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The development of new online trends, particularly the Web 2.0, has caused a social engagement growth of internet users and, as a result, further development of social networking channels and other different types of interactive platforms. The internet encourages consumers to interact with web sites, and through them with other users. It also enables them to create content on any subject, as for instance, associated with brands and products. consequently, generating a valuable source of information and research area for organizations. This study aims to identify the involvement of Polish Internet users with consumer's online brand related activities (COBRA). Concerning this issue, the authors investigated a total of 2253 Internet users in an exploratory study revealing the intensity of their participation in 31 activities ranging from low to high engagement. It turned out that polish consumers are more willing to engage into activities belonging to the consuming COBRA type, rather than to the ones pertinent to the creating COBRA type.
EN
According to the psycho-lexical approach in the taxonomy of individual differences, those interpersonal differences, which are the most important for social functioning of individual, have been encoded into natural languages. Therefore by analyzing the lexicons of interpersonal differences, it is possible to identify structures of their descriptions. Application of the psycho-lexical approach in the field of psychology of individual differences lead to obtaining the relatively high consistency regarding scientific taxonomy of personality traits. Also models developed on this basis meet the most important criteria of goodness of the psychological structural models. As a result, the accumulation of knowledge about person’s psychological functioning have been intensified. The aim of the article is to present the specificity of lexical studies and their taxonomical potential for social sciences, as well as key threats and limitations, based on experience of previous psycho-lexical research.
EN
In the article the results of survey research on the assessment of errors made in Polish by Ukrainians and Poles, as stated by Ukrainian students learning Polish as a foreign language, are shown. This research was a part of twofold research in which students from Poland participated as well, assessing the character and importance of linguistic errors made by foreigners and native speakers of Polish. At first. the results were shown by means of traditionally counting up the number of particular responses. Nonetheless, the information about how much and what kind of additional data could be gained thanks to elements of statistical analysis of data conducted on the same survey is shown in this paper. The results may convince one that statistical analysis of pilot or exploratory nature is worth conducting even with a small research sample, as it allows for highlighting particular problems which should be taken into account while preparing research tools for proper research.
EN
The aim of this article is to analyze the relationship between the assessment of RPG player’s own body and the appearance of the character created by the player in the wizard of this game. An exploratory study was carried out using two questionnaires: the Body-Esteem Scale by Franzoi and Shields (1984) in the Polish adaptation of Lipowska and Lipowski (2013) and the authentic Characters Body Assessment. 122 participants aged 18 to 39 were examined: 52 women and 70 men. The results of the study indicated statistically significant correlations in the male group in terms of similarity of the assessment of their bodies to the created character of the RPG game. The higher the men rated their bodies regarding physical attractiveness, body weight and physical condition, the more the characters they created in the game were similar to them. The article is an encouragement to explore the issue of game creators.
PL
Celem niniejszego artykułu jest analiza związku oceny własnego ciała dokonanej przez osobę grającą w grę RPG z wyglądem tworzonej przez nią postaci w kreatorze tej gry. Przeprowadzono badanie eksploracyjne z zastosowaniem dwóch kwestionariuszy: Skali Oceny Ciała autorstwa Franzoi i Shields (1984) w polskiej adaptacji Lipowskiej i Lipowskiego (2013) oraz autorskiego narzędzia do Oceny Ciała Postaci. Przebadane zostały 122 osoby w wieku od 18 do 39 lat, w tym 52 kobiety i 70 mężczyzn. Wyniki badań wykazały istotne statystycznie korelacje w grupie mężczyzn w zakresie podobieństwa oceny własnego ciała do tworzonej postaci w grze RPG. Oznacza to, że im wyżej mężczyźni oceniali swoje ciało w zakresie atrakcyjności fizycznej, masy ciała i kondycji fizycznej, tym bardziej postacie tworzone przez nich w grze RPG cechowały się podobieństwem do nich. Artykuł stanowi zachętę do eksploracji zagadnienia kreatorów postaci gier RPG.
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