RESULTS - Real Skills in a Virtual World - The Role of Video Game Genre Preferences in Young Adults' Social and Emotional Competence.xlsx
收藏DataCite Commons2024-07-14 更新2024-08-26 收录
下载链接:
https://figshare.com/articles/dataset/RESULTS_-_Real_Skills_in_a_Virtual_World_-_The_Role_of_Video_Game_Genre_Preferences_in_Young_Adults_Social_and_Emotional_Competence_xlsx/26300455
下载链接
链接失效反馈官方服务:
资源简介:
The aim of the study was to examine the relationship between video game genre preferences and the level of social competences and emotional intelligence in young adults. The main objective was to determine whether there was any correlation between preferred video game genres and social skills such as initiating relationships, self-disclosure, providing emotional support, asserting influence, and managing interpersonal conflicts, as measured by the ICQ-R. Additionally, the study aimed to assess emotional intelligence dimensions such as well-being, self-control, emotionality, and sociability, as measured by the TEIQue-SF. The study also aimed to identify whether there were differences in the level of social competences and emotional intelligence between groups that preferred different video game genres. The results of the study were intended to provide insight into the role of computer games in the development of social competences and emotional intelligence in young adults and could have implications for game-based education and therapy.
提供机构:
figshare
创建时间:
2024-07-14



