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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.

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@article{a724143405d94703ac8a9722867c6455,
title = "The relationship between computer-game-type preference and personality traits, moral foundations, and self-regulation among young adults",
abstract = "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.",
keywords = "Computer Games, Early Adulthood, Moral Foundations, Personality Traits, сomputer games, personality traits, early adulthood, moral foundations",
author = "Liubov Glinkina and Victoria Vasilenko",
note = "Publisher Copyright: {\textcopyright} 2022, Interactive Media Institute. All rights reserved.; null ; Conference date: 13-09-2021 Through 15-09-2021",
year = "2022",
month = jun,
day = "1",
language = "English",
volume = "20",
pages = "25--29",
journal = "Annual Review of CyberTherapy and Telemedicine",
issn = "1554-8716",
publisher = "Virtual Reality Medical Institute",
url = "https://www.interactivemediainstitute.com/cypsy25/",

}

RIS

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