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EN
Massively -Multiplayer Online Role-Playing Game (MMORPG) experienced a strong wave of interest and attention. This paper is devoted to players of the World of Warcraft. The aim of the research was comparison of players and non-players in terms of social support and its components: emotional support, instrumental support, need for support, seeking support and current perceived support. Players and non-players were compared in the overall social inclusion and social inclusion in different social groups (in family, in a group of friends, among classmates/colleagues). The final sample consisted of 270 (82% male, 18% female) respondents, of which 135 were players and an equal number, were non-players. The youngest respondent was 13 and the oldest was 36 years (M=21,26, SD=4,63). The social support was measured using the Berlin Social Support Scale (BSSS) by authors Schwartzer and Schulz (2000). The social inclusion was measured using selected items from the Multidimensional Scale of Perceived Social Support (MSPSS) (Dahlem, Zimet, Walker, 1991). The results showed that the players have lower level of the social support than non-players. The players and non-players do not differ in the construct of social inclusion.
EN
Massively-Multiplayer Online Role-Playing Games (MMORPG) is currently experiencing a strong wave of interest and attention. In our study, we focused on a MMORPG World of Warcraft. Our sample was 270 respondents, from which 82% were men and 18% were women; moreover 135 from our sample were players and 135 were non-players. For each player we assigned an equivalent non-player. Our goal was to recognize if there are differences between the players and the non-players from the point of performance motivation and her chosen aspects. We used the Performance Motivation Questionnaire (D-M-V). We found that the players in their performance motivation get the lower score than the non-players.
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