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Young Adults in Virtual Reality (VR). Factors Contributing to, VR Games Addiction.

Repozytorium Uniwersytetu Mikołaja Kopernika

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dc.contributor.author Majewska, Kamila
dc.date.accessioned 2023-10-30T19:30:06Z
dc.date.available 2023-10-30T19:30:06Z
dc.date.issued 2023
dc.identifier.citation International Journal of Pedagogy Innovation and New Technologies, Vol. 10, No. 1, 2023, pp. 23 - 32
dc.identifier.issn 2392-0092
dc.identifier.other 10.5604/01.3001.0053.9391
dc.identifier.uri http://repozytorium.umk.pl/handle/item/6929
dc.description.abstract The article presents the results of research carried out among 1086 respondents who, according to the DSM-5 classification, qualify for the group affected by Internet gaming disorder. The aim of the survey was to collect data on the frequency and forms of VR use, as well as the factors determining the choice of virtual reality by young adults. In the course of statistical analyses, the Chi-square test, and Cramer’s V interpretation were used. The collected data show that virtual reality presented with VR goggles is more attractive and absorbing than traditional computer games displayed on a monitor screen. The Chi-square test of independence and the study of the strength of the relationship showed among others that: there is a strong relationship between consciously controlling the time spent on VR games and gender (p<0.05; V = 0.514) or age (p<0.05; V = 0.611); cancelling meetings with friends to play VR games and gender (p<0.05; V = 0.673) or education (p<0.05; V = 0.567). Most respondents (50.8 per cent), classified as a group at risk of problematic use of VR games play VR games from 2 to 4 hours a day. Young adults not comply with the rules of digital hygiene, they are also characterized by low awareness of the risks arising from the use of games. Meanwhile, uncontrolled infatuation with VR can lead to addiction, which needs to be discussed and warned against. Special attention and preventive measures should be given to young men.
dc.language.iso eng
dc.rights CC0 1.0 Universal
dc.rights.uri http://creativecommons.org/publicdomain/zero/1.0/
dc.subject young adults
dc.subject virtual reality (VR)
dc.subject VR games
dc.subject addiction
dc.subject DSM-5 classification
dc.subject gaming disorder
dc.title Young Adults in Virtual Reality (VR). Factors Contributing to, VR Games Addiction.
dc.type info:eu-repo/semantics/article


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