This study focuses on the phenomenon of lying on adolescents' weblogs. The sample consisted of 113 completed surveys out of 120 in total. The age of participants ranged between 13 and 17 years old. Interviews were conducted with 10 randomly selected participants whose answers were then verified. The results suggest not only that adolescents present personal information such as their age, gender, and place of residence but that these pieces of information are presented truthfully. Generally, the level of dishonesty was low, with young adolescents tending to lie more often about their interests. Public topics (school and life) had the most truthful answers, whereas the least truthful answers concerned intimate topics (family life, partnership). These results suggest that adolescents' blogs serve as a place where the writers can both present themselves and communicate with their peers in a way that goes beyond a traditional diary.
- MeSH
- blogování MeSH
- chování mladistvých MeSH
- komunikace MeSH
- lidé MeSH
- mladiství MeSH
- podvádění MeSH
- průzkumy a dotazníky MeSH
- sběr dat MeSH
- sebeodhalení MeSH
- sexuální faktory MeSH
- sociální identifikace MeSH
- věkové faktory MeSH
- vyrovnaná skupina MeSH
- Check Tag
- lidé MeSH
- mladiství MeSH
- mužské pohlaví MeSH
- ženské pohlaví MeSH
- Publikační typ
- práce podpořená grantem MeSH
Addiction to online role-playing games is one of the most discussed aspects of recent cyberpsychology, mainly for its potentially negative impact on the social lives of young people. In our study, we focus on some aspects of youth and adolescent addiction to MMORPGs. We investigated connections between players and their game characters and examined if, and in what ways, player relationship to their character affected potential addiction. Players attitude to their characters seems to play a specific role, since players who tend to be addicted view their characters as being superior and more often wish to be like their characters in their real lives. Our research also confirmed that younger players are generally more prone to addiction.
- MeSH
- časové faktory MeSH
- charakter MeSH
- dospělí MeSH
- hraní rolí MeSH
- internet MeSH
- interpersonální vztahy MeSH
- lidé MeSH
- návykové chování psychologie MeSH
- průzkumy a dotazníky MeSH
- sociální chování MeSH
- videohry MeSH
- Check Tag
- dospělí MeSH
- lidé MeSH
- mužské pohlaví MeSH
- ženské pohlaví MeSH
- Publikační typ
- práce podpořená grantem MeSH
We examined the search for partners by participants in two teen chat services having different ecologies. Over 12,000 utterances from monitored and unmonitored chat rooms were analyzed to assess online partner selection attempts and to see how such attempts may be influenced by the presence of an adult monitor. We found that the search for partners is ubiquitous in adolescents' online haunts, just as it is in their offline lives, and approximately two requests for a partner occur each minute. Although partner selection appears to be an important activity in online teen chat rooms, there are differences in frequency and format (e.g., the use of numerals, sexualized requests) as a function of participants' age and gender, and chat room ecology (monitored vs. unmonitored).
- MeSH
- dospělí MeSH
- internet MeSH
- lidé středního věku MeSH
- lidé MeSH
- návykové chování diagnóza psychologie MeSH
- sexuální faktory MeSH
- skupinové procesy MeSH
- sociální identifikace MeSH
- studenti psychologie MeSH
- Check Tag
- dospělí MeSH
- lidé středního věku MeSH
- lidé MeSH
- mužské pohlaví MeSH
- ženské pohlaví MeSH
- Geografické názvy
- Česká republika MeSH