Marcin Wojtasiński

Mr. Marcin Wojtasiński

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Research Focus & Metrics

Academic Career Length

9Years (2018-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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ACAndrzej Cudo
Andrzej Cudo
MWMarcin Wojtasiński
Marcin Wojtasiński
PTPrzemysław Tużnik
Przemysław Tużnik
AFAgnieszka Fudali-Czyż
Agnieszka Fudali-Czyż
Mark D GriffithsMark D Griffiths
Mark D Griffiths
The present study analyzed the relationship between gaming disorder (GD), motives for gaming, and psychological problems in daily life (i.e., depression, loneliness, and self-control deficits) among Polish gamers. More specifically, the purpose of the present study was to analyze the indirect effects between GD and psychological problems in daily life via motives for gaming among male and female gamers. Additionally, the present study examined gender differences in motives for gaming and the relationship between the analyzed variables. The sample comprised 652 gamers (233 females; M = 28.77 years; SD = 7.18; age range: 18–48 years). The nine-item Internet Gaming Disorder Scale-Short Version (IGDS9-SF) was used to assess GD. The motives for gaming were assessed using the Motives for Online Gaming Questionnaire (MOGQ). The nine-item Patient Health Questionnaire (PHQ-9) was used to assess depressive symptoms, and the Brief Self-Control Scale (BSCS) was used to assess self-control. Loneliness was assessed using the De Jong Gierveld Loneliness Scale. In order to examine the relationship between the study variables, path analysis and indirect effects analysis were performed among both male and female gamers. The present study showed that depressive symptoms and self-control exerted a significant indirect effect on GD via escape and fantasy motives for gaming. Additionally, there was an indirect effect between depressive symptoms and GD via social motives for gaming. However, these indirect effects were found among male gamers only. The present study also showed gender differences in all analyzed gaming motives except escape (males scoring higher on all of them) and in the relationship between depressive symptoms and escape. These findings contribute to a better understanding of GD development mechanisms, which are associated with psychological problems in daily life.

18 August 2020 in PLOS ONE
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Journal Article
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ACAndrzej Cudo
Andrzej Cudo
MWMarcin Wojtasiński
Marcin Wojtasiński
PTPrzemysław Tużnik
Przemysław Tużnik
MGMark D. Griffiths
Mark D. Griffiths
EZEmilia Zabielska-Mendyk
Emilia Zabielska-Mendyk
Over the past few decades, many new technologies have emerged, such as portable computers, the internet and smartphones, which have contributed to improving the lives of individuals. While the benefits of these new technologies are overwhelmingly positive, negative consequences are experienced by a minority of individuals. One possible negative aspect of new technologies is their problematic use due to impulsive use which may lead to lower life satisfaction. The present study investigated the mediating role of problematic video gaming (PVG) and problematic Facebook use (PFU) in the relationship between impulsivity dimensions and life satisfaction as well as the relationship between impulsivity dimensions and problematic behaviors. Additionally, the potential impact of gender differences was also examined. The study comprised 673 gamers (391 females) aged 17–38 years (M = 21.25 years, SD = 2.67) selected from 1365 individuals who completed an offline survey. PFU was assessed using the Facebook Intrusion Scale, and PVG was assessed using the nine-item Internet Gaming Disorder Scale–Short-Form (IGDS9-SF). Impulsivity dimensions such as attention, cognitive instability, motor, perseverance, self-control, and cognitive complexity were assessed using the Barratt Impulsiveness Scale (BIS-11), and life satisfaction was assessed using the Satisfaction With Life Scale (SWLS). Depending on the specific impulsivity dimension, findings showed both positive and negative relationships between impulsivity and life satisfaction. Attention and perseverance subtypes of impulsivity were primarily associated with problematic behaviors. Additionally, cognitive complexity was associated with PFU among female gamers, whereas cognitive instability was associated with PVG among male gamers. Additionally, PVG was primarily associated with lower life satisfaction. However, there was no mediation effects between impulsivity dimensions and life satisfaction via PFU or PVG. These findings provide a better understanding of the relationship between problematic behaviors, life satisfaction, and impulsivity among gamers and the differences between male and female gamers.

22 November 2021 in Religions
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MTMałgorzata Tatala
Małgorzata Tatala
MWMarcin Wojtasiński
Marcin Wojtasiński
Prayer is a central element of religiosity but research has focused primarily on distinguishing its types and analyzing its functional aspect. A particularly important issue is the subjective evaluation of prayer importance, which so far has not been reflected in the form of an independent psychometric tool. This is why the goal of the presented study was to develop Prayer Importance Scale (PIS) based on Tatala’s definition of the concept. Two studies were conducted to verify reliability and validity of the tool. The proposed model was found to fit the data well. Correlations of PIS with basic parameters of religiosity: religious awareness, religious feelings, religious decisions, bond with a fellowship of believers, religious practices, religious morality, religious experience and forms of profession of faith were found to be significant. PIS can be a quick method providing information on the degree of religiosity and be used in participant selection in research studies.

22 February 2025 in Journal of Happiness Studies
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MWMarcin Wojtasiński
Marcin Wojtasiński
PTPrzemysław Tużnik
Przemysław Tużnik
TJTomasz Jankowski
Tomasz Jankowski
ACAndrzej Cudo
Andrzej Cudo
In research on flow as a constitutive trait, alongside appropriate levels of attention and motivation, the balance between task challenges and individual skills is emphasized. However, accurately determining the optimal balance to maximize the intensity of the flow state remains a complex task. It is evident that both variables, task challenge and individual skills, are interrelated. Nevertheless, how to precisely express the degree of matching between these variables in explaining the flow state remains an open question. One of the recent proposals for analyzing the (mis)matching of predictor variables explaining outcomes is Response Surface Analysis (RSA). In this study, we employed RSA to verify whether the skill-challenge balance could indeed occur in a configuration that best explains the flow state. We measured flow using the Flow Short Scale, which consists of two subscales: fluency and absorption. The study included 528 participants who were online board game players and were asked to assess their perceived skill levels and the current challenge of the game. RSA revealed two intriguing phenomena concerning both the fluency scale and absorption: firstly, flow is higher when the perceived level of skills exceeds task challenge compared to situations where perceived skills are lower than task challenge; secondly, flow is higher when both perceived skill levels and task challenge are higher compared to when they are at low levels. These findings shed light on a crucial aspect of the occurrence of flow, related to perceived skill levels and subjective task challenge.

8 August 2024 in Annals of Agricultural and Environmental Medicine
Verified
Journal Article
Open access
MTMałgorzata Tatala
Małgorzata Tatala
MWMarcin Wojtasiński
Marcin Wojtasiński
Konrad JanowskiKonrad Janowski
Konrad Janowski
PTPrzemysław Tużnik
Przemysław Tużnik
Introduction and objective: The primary focus of the study was to examine the relationship between stress and burnout among nurses during the COVID-19 pandemic, with a special emphasis on exploring the moderating impact of age. Building upon Cohen, Camarck and Mermelstein’s notion of...

4 March 2020 in International Journal of Disability, Development and Education
Verified
Journal Article
Closed access
MSMagdalena Szubielska
Magdalena Szubielska
MWMarcin Wojtasiński
Marcin Wojtasiński
KPKatarzyna Pasternak
Katarzyna Pasternak
ASAnna Szymańska
Anna Szymańska
MWMarzena Wójtowicz
Marzena Wójtowicz
We tested whether viewing an exhibition of works by artists with visual impairments had a positive effect on the attitudes of children viewing it towards individuals with blindness. The study involved children (N = 226) aged 4–6 divided into three groups: (1) who viewed the exhibition in the art gallery with a guide, (2) who viewed the exhibition in the art gallery on their own, (3) tested in a pre-school, without viewing the exhibition and without any knowledge about the exhibition (the control condition). We controlled participants’ gender and their familiarity with individuals with blindness. All children were asked to assess their attitude towards the persons who are blind (using a thermometer of feelings). Moreover, the children who visited the gallery assessed to what extent they liked the exhibition. We showed that visual art might be a tool for social change as the young gallery visitors had more positive attitudes towards people who are blind than children who did not view the exhibition. However, art activism affected pre-school children’s attitudes towards individuals with blindness only when young visitors explored the exhibition on their own.