Publications by authors named "Pawel Strojny"

In the realm of gaming-related concerns, the relationship between gaming time (GT) and gaming disorder (GD) remains an intriguing and complex subject. Although increased GT is not a reliable predictor of GD risk, the circumstances under which this relationship strengthens or weakens remain relatively unknown. This study explores the roles of immersion/escapism motive (IEM) and GT in the context of GD among highly engaged gamers (N = 294), each dedicating a minimum of 20 hours weekly to gaming.

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The global gaming community now exceeds 3 billion players, prompting increased attention from social and medical sciences regarding gaming-related disorders. Internet Gaming Disorder (IGD) was incorporated into DSM-5 in 2013, and Gaming Disorder (GD) found its place in ICD-11 in 2019. A contentious criterion in IGD, not present in GD, revolves around withdrawal symptoms.

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In the face of the rapid evolution of the gaming market and the puzzling overlap of genres, consistency in classification seems elusive. The purpose of the present review was to explore the classification of video game genres in the context of psychological research. The aim was to address the challenges associated with creating consistent and meaningful classifications of video game genres, considering the rapid evolution of the gaming market and recent tendency to create games that could be classified into multiple genres.

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The relationship between gaming time and gaming disorder can be moderated by other variables. This study aimed to test the moderating role of mental health. Participants (N = 461) were recruited online.

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Introduction: The strength of the association between gaming involvement and gaming disorder is weak to moderate. Gamers cannot be directly involved in gaming all the time, but how much they are involved in activities indirectly related to gaming during gaming-free time may play an important role. Also, specific game genres may matter.

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Motivational Intensity Theory could serve as a useful framework in the process of analyzing and optimizing a user's involvement in computer games. However, it has not yet been used in this way. Its main advantage is that it makes clear predictions regarding the relations between difficulty level, motivation and commitment.

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This paper presents validation of the VR Simulation Realism Scale on a Polish sample. The scale enables a self-report measurement of perceived realism of a virtual environment in four main aspects of such realism-scene realism, audience behavior realism, audience appearance realism and sound realism. However, since the development of the original scale, the VR technology significantly changed.

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The goals of this research were to analyze cardiac sympathetic recovery patterns and evaluate whether sympathetic cardiac responses to a task challenge can be predicted using residual cardiac activity measured directly after the task (that is, during the recovery period). In two studies (total N = 181), we measured cardiac sympathetic activity, quantified as pre-ejection period and RB interval, during both task performance and the 2-min recovery period following the task. Additional analyses examined effects on the RZ interval.

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Social facilitation has been researched for decades, but in the face of the development of virtual reality technology, new questions arise regarding the possibility of its occurrence in this environment -in the presence of computer-generated agents. Past research provided inconclusive answers: several experiments confirmed this possibility, but several others disagreed. On the other hand, previous studies have shown the important role of VR characteristics, such as realism or co-presence, in evoking other psychological phenomena.

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Simulator sickness is a syndrome similar to motion sickness, often experienced during simulator or another virtual reality (VR) exposure. Many theories have been developed or adapted from the motion sickness studies, in order to explain the existence of the syndrome. The simulator sickness can be measured using both subjective and objective methods.

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A significant amount of research has proposed that power leads to heuristic and category based information processing, however, the evidence is often contradictory. We propose the novel idea that power magnifies chronically accessible information processing styles which can contribute to either systematic or heuristic processing. We examine heuristic (vs.

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Motivation and cognitive capacity are key factors in people's everyday struggle with uncertainty. However, the exact nature of their interplay in various contexts still needs to be revealed. The presented paper reports on two experimental studies which aimed to examine the joint consequences of motivational and cognitive factors for preferences regarding incomplete information expansion.

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