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Advisor(s)
Abstract(s)
Com o crescente número de praticantes de jogos eletrónicos e desporto eletrónico (e-sports), a preocupação com o bem-estar dos mesmos tem-se tornado alvo de discussões
por parte da ciência. Considerando que os estudos realizados até o presente momento
acerca do bem-estar na população de jogadores profissionais e casuais, têm
fundamentalmente abordado a questão do ponto de vista dos aspetos negativos da
experiência psicológica (e.g., ansiedade, depressão). Este trabalho pretendeu
compreender quais as diferenças que existem a nível do bem-estar subjetivo, das
orientações para o bem-estar (hedónicas e eudaimónicas) e as possíveis diferenças nas
Necessidade Psicológicas Básicas (NPB) entre os grupos de praticantes de jogos online
casuais (n=173, 78.6 %) e profissionais (n=47, 21.4%). Para a recolha dos dados foram
utilizadas as escalas BPNES: Basic Psychological Needs Scale, HEEMA: Hedonic and
Eudaimonic Motives for Activities, SWLS: Satisfaction With Life Scale, e SPANE: Scale
of Positive and Negative Experience. Os resultados obtidos verificaram que os jogadores
profissionais, percebem níveis mais altos de autonomia, competência e relacionamento
em comparação com os jogadores casuais. No tocante às orientações para o bem-estar, os
jogadores profissionais demonstraram uma orientação mais eudaimónica, no entanto, as
orientações hedónicas não mostraram diferenças significativas entre os grupos. No que
diz respeito ao bem-estar subjetivo, medido pela satisfação com a vida e pelo balanço
afetivo (afetos positivos e negativos), os dados não revelaram diferenças estatisticamente
significativas entre jogadores profissionais e casuais.
ABSTRACT: With the growing population of electronic gaming and e-sports enthusiasts, the well-being of these individuals has become a topic of discussion within the scientific community. Previous studies have predominantly focused on the negative psychological aspects (such as anxiety and depression) experienced by both professional and casual gamers. This research, however, aimed to explore the variations in subjective well-being, well-being orientations (hedonic and eudaimonic), and potential differences in Basic Psychological Needs (BPN) among two distinct groups: casual online gamers (n=173, 78.6%) and professionals (n=47, 21.4%). The data was collected using the following scales: BPNES (Basic Psychological Needs Scale), HEEMA (Hedonic and Eudaimonic Motives for Activities), SWLS (Satisfaction with Life Scale), and SPANE (Scale of Positive and Negative Experience). The findings indicated that professional gamers perceive higher levels of autonomy, competence, and relatedness compared to casual gamers. In terms of well-being orientations, professional gamers exhibited a stronger eudaimonic orientation, while hedonic orientations did not display significant differences between the two groups. Regarding subjective well-being, as measured by life satisfaction and affective balance (positive and negative affects), the data did not reveal statistically significant differences between professional and casual gamers.
ABSTRACT: With the growing population of electronic gaming and e-sports enthusiasts, the well-being of these individuals has become a topic of discussion within the scientific community. Previous studies have predominantly focused on the negative psychological aspects (such as anxiety and depression) experienced by both professional and casual gamers. This research, however, aimed to explore the variations in subjective well-being, well-being orientations (hedonic and eudaimonic), and potential differences in Basic Psychological Needs (BPN) among two distinct groups: casual online gamers (n=173, 78.6%) and professionals (n=47, 21.4%). The data was collected using the following scales: BPNES (Basic Psychological Needs Scale), HEEMA (Hedonic and Eudaimonic Motives for Activities), SWLS (Satisfaction with Life Scale), and SPANE (Scale of Positive and Negative Experience). The findings indicated that professional gamers perceive higher levels of autonomy, competence, and relatedness compared to casual gamers. In terms of well-being orientations, professional gamers exhibited a stronger eudaimonic orientation, while hedonic orientations did not display significant differences between the two groups. Regarding subjective well-being, as measured by life satisfaction and affective balance (positive and negative affects), the data did not reveal statistically significant differences between professional and casual gamers.
Description
Dissertação de Mestrado realizada sob a
orientação da Professora Doutora Maria
João Gouveia, apresentada no Ispa –
Instituto Universitário para obtenção de
grau de Mestre na especialidade de
Psicologia Clínica.
Keywords
Bem-estar subjetivo Hedonia Eudaimonia Necessidades psicológicas básicas E-sports Jogos online Subjective well-being Hedonia Eudaimonia Basic psychological needs E-sports Online games