Naučna konferencija sa međunarodnim učešćem Politika ekonomske stabilnosti, digitalizacija obrazovanja i cirkularna ekonomija u državama Zapadnog Balkana, Knj. 5 (pp. 199-215)
AUTOR(I) / AUTHOR(S): Milivoje Ćosić
, Miroljub Ivanović 
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DOI: https://doi.org/10.46793/83138-02.199C
SAŽETAK / ABSTRACT:
Cilj ovog transverzalnog online istraživanja bio je testiranje uloge faktora motivacije za igranje mrežnih video-igara u predviđanju relativnog doprinosa varijanse konstrukta zadovoljstvo životom kod predadolescenata/-kinja. Prigodni uzorak je obuhvatio (N = 320) dece u ruralnim područjima Republike Srbije (AS godina = 10.56, SD = 1.10). Primenjeni su sledeći originalni merni instrumenti: Upitnik motivacije za igranje mrežnih video-igara (MMORPG), Skala zadovoljstva životom (SWLS) i Žanr video-igara. Koeficijenti pouzdanosti analiziranih varijabli su zadovoljavajući (≥ 0.70). Eksplorativnom faktorskom analizom ekstrahovano je 10 faktora interpretiranih kao: napredovanje, mehanika igre, takmičenje, komunikacija, relacija, tim, otkrivanje, uloge, uređivanje lika i bekstvo od realnosti. Ekstrahovane latentne dimenzije sugerišu da je 10-faktorska struktura motivacije za igranje mrežnih video-igara diferencirana, pri čemu su za interpretaciju motivacije za igranje pojedini faktori relevantniji od drugih. Sprovedenom multiplom regresionom analizom objašnjeno je 25% varijanse kriterijumske varijable zadovoljstva životom. U predikciji zavisne varijable zadovoljstva životom na osnovu modela od 10 faktora motivacije ‒ faktori napredovanje (β = -0.52, p ≤ 0.01) i bekstvo od realnosti (β = -0.48, p ≤ 0.01) su pokazali statističku značajnost. To sugeriše da oni imaju signifikantnu funkciju u predikciji percepcije zadovoljstva životom kod učenika koji stanuju u selu. Dobijeni rezultati proširuju saznanja o relevantnosti relacija faktora motivacije i zadovoljstva životom kod predadolescentske seoske populacije.
KLJUČNE REČI / KEYWORDS:
motivacija, žanr video-igara, mrežno igranje, predadolescenti, ruralna populacija
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