja videoigara, dimenzija temperamenta (bihevioralno inhibicijski sustav, BIS i bihevioralno aktivacijski sustav, BAS) i osnovnih psiholoških potreba u objašnjenju varijance doživljaja zanesenosti tijekom igranja videoigara. Sudionici provedenog istraživanja su bili studenti sveučilišta u Splitu i Zadru koji su regrutirani putem online upitnika koji je sadržavao BIS/BAS skalu i pitanja o sklonosti igranja videoigara na tjednoj bazi. Nakon toga je uslijedio eksperimentalni dio istraživanja gdje su sudionici (N=69) igrali dvije igre, koje su imale izražen nejednak omjer nagrada i kazni u smislu da je jedna igra imala izraženo visoke razine nagrade, a druga izraženo visoke razine kazni. Po završetku igranja pojedine igre, sudionici su ispunili Kratku skalu stanja zanesenosti i dvije subskale PENS upitnika (Skala doživljenog zadovoljenja potreba igrača). Analizom rezultata utvrđeno je da su igrači doživljavali više razine kompetentnosti i zanesenosti od neigrača u obje situacije, ali ne i autonomije. Značajni prediktori zanesenosti su bili frekvencija igranja video igara te zadovoljenje potrebe za kompetentnošću u situaciji igranja igre s izrazitim kaznama, a u situaciji igranja igre s izrazitim nagradama značajni prediktori su bili dob, potreba za kompetentnošću i autonomijom. Dimenzije temperamenta nisu utjecale na razinu doživljene zanesenosti tijekom igranja videoigara. Rezultati ukazuju na to da doživljaj autonomije u igri, koji je ključan za iskustvo zanesenosti, može izostati u igri s povišenim razinama kazne. Konačno, ispunjenje osnovnih psiholoških potreba tijekom igranja, kao i prijašnje iskustvo igranja značajno utječu na razinu doživljene zanesenosti tijekom igranja videoigara.
Abstract (english) With the development of the gaming industry, plenty of researchers are trying to identify how game characteristics, characteristics of gamers and their interaction affect flow experience while playing videogames. The aim of this study was to establish the role of temperament dimensions, the implemented game reward system and the fulfillment of basic psychological needs satisfaction in flow appearance. The main research questions were finding differences between gamers and non-gamers in temperament, competence, autonomy and flow when playing a rewarding game and a punishing game, as well as finding if demographic variables, frequency of playing, temperament dimensions (BIS and BAS) and need satisfaction predict flow experience during gameplay. Participants were students of universities in Split and Zadar who responded to an online questionnaire that included a BIS/BAS scale and questions regarding the frequency of playing on a weekly basis. After that, participants (N=69) were offered to join the experiment where they played two different games, one that was highly rewarding and the other, highly punishing. After finishing a game session, participants were asked to fill the Short Flow State Scale and two subscales from PENS (Player Experience of Need Satisfaction). Data analysis has proven that gamers experienced more feelings of competence and flow than non-gamers during both gameplays, but the difference was not found for autonomy. Frequency of play and competence were both significant predictors of flow during the play of the punishing game, while age, competence and autonomy predicted flow during rewarding gameplay. Temperament dimensions did not prove significant in predicting flow experience while gaming. These results lead to the conclusion that experience of autonomy, which is vital for flow experience, can be absent in punishing games. To conclude, basic psychological needs satisfaction during gameplay, as well as prior experience with gaming, can significantly contribute to the experience of flow during gameplay.
Keywords
videoigre
zanesenost
psihološke potrebe
BIS/BAS
Keywords (english)
videogames
flow
psychological needs
BIS/BAS
Language croatian
URN:NBN urn:nbn:hr:162:211992
Study programme Title: Psychology Study programme type: university Study level: graduate Academic / professional title: magistar/magistra psihologije (magistar/magistra psihologije)
Type of resource Text
File origin Born digital
Access conditions Open access
Terms of use
Created on 2020-10-06 09:51:52