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Olga V. Mitina

Bio: Olga V. Mitina is an academic researcher from Moscow State University. The author has contributed to research in topics: Psychology & Dysfunctional family. The author has an hindex of 8, co-authored 42 publications receiving 822 citations.


Papers
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Journal ArticleDOI
TL;DR: In this paper, the structural equivalence of the Zimbardo Time Perspective Inventory (ZTPI) across 26 samples from 24 countries (N = 12,200) was assessed.
Abstract: In this article, we assess the structural equivalence of the Zimbardo Time Perspective Inventory (ZTPI) across 26 samples from 24 countries (N = 12,200). The ZTPI is proven to be a valid and reliable index of individual differences in time perspective across five temporal categories: Past Negative, Past Positive, Present Fatalistic, Present Hedonistic, and Future. We obtained evidence for invariance of 36 items (out of 56) and also the five-factor structure of ZTPI across 23 countries. The short ZTPI scales are reliable for country-level analysis, whereas we recommend the use of the full scales for individual-level analysis. The short version of ZTPI will further promote integration of research in the time perspective domain in relation to many different psycho-social processes.

525 citations

Journal Article
TL;DR: It was proposed that flow is one of the sources of MUDs' long-time attractiveness for players, and the set of dimensions describing flow experience while playing MUDS was selected.
Abstract: Playing MUDs (Multi-User Dungeons, or Multi-User Dimensions), text-only online gaming environments, may initiate flow experience. Online survey research was administered within the population of Russian MUDs players, using the specially designed questionnaire with 3 blocks of questions: demography and experience in playing MUDs; flow experience; interactive patterns. Replies of respondents (N = 347) fit a six factor model: F1 (Flow experience); F2 (Achievement); F3 (Activity/Passivity); F4 (Interaction); F5 (Thoughfulness/Spontaneity); F6 (Cognition). To analyse the data, structural equation modeling was done. All the correlations between the factors are significant (p < 0.05). The set of dimensions describing flow experience while playing MUDs was selected. Since players experience flow while MUDding, it was proposed that flow is one of the sources of MUDs' long-time attractiveness for players.

122 citations

Journal ArticleDOI
TL;DR: In this article, economic indicators predict the general level of support for gender equality and women were more in support of gender equality than men in Central and Eastern Europe, a region undergoing rapid economic changes since the early 1990s.
Abstract: Do economic indicators predict the general level of support for gender equality? This question was investigated in a sample of countries in Central and Eastern Europe, a region that has been undergoing rapid economic changes since the early 1990s In this overall sample of male and female college students from ten countries, including the United States as a comparison, the predicted association between stronger beliefs in gender role egalitarianism and positive economic factors was generally supported Also, consistent with other research, women were more in support of gender equality than men were There was no support for a predicted trend in less support for gender equality over the time period of the present study

35 citations

Journal ArticleDOI
TL;DR: In this article, the authors investigated the relationship between personal characteristics and subjective perception of complexity, attractiveness, and duration of fractal's presentation, and found that subjective complexity and attractiveness of fractals are correlated with the Weber-Fechner law.
Abstract: The present article deals with perception of time (subjective assessment of temporal intervals), complexity and aesthetic attractiveness of visual objects. The experimental research for construction of functional relations between objective parameters of fractals' complexity (fractal dimension and Lyapunov exponent) and subjective perception of their complexity was conducted. As stimulus material we used the program based on Sprott's algorithms for the generation of fractals and the calculation of their mathematical characteristics. For the research 20 fractals were selected which had different fractal dimensions that varied from 0.52 to 2.36, and the Lyapunov exponent from 0.01 to 0.22. We conducted two experiments: (1) A total of 20 fractals were shown to 93 participants. The fractals were displayed on the screen of a computer for randomly chosen time intervals ranging from 5 to 20 s. For each fractal displayed, the participant responded with a rating of the complexity and attractiveness of the fractal using ten-point scale with an estimate of the duration of the presentation of the stimulus. Each participant also answered the questions of some personality tests (Cattell and others). The main purpose of this experiment was the analysis of the correlation between personal characteristics and subjective perception of complexity, attractiveness, and duration of fractal's presentation. (2) The same 20 fractals were shown to 47 participants as they were forming on the screen of the computer for a fixed interval. Participants also estimated subjective complexity and attractiveness of fractals. The hypothesis on the applicability of the Weber–Fechner law for the perception of time, complexity and subjective attractiveness was confirmed for measures of dynamical properties of fractal images.

31 citations

Journal ArticleDOI
TL;DR: The Implicit Positive and Negative Affect Test (IPANAT) as mentioned in this paper is a recently developed measure of automatic activation of representations of affective states and traits that draws on participants' ratings of the extent to which nonsense words purportedly originating from an artificial language bear positive or negative meaning.
Abstract: . Self-report measures of affect come with a number of difficulties that can be circumvented by using indirect measurement procedures. The Implicit Positive and Negative Affect Test (IPANAT) is a recently developed measure of automatic activation of representations of affective states and traits that draws on participants’ ratings of the extent to which nonsense words purportedly originating from an artificial language bear positive or negative meaning. Here we compared psychometric properties of this procedure across 10 countries and provide versions in corresponding languages (Chinese, Dutch, English, French, German, Italian, Polish, Russian, and Spanish). The results suggest good reliability, metric invariance, and construct validity across countries and languages. The IPANAT thus turns out as a useful tool for the indirect assessment of affect in different languages and cultures.

24 citations


Cited by
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Book
01 Jan 2003
TL;DR: In this paper, Sherry Turkle uses Internet MUDs (multi-user domains, or in older gaming parlance multi-user dungeons) as a launching pad for explorations of software design, user interfaces, simulation, artificial intelligence, artificial life, agents, virtual reality, and the on-line way of life.
Abstract: From the Publisher: A Question of Identity Life on the Screen is a fascinating and wide-ranging investigation of the impact of computers and networking on society, peoples' perceptions of themselves, and the individual's relationship to machines. Sherry Turkle, a Professor of the Sociology of Science at MIT and a licensed psychologist, uses Internet MUDs (multi-user domains, or in older gaming parlance multi-user dungeons) as a launching pad for explorations of software design, user interfaces, simulation, artificial intelligence, artificial life, agents, "bots," virtual reality, and "the on-line way of life." Turkle's discussion of postmodernism is particularly enlightening. She shows how postmodern concepts in art, architecture, and ethics are related to concrete topics much closer to home, for example AI research (Minsky's "Society of Mind") and even MUDs (exemplified by students with X-window terminals who are doing homework in one window and simultaneously playing out several different roles in the same MUD in other windows). Those of you who have (like me) been turned off by the shallow, pretentious, meaningless paintings and sculptures that litter our museums of modern art may have a different perspective after hearing what Turkle has to say. This is a psychoanalytical book, not a technical one. However, software developers and engineers will find it highly accessible because of the depth of the author's technical understanding and credibility. Unlike most other authors in this genre, Turkle does not constantly jar the technically-literate reader with blatant errors or bogus assertions about how things work. Although I personally don't have time or patience for MUDs,view most of AI as snake-oil, and abhor postmodern architecture, I thought the time spent reading this book was an extremely good investment.

4,965 citations

Journal ArticleDOI
TL;DR: It was concluded that virtual gaming may allow players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age.
Abstract: To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined the demographics of play. This study explored the social interactions that occur both within and outside of MMORPGs. The sample consisted of 912 self-selected MMORPG players from 45 countries. MMORPGs were found to be highly socially interactive environments providing the opportunity to create strong friendships and emotional relationships. The study demonstrated that the social interactions in online gaming form a considerable element in the enjoyment of playing. The study showed MMORPGs can be extremely social games, with high percentages of gamers making life-long friends and partners. It was concluded that virtual gaming may allow players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age. MMORPGs also offer a place where teamwork, encouragement, and fun can be experienced.

883 citations

Journal ArticleDOI
TL;DR: This article illustrates how a framework for a research study design can be used to guide and inform the novice nurse researcher undertaking a study using grounded theory.
Abstract: Background:Grounded theory is a well-known methodology employed in many research studies. Qualitative and quantitative data generation techniques can be used in a grounded theory study. Grounded th...

700 citations

01 Jan 2016
TL;DR: For example, the authors found that people search numerous times for their chosen books like this culture leadership and organizations the globe study of 62 societies, but end up in infectious downloads, instead of reading a good book with a cup of tea in the afternoon, instead they juggled with some infectious virus inside their desktop computer.
Abstract: Thank you for reading culture leadership and organizations the globe study of 62 societies. Maybe you have knowledge that, people have search numerous times for their chosen books like this culture leadership and organizations the globe study of 62 societies, but end up in infectious downloads. Rather than reading a good book with a cup of tea in the afternoon, instead they juggled with some infectious virus inside their desktop computer.

459 citations

Journal ArticleDOI
TL;DR: The findings indicate that the type of opponent influences playing experiences: participants who played against a human-controlled opponent reported more experiences of presence, flow, and enjoyment, whereby the strongest effect refers to the experience of presence.

406 citations