Research output: Contribution to journal › Article › peer-review
The relationship between computer-game-type preference and personality traits, moral foundations, and self-regulation among young adults. / Glinkina, Liubov; Vasilenko, Victoria.
In: Annual Review of CyberTherapy and Telemedicine, Vol. 20, 01.06.2022, p. 25-29.Research output: Contribution to journal › Article › peer-review
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TY - JOUR
T1 - The relationship between computer-game-type preference and personality traits, moral foundations, and self-regulation among young adults
AU - Glinkina, Liubov
AU - Vasilenko, Victoria
N1 - Publisher Copyright: © 2022, Interactive Media Institute. All rights reserved.
PY - 2022/6/1
Y1 - 2022/6/1
N2 - With the growing popularity of computer games and the rapid development of this industry, it seems critical to have an up-to-date classification of computer-game types that won't grow old as quickly as the genre-typed did. This study investigates the relationship between computer-game-type preference and personality traits in the context of O. A. Popov's classification of computer games. Split into two dimensions: in having a playable character and an ability to make moral choices, young adults show numerous significant differences in levels of computer-game addiction, personality traits, self-regulation, and moralities. People preferring-existing-of-playable-character-or-characters-games appear to be more introverted, having problems with self-regulation, and having weaker moral foundations while being more open to new experiences. Preferring-to-have-moral-choices and haven't-decided-on-moral-choices show the same observation with the addition of less agreeableness and exception of moral foundations. Moreover, haven't-decided-on-moral-choices appear to be more greed-avoiding than preferring-not-to-have-moral-choices.
AB - With the growing popularity of computer games and the rapid development of this industry, it seems critical to have an up-to-date classification of computer-game types that won't grow old as quickly as the genre-typed did. This study investigates the relationship between computer-game-type preference and personality traits in the context of O. A. Popov's classification of computer games. Split into two dimensions: in having a playable character and an ability to make moral choices, young adults show numerous significant differences in levels of computer-game addiction, personality traits, self-regulation, and moralities. People preferring-existing-of-playable-character-or-characters-games appear to be more introverted, having problems with self-regulation, and having weaker moral foundations while being more open to new experiences. Preferring-to-have-moral-choices and haven't-decided-on-moral-choices show the same observation with the addition of less agreeableness and exception of moral foundations. Moreover, haven't-decided-on-moral-choices appear to be more greed-avoiding than preferring-not-to-have-moral-choices.
KW - Computer Games
KW - Early Adulthood
KW - Moral Foundations
KW - Personality Traits
KW - сomputer games
KW - personality traits
KW - early adulthood
KW - moral foundations
UR - http://www.scopus.com/inward/record.url?scp=85133335627&partnerID=8YFLogxK
M3 - Article
AN - SCOPUS:85133335627
VL - 20
SP - 25
EP - 29
JO - Annual Review of CyberTherapy and Telemedicine
JF - Annual Review of CyberTherapy and Telemedicine
SN - 1554-8716
Y2 - 13 September 2021 through 15 September 2021
ER -
ID: 101320048