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EN
The aim of this study is to examine the dependence between self-esteem of Internet users and their use of the Internet. The issue was taken due to its timeliness. The Internet and its resources attract the attention of the majority of people from different age groups. The study group consisted of 120 people, of which 98 have an account on social networks. The research involved the Multidimensional MSEI Self-Assessment Questionnaire (used for self-assessment) and a questionnaire for the use of various forms of the Internet, constructed for the needs of the work. The analysis of the results showed no statistically significant relationship between the general level of self-esteem and the frequency of Internet use. Relationships were, however, noticed between some dimensions of self-esteem and the time of using the network. There were also found statistically significant correlations between the assessment of own admiration abilities and activity on social networks.
PL
Wstęp. Celem artykułu jest przedstawienie badań potencjalnych determinant uzależnienia od gier internetowych. Materiał i metody. Badanie przeprowadzono wśród grupy 98 studentów kierunków architektura informacji (AI) oraz zarządzanie informacją i bibliologia (ZIB) na Uniwersytecie Mikołaja Kopernika w Toruniu. Sondaż wykonano skróconym Kwestionariuszem do Badania Uzależnienia od Gier Internetowych. Następnie wskazano, jaką rolę powinny pełnić biblioteki w obliczu tego problemu. Wyniki i wnioski. Studenci AI wykazują podobne zaangażowanie w granie jak studenci ZIB. 10 respondentów odczuwało silną potrzebę codziennego grania, a 3 studentki ZIB oraz 1 studentka AI mają zawsze lub często bezskuteczne próby poradzenia sobie z ograniczeniem czasu grania. Trzy z nich wymagają wsparcia profesjonalistów w tym zakresie. Oprócz tego, pewną rolę uzupełniającą wobec pracy terapeutów zajmujących się problemem uzależnienia, posiadają instytucje usługowe, działające w obszarach kultury i edukacji, w tym biblioteki.
EN
Introduction. The aim of the article is to present research on potential determinants of gaming disorder. Material and methods. The survey was conducted among a group of 98 students of information architecture (AI) and information management and bibliology (ZIB) in the Nicolaus Copernicus University in Toruń. Next, role the libraries in facing the problem was shown. The study was carried out using a shortened Questionnaire for Internet Addiction Research. Results and conclusions. AI students show similar involvement in playing games as students of ZIB. 10 respondents felt a strong need to play every day, and 3 ZIB students and 1 AI student have always been or often are ineffective in coping with the problem of limiting their playing time. Three of them require the support of professionals in dealing with this.
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