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Medycyna Pracy
|
2022
|
vol. 73
|
issue 4
315-323
EN
Background: So far, studies based on the dualistic model of passion have ignored how the 2 different types of passion interact in a person’s identity. The aim of this article is to identify profiles of passion for work and their consequences for psychological well-being. Material and Methods: The survey was conducted on a sample of 522 employees of various employment sectors. The Passion Scale was used to assess passion for work, while to explore well-being, the anxiety and depression subscale of the General Health Questionnaire (GHQ-28) and the Subjective Vitality Scale were employed. Latent profile analysis (LPA) was used to distinguish the passion profiles, following which the results regarding well-being in the following groups were compared using non-parametric tests. Results: Four passion profiles have been identified. They are termed as high-moderate (profile 1: high harmonious passion for work and moderate obsessive passion for work), high (profile 2: high harmonious passion for work and obsessive passion for work), optimal (profile 3: high harmonious passion for work and low obsessive passion for work), and low (profile 4: low harmonious passion for work and low obsessive passion for work). Employees with a low score for both harmonious passion for work and obsessive passion for work had the lowest score regarding well-being. Conclusions: This study was one of the first to use the LPA approach to explore the configuration of passion for work. It provided an indication of how the different dimensions and levels of passion set up with each other and what their consequences would be. The conducted research emphasized the protective role of the harmonious passion for work against the negative effect of obsessive passion for work.
EN
Gaming is an activity enjoyed by adolescents, but it can be associated with the risk of developing Internet Gaming Disorder (IGD). The aim of the study was to determine what profiles can be distinguished among adolescents from two Polish voivodeships based on the presence of the nine IGD symptoms. The study included 623 students (57.9% boys) from elementary schools (years V–VII) and junior high schools (years II and III) who declared that they played video games. To measure IGD, The Internet Gaming Disorder Scale 9 – Short Form (IGDS9-SF) was used; the other variables in the study were obtained using a self-administered questionnaire. A latent profile analysis of all IGD symptoms distinguished four profiles, defined as Problem-Free Players, Experiencing Withdrawal Symptoms and Escaping, Experiencing Negative Consequences and Escaping, and Preoccupied and Escaping. A symptom regarding escape from negative emotions was revealed in each group. Significant differences between the profiles were noted for parental control of gaming time and gender, but not for developmental stage. Time spent gaming primarily differentiated the profile of Problem-Free Players from the other groups. Further analysis of the prevalence of IGD symptoms among young players is necessary to better understand the phenomenon in this population.
PL
Granie w gry jest aktywnością chętnie podejmowaną przez młodzież, jednak może się wiązać z ryzykiem wystąpienia zaburzenia korzystania z gier internetowych (ang. Internet Gaming Disorder – IGD). Celem badania było ustalenie, jakie profile można wyodrębnić wśród nastolatków z dwóch polskich województw na podstawie występowania dziewięciu symptomów IGD. W badaniu wzięło udział 623 uczniów (57,9% chłopców) ze szkół podstawowych (klasy V–VII) i gimnazjum (klasy II i III), którzy zadeklarowali granie w gry wideo. Do pomiaru IGD wykorzystano The Internet Gaming Disorder Scale 9 – Short Form (IGDS9-SF), a pozostałe zmienne uwzględnione w badaniu pozyskano za pomocą własnej ankiety. Przeprowadzona analiza profili latentnych wszystkich symptomów IGD pozwoliła na wyodrębnienie czterech profili określonych jako: Bezproblemowi gracze, Doświadczający objawów odstawienia i uciekający, Doświadczający negatywnych konsekwencji i uciekający oraz Zaabsorbowani i uciekający. Ucieczka od negatywnych emocji była symptomem, który ujawniał się w każdej grupie. Istotne różnice między profilami odnotowano dla kontroli czasu grania przez rodziców oraz płci, natomiast nie ze względu na fazę rozwoju. Czas poświęcany na granie różnicował przede wszystkim profil bezproblemowych graczy od pozostałych grup. Dalsza analiza występowania symptomów IGD wśród młodych graczy jest niezbędna do zrozumienia specyfiki tego zjawiska we wspomnianej grupie.
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