Raporty naukowe i dane badawcze (WNS)

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    Why post-gaming return to reality matters: the mediating role of gaming disorder symptoms in risky loot box use
    (2025-07) Strojny, Agnieszka; Cudo, Andrzej; Strojny, Paweł; Tużnik, Przemysław
    This study investigates the indirect relationship between post-gaming return to reality and risky loot box use (RLBU) via gaming disorder symptoms (GD) among active video game players. Drawing on the components model of behavioral addiction and Kruglanski’s theory of goal systems, it explores how difficulty disengaging from gaming - especially when in-game goals remain unmet - may increase engagement with loot boxes (LBs), a gambling-like monetization mechanic. The study hypothesizes that difficulties in returning to reality after gaming are linked to increased RLBU, both directly and indirectly through GD symptoms: salience, mood modification, tolerance, withdrawal, conflict, and relapse. A sample of 924 active Polish video gamers (476 female; M = 27.69, SD = 5.26; age 18–35), all with LB experience, completed the Risky Loot Box Index (RLI), Internet Gaming Disorder Test, and Post-Gaming Return Scale (PGRS), measuring RLBU, GD symptoms, and return to reality after gaming, respectively. Findings showed that the relationship between post-gaming return to reality and RLBU is fully mediated by GD symptoms. However, only three - tolerance, withdrawal, and conflict - showed statistically significant indirect effects. These results support early identification and intervention strategies for at-risk gamers and deepen our understanding of how gaming motivation, addiction, and monetization models intersect.
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    The development of the Helping by Clicking Types Questionnaire (HCTQ) – study 2
    (2025) Błachnio, Agata; Przepiórka, Aneta; Kot, Paweł; Cudo, Andrzej; Sobol, Małgorzata
    The study 2 was conducted to verify the previous results and to test the usefulness of the questionnaire in distinguishing individuals with different patterns of helping by clicking. The study included sample of n = 1,006 participants took part in the study. The Helping by Clicking Types Questionnaire was used in the study.
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    Helping by Clicking Motives Scale Study1
    (2025) Błachnio, Agata; Przepiórka, Aneta; Kot, Paweł; Cudo, Andrzej; Sobol, Małgorzata
    A number of aid campaigns can be found on the Internet that often involve only clicking on a “like” icon or button. Helping by clicking can be called a kind of passive helping, defined as helping without making much effort. What seems important in this phenomenon is the motivation behind such help. The main aim of the study was to develop a measure of motivations to engage in helping on the Internet. It included Sample 1 with N = 349 subjects. A list of 38 statements was compiled for further analysis. The latent structure of construct measured by the HCMS was examined separately for the two samples, using exploratory factor analysis (EFA) and confirmatory factor analysis (CFA), revealing two factors: intrinsic and extrinsic motivation. The authors drew on two theories: the motivation to help theory and the cognitive evaluation theory. The validation study yielded a 14-item version of a method that, to the authors’ knowledge, is the world’s first research measure of motives for helping by clicking.
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    The difference between gaming disorder and alcohol use disorder in early maladaptive schemas
    (2025) Cudo, Andrzej; Mącik, Dorota
    Background. The study investigated the relationship between Early Maladaptive Schemas (EMS), Gaming Disorder (GD), and Alcohol Use Disorder (AUD). Previous studies did not address the possible relationship between AUD and GD, which could lead to an incomplete understanding of the relationship between ESM and these disorders. The current study addressed this research gap by testing the relationship between AUD, GD and ESM. Methods. The study included 1,054 participants (565 females, M = 22.96 years, SD = 2.52) who reported playing video games and consuming alcohol within the past 12 months. Participants completed the Young Schema Questionnaire (YSQ-S3), Gaming Disorder Test (GDT), and Problem Drinking Scale (PDS). Seemingly Unrelated Regression (SUR) analysis was used to model the relationships between EMS, GD, and AUD while controlling for gender, age, gaming hours, and alcohol consumption frequency. Results. AUD was positively associated with dependence/incompetence, vulnerability to harm or illness, self-punitiveness, and entitlement/grandiosity schemas and negatively related to social isolation/alienation and insufficient self-control/self-discipline schemas. GD was positively related to enmeshment and subjugation schemas and negatively associated with unrelenting standards and pessimism/negativism schemas. Significant differences were found between GD and AUD in their associations with specific EMS, suggesting distinct psychological pathways. Conclusions. The findings highlighted the differential roles of EMSs in AUD and GD. The results suggest that EMS contribute uniquely to addictive behaviours and underscore the importance of considering schema-based interventions. Future research should further explore the mediating role of parenting styles in the development of AUD and GD.
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    Correlates of preference for harmonic schema-based vs. reference-free musical improvisation in professional musicians and music therapy clients
    (2025) Masiak, Elżbieta
    The purpose of the study was to analyze preferences for different types of musical improvisation: improvisation based on a pre-composed schema or structure (i.e., harmonic progressions, melodic/rhythmic motifs, or other non-musical patterns) and free improvisation (defined as spontaneous playing without any prior assumptions or patterns to lean on). Additionally, the study examined the sociocultural, motivational, and meaning-related correlates of these preferences, as well as their connection to individual identity and self-perception among contemporary improvising musicians from diverse international socioprofessional backgrounds. The study was conducted through an online survey consisting of both closed and open-ended questions. It included 38 improvising musicians from 11 nationalities. The findings suggest that most participants value both types of improvisation equally or display a degree of ambivalence, while a distinct preference for either schema-based or free improvisation is less common. Notably, those with strong preferences for one approach over the other differ in their conceptualization and interpretation of improvisation.