264 research outputs found

    sj-docx-1-jre-10.1177_15562646231168919 - Supplemental material for Student Moral Foundations in the Context of Research Misbehavior: An Experimental Study

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    Supplemental material, sj-docx-1-jre-10.1177_15562646231168919 for Student Moral Foundations in the Context of Research Misbehavior: An Experimental Study by Ivan Buljan, Ružica Tokalić, Vicko Tomić, Marin Viđak and Ana Marušić in Journal of Empirical Research on Human Research Ethics</p

    Evidence base for recommendations for writing evidence-based syntheses

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    Ursić L, Tokalić R, Buljan I, Matas J, Utrobicic A, Marusic A. Evidence base for recommendations for writing evidence-based syntheses. Cochrane Database of Systematic Reviews 2023, Issue 10. Art. No.: MR000067

    The person and the defense of its dignity from the beginning to John Paul II

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    Tijekom povijesti razvoja ljudskoga duha postojali su tako stalno novi pokušaji i nova nastojanja da bi se odgovorilo na pitanje čovjeka. To jasno ukazuje na činjenicu da se to pitanje ne može nikada i nikako definitivno apsolvirati. Zato svako vrijeme, svaka situacija, svaka kultura, svaki čovjek mora tražiti i naći svoj vlastiti odgovor. Danas se možda čini nepotrebnim pitati se o tome što je to ljudsko dostojanstvo i koja je njegova bit. Čovjek se u današnje vrijeme tako lako žrtvuje nekim drugim vrijednostim, ne obzirući se na to što je njegov život neupitno najviša vrijednost na ovome svijetu. Čovjekovo dostojanstvo temelj je i preduvjet za sva prava koja se svakom čovjeku moraju osigurati. Tako je dostojanstvo jedan od mnogih pojmova koje tako olako upotrebljavamo, ali ne razmišljamo o njegovom stvarnom sadržaju. Mnogi dostojanstvenom smatraju onu osobu koja je ugledna, časna, zaslužna i vrijedna poštovanja zbog svog ponašanja. Zapravo većina ljudi jednostavno živi u uvjerenju kako sve što radi, radi dostojanstveno, ne analizirajući svoje postupke. Skloni su mišljenju kako je dostojanstvo slijepo pokoravanje i uklapanje u okvire postojećega, što je ponižavajuće i daleko od pravog smisla dostojanstva. Takvo slijepo pokoravanje i uklapanje u potpunosti isključuje pojam slobode, bez kojega je ljudsko dostojanstvo nezamislivo. Ivan Pavao II. posebno se bavio pojmom ljudskog dostojanstva u svojim brojnim teološkim osvrtima gdje ističe kako je Bog, na čiju smo sliku stvoreni, jamac čovjekovog dostojanstva. Wojtyła je bio jedan od glavnih predstavnika lublinske filozofske škole, svojevrsne poljske koncepcije personalizma. Njegovo najpoznatije personalističko djelo jest Osoba i čin (1969.) - polazište njegove personalističke etike i temelj cijelog sustava moralne teologije. Djelo je to u kojem Wojtyła pruža temelje filozofske obrane ljudskog dostojanstva i sustavno razvija svoje viđenje kršćanske antropologije, suprotne svim umanjivanjima istinske vrijednosti ljudske osobe, te svim oblicima materijalizma, individualizma, totalitarizma i relativizma. U današnje vrijeme, kada je ljudsko dostojanstvo na mnoge načine ugroženo i narušeno, vrijednost ovoga djela posebno izlazi na površinu

    PREDICTORS OF JOB SATISFACTION OF PSYCHOLOGISTS: A SCOPING REVIEW

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    A scoping review was conducted to investigate which variables predict psychologists' job satisfaction the most, across different fields of psychology. The aim was also to determine which predictors and instruments were used most frequently for the assessment of job satisfaction among psychologists. Data search for inclusion in the scoping review was limited to quantitative empirical studies that involved the measurement of job satisfaction of practicing psychologists. Literature searches were made in November of 2023. The information search was systematically performed from the inception of electronic bibliographic databases Web of Science (WoS) and PubMed. All retrieved articles were exported to the Zotero reference manager and deduplicated, followed by screening performed by two independent reviewers, which resulted in a total of 38 articles being eligible for our analysis. A comprehensive data extraction and assessment tool was developed in Excel to assess the characteristics of the included studies. We used the Joanna Briggs Critical Appraisal Tool (CAT) (https://jbi.global/critical-appraisal-tools) to assess the methodological qualities of studies that were included in this research. Results of this study have shown that, across all fields of psychology, job satisfaction levels are most frequently predicted with variables concerning work environment and support. Results imply that psychologists' better communication with and integration among colleagues and superiors was associated with higher satisfaction with their jobs. Conversely, shifts in the work environment, such as increases in technology use and training modifications, as well as workplaces exposed to a higher number of clients have been associated with lower levels of job satisfaction. Furthermore, in the context of all psychological domains, except for clinical psychology, factors related to work environment and support have been most frequently used to assess levels of job satisfaction. In studies that focused on clinical psychologists, the most used factors for assessment of satisfaction have been those related to psychological factors, which encompass personal aspects such as psychological flexibility, self-efficacy, career-sustaining behaviors, and emotional demands. Additionally, our study reports a high diversity of instruments used to measure job satisfaction in different contexts, with a great number of articles reporting using non-validated measures. Our findings highlight the need for standardized, validated measures of job satisfaction which are tailored to specific psychological domains, to better the consistency and applicability of future research outcomes

    WHICH GAMES WITH MICROTRANSACTIONS ARE MOST PREDICTIVE FOR GAMBLING SCORES?

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    Loot boxes are a consumable item which can be used to receive a randomized selection of further virtual items, or loot, ranging from simple customization options to game changing items which help the player. Gacha are like “loot boxes” but the difference is that they have a “pity” system which accumulates the number of times a gacha has been opened and gives a guaranteed item at a certain number of pulls, and they are mostly present in free to play video games. They offer the player limited items and characters which can only be obtained at that certain period, with the chance of obtaining such items being almost impossible to achieve if the player refuses to pay for a better chance at pulling for them. The main purpose of this study was to see if video-games with microtransactions can be good predictors of scoring higher on the SOGS Ra gambling questionnaire, and if so, which ones. An online questionnaire was completed by 208 participants, with 3 of them being deemed invalid. Out of all of them, 180 have played video-games with microtransactions. The findings have shown that none of the most frequently mentioned video-games have had a significant impact on the scores on the SOGS Ra questionnaire, and seems to point towards the problem connecting video-games and gambling not being a specific video-game itself, but something else. For future research, a study taking multiple potential risks for gambling, as well as their video-game counterparts could shine more light on the question of what exactly the trigger is.Loot boxes su predmeti u igricama koji se koriste za dobivanje nasumično odabranih virtualnih predmeta u rasponu od jednostavnih opcija promjene izgleda do predmeta koji mijenjaju igru i pomažu igraču. Gacha su slični "loot boxovima", ali razlika je u tome što imaju takozvani "pity" sustav koji akumulira broj puta kada je gacha otvorena i daje zajamčeni predmet nakon određenog broja pokušaja, a uglavnom su prisutni u besplatnim videoigrama. Oni igraču nude ograničene predmete i likove koji se mogu dobiti samo u određenom razdoblju, pri čemu je šansa za dobivanje takvih predmeta gotovo nemoguća ako igrač odbije platiti za bolju šansu da ih dobije. Glavna svrha ovog istraživanja bila je ispitati mogu li igrice s mikrotransakcijama biti dobri prediktori za postizanje viših rezultata na SOGS Ra upitniku za kockanje, i ako mogu, koje igrice. Internetski upitnik ispunilo je 208 sudionika, od kojih su 3 procijenjena kao nevažećima (N=208). Od svih njih, 180 je igralo igrice s mikrotransakcijama. Rezultati su pokazali da nijedna od najčešće spomenutih igrica nije bila povezana rezultatima na SOGS Ra upitniku, što upućuje na to da problem povezivanja videoigara i kockanja nije u određenoj videoigri, već u nečem drugom. Za buduće istraživanje treba uzeti u obzir više potencijalnih rizika za kockanje, kao i njihove ekvivalente u videoigrama, što bi pobliže odgovoriti na pitanje što točno povezuje videoigre i kockanje

    The impact of war on scientific publishing: A mixed-methods study of Ukrainian researchers' challenges

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    Publishing in peer-reviewed journals presents a challenge for many scientists, specifically due to the high requirements journals pose. Ukrainian scientists face additional difficulties in the publishing process due to working in a war context. Due to the mentioned problems, the organization of international support is needed. One such project is the Giving Voice Project, established through the Translational Research in Medicine – TRIBE postgraduate program, which aims to assist Ukrainian scientists in publishing their war-related experiences. This mixed methods study explored the attitudes and opinions of Ukrainian scientists participating in the Giving Voice project towards publishing in international peer-reviewed journals, identified the principal barriers they encounter in study planning and the publication process, and possible help and changes needed to improve the publishing experience for Ukrainian scientists. We adopted both qualitative and quantitative research approaches, using semi-structured interviews and online surveys with Ukrainian scientists. The inclusion criteria for participants required them to be Ukrainian scientists who had received assistance from the Giving Voice Project and had published research in international journals. Quantitative data was analyzed using descriptive statistics, and qualitative data was analyzed using thematic analysis. Ukrainian scientists shared a similar opinion on the importance of publication in international journals. However, they agreed that the publication process is complicated, as they identified a list of obstacles they encountered in the process of publishing. Named obstacles could be divided into those related and not related to war. The first group included technical issues, devaluation of scientific progress, and low psycho-emotional state. The obstacles unrelated to war included limitations in knowledge and skills in research-related topics, lack of support and funding from the government, and high requirements from journals. However, participants also emphasized the positive changes in the scientific field since the onset of the war, such as the growth of international support. The Giving Voice project was recognized as an essential initiative offering technical and editorial assistance. Despite wartime disruptions, structured mentorship and increased international collaboration can help Ukrainian scientists overcome these barriers. Our study highlights the significant challenges and opportunities faced by Ukrainian scientists in the context of international publishing during wartime. Addressing the identified obstacles through targeted support initiatives, capacity-building programs, and collaborative research opportunities could strengthen Ukraine’s integration into the global scientific community and enhance its contributions to international research.Objavljivanje u recenziranim časopisima predstavlja izazov za mnoge znanstvenike, posebice zbog visokih zahtjeva koje časopisi postavljaju. Ukrajinski znanstvenici suočavaju se s dodatnim poteškoćama u procesu objavljivanja zbog rada u ratnom okružju. Zbog spomenutih problema potrebna je organizacija međunarodne podrške. Jedan takav projekt je projekt Giving Voice, osnovan u okviru poslijediplomskog program Translacijska istraživanja u medicini – TRIBE, koji ima za cilj pomoći ukrajinskim znanstvenicima u objavljivanju njihovih ratnih iskustava. U ovom istraživanju upotrijebili smo mješovite metode kako bi istražili stavove i mišljenja ukrajinskih znanstvenika koji sudjeluju u projektu Giving Voice o objavljivanju u međunarodnim recenziranim časopisima, identificirali glavne prepreke s kojima se susreću u planiranju studija i procesu objavljivanja te ustanovili koje su promjene potrebne za poboljšanje znanstvene produkcije ukrajinskih znanstvenika. Primijenili smo kvalitativne i kvantitativne istraživačke metode, koristeći polustrukturirani intervju i online anketu. Kriteriji za uključivanje zahtijevali su da sudionici budu ukrajinski znanstvenici kojima je kroz projekt Giving Voice pružena pomoć u objavi istraživanja u međunarodnim časopisima. Kvantitativni podaci analizirani su deskriptivnom statistikom, a kvalitativni podaci tematskom analizom. Ukrajinski znanstvenici iskazali su slično mišljenje o važnosti objavljivanja u međunarodnim časopisima. Međutim, složili su se da je proces objavljivanja kompliciran te su naveli popis prepreka s kojima su se susreli u procesu objavljivanja. Imenovane prepreke mogle bi se podijeliti na one povezane s ratom i one koje nisu povezane s njim. Prva skupina uključivala je tehnička pitanja, nedovoljno vrednovanje znanstvenog rada i loše psiho- emocionalno stanje. Prepreke koje nisu povezane s ratom uključivale su ograničenja u znanju i vještinama u istraživačkim temama, nedostatak podrške i financiranja od strane vlade te visoke zahtjeve časopisa. Međutim, sudionici su također naglasili pozitivne promjene u znanstvenom području od početka rata, poput rasta međunarodne podrške. Projekt Giving Voice prepoznat je kao bitna inicijativa koja nudi tehničku i uredničku pomoć. Unatoč problemima s ratom , strukturirano mentorstvo i povećana međunarodna suradnja mogu pomoći ukrajinskim znanstvenicima u prevladavanju spomenutih prepreke. Naše istraživanje ističe značajne izazove i prilike s kojima se suočavaju ukrajinski znanstvenici u kontekstu međunarodnog objavljivanja tijekom rata. Rješavanje identificiranih prepreka putem ciljanih inicijativa podrške, programa izgradnje kapaciteta i mogućnosti suradnje u istraživanju moglo bi ojačati integraciju Ukrajine u globalnu znanstvenu zajednicu i povećati njezin doprinos međunarodnim istraživanjima

    WHICH GAMES WITH MICROTRANSACTIONS ARE MOST PREDICTIVE FOR GAMBLING SCORES?

    No full text
    Loot boxes are a consumable item which can be used to receive a randomized selection of further virtual items, or loot, ranging from simple customization options to game changing items which help the player. Gacha are like “loot boxes” but the difference is that they have a “pity” system which accumulates the number of times a gacha has been opened and gives a guaranteed item at a certain number of pulls, and they are mostly present in free to play video games. They offer the player limited items and characters which can only be obtained at that certain period, with the chance of obtaining such items being almost impossible to achieve if the player refuses to pay for a better chance at pulling for them. The main purpose of this study was to see if video-games with microtransactions can be good predictors of scoring higher on the SOGS Ra gambling questionnaire, and if so, which ones. An online questionnaire was completed by 208 participants, with 3 of them being deemed invalid. Out of all of them, 180 have played video-games with microtransactions. The findings have shown that none of the most frequently mentioned video-games have had a significant impact on the scores on the SOGS Ra questionnaire, and seems to point towards the problem connecting video-games and gambling not being a specific video-game itself, but something else. For future research, a study taking multiple potential risks for gambling, as well as their video-game counterparts could shine more light on the question of what exactly the trigger is.Loot boxes su predmeti u igricama koji se koriste za dobivanje nasumično odabranih virtualnih predmeta u rasponu od jednostavnih opcija promjene izgleda do predmeta koji mijenjaju igru i pomažu igraču. Gacha su slični "loot boxovima", ali razlika je u tome što imaju takozvani "pity" sustav koji akumulira broj puta kada je gacha otvorena i daje zajamčeni predmet nakon određenog broja pokušaja, a uglavnom su prisutni u besplatnim videoigrama. Oni igraču nude ograničene predmete i likove koji se mogu dobiti samo u određenom razdoblju, pri čemu je šansa za dobivanje takvih predmeta gotovo nemoguća ako igrač odbije platiti za bolju šansu da ih dobije. Glavna svrha ovog istraživanja bila je ispitati mogu li igrice s mikrotransakcijama biti dobri prediktori za postizanje viših rezultata na SOGS Ra upitniku za kockanje, i ako mogu, koje igrice. Internetski upitnik ispunilo je 208 sudionika, od kojih su 3 procijenjena kao nevažećima (N=208). Od svih njih, 180 je igralo igrice s mikrotransakcijama. Rezultati su pokazali da nijedna od najčešće spomenutih igrica nije bila povezana rezultatima na SOGS Ra upitniku, što upućuje na to da problem povezivanja videoigara i kockanja nije u određenoj videoigri, već u nečem drugom. Za buduće istraživanje treba uzeti u obzir više potencijalnih rizika za kockanje, kao i njihove ekvivalente u videoigrama, što bi pobliže odgovoriti na pitanje što točno povezuje videoigre i kockanje

    THE ASSOCIATION OF GAME CONTENT WITH WELL-BEING AND SELF-ESTEEM

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    This study investigates the relationship between various categories of online game content and their association with players' self-esteem and well-being, with a particular focus on players of League of Legends (LoL) due to high prevalence of participants playing it. The research aimed to explore whether different game genres, including cooperative, competitive, educational, and violent games, correlate with players' self-esteem and well-being. A cross-sectional design was employed using an online survey distributed to a geographically diverse sample. Descriptive statistics and the Kruskal-Wallis test in statistical software JASP were utilized to analyze differences across game content categories. Results indicated no significant association between any game content type and players' self-esteem or well-being. However, a notable exception was observed among League of Legends players, who displayed a negative association with both self-esteem and well-being compared to players of other game genres. This negative association may be further explored through Social Identity Theory, which examines how group affiliations and competitive dynamics influence self-perception and emotional outcomes, or through the specific competitive aspects inherent in the game. The study also highlighted that these players reported lower levels of well-being and self-esteem, suggesting that the highly competitive environment and the effort and financial resources invested in personalization might be contributing factors to this association. Future research should delve deeper into the motivations behind players' engagement with different game types and investigate the broader mental health implications of competitive gaming environments. Additionally, a longitudinal approach could provide more insights into how these dynamics evolve over time.Ova studija istražuje povezanost između različitih kategorija online igara i njihove povezanosti s samopouzdanjem i dobrobiti igrača, s posebnim fokusom na igrače League of Legends (LoL) zbog visoke prevalencije sudionika koji igraju ovu igru. Istraživanje je imalo za cilj ispitati povezanost između različitih žanrova igara, uključujući kooperativne, kompetitivne, obrazovne i nasilne igre, sa samopouzdanjem i dobrobiti igrača. Koristio se presječni dizajn uz online anketu distribuiranu geografskom raznoliku uzorku. Deskriptivna statistika i Kruskal-Wallisov test u statističkom softveru JASP korišteni su za analizu razlika između kategorija sadržaja igara. Rezultati su pokazali da nema značajne povezanosti između bilo koje vrste sadržaja igre i samopouzdanja ili blagostanja igrača. Međutim, zapažena iznimka primijećena je kod igrača League of Legends, koji su pokazali negativnu povezanost s oboje, samopouzdanjem i dobrobiti, u usporedbi s igračima drugih žanrova igara. Ova negativna povezanost može se dodatno istražiti kroz Teoriju socijalnog identiteta, koja proučava kako grupne pripadnosti i kompetitivna dinamika utječu na samo-percepciju i emocionalne ishode, ili kroz specifične kompetitivne aspekte inherentne igri. Studija je također istaknula da su ti igrači izvijestili o nižim razinama dobrobiti i samopouzdanja, što sugerira da visoko kompetitivno okruženje i uložen trud i financijska sredstva u personalizaciju mogu biti doprinosni faktori ovoj asocijaciji. Buduća istraživanja trebala bi dublje istražiti motive iza angažmana igrača s različitim vrstama igara i istražiti šire mentalno zdravlje u kontekstu kompetitivnih okruženja igara. Dodatno, longitudinalni pristup mogao bi pružiti dublje uvide u to kako se ove dinamike razvijaju s vremenom

    INFLUENCE OF VISUAL PRIMING ON CONSPIRACY BELIEF: A RANDOMIZED CONTROLLED TRIAL

    No full text
    This study aimed to investigate the impact of visual priming on the belief in conspiracy theories. It was hypothesized that participants exposed to conspiracy-related images would exhibit higher belief in conspiracy theories compared to those exposed to neutral images. A total of 114 students from the Faculty of Humanities and Social Sciences in Split participated in a randomized controlled trial. Participants were divided into an experimental group, exposed to conspiracy-related images, and a control group, exposed to neutral images. Both groups completed the Expanded Scale of General Conspiracy Theory Belief. Results indicated no statistically significant difference in conspiracy theory belief between the experimental and control groups. The findings suggest that visual priming, in the context of this study, did not significantly influence belief in conspiracy theories. Limitations include the homogeneity of the sample, predominantly female and university students, which may limit generalizability. Future research should explore the impact of visual priming using more diverse samples and varied stimuli to better understand its role in belief formation. These findings contribute to the broader understanding of the psychological mechanisms behind conspiracy beliefs and highlight the complexities involved in altering such beliefs through visual means.Cilj ove studije je bio istražiti utjecaj vizualnog priminga na vjerovanje u teorije zavjere. Hipoteza je da će sudionici izloženi slikama povezanim s teorijama zavjere pokazivati veće vjerovanje u teorije zavjere u usporedbi s onima koji su bili izloženi neutralnim slikama. Ukupno 114 studenata s Filozofskog fakulteta u Splitu sudjelovalo je u randomiziranom kontroliranom ispitivanju. Sudionici su bili podijeljeni u eksperimentalnu skupinu, koja je bila izložena slikama povezanim s teorijama zavjere, i kontrolnu skupinu, koja je bila izložena neutralnim slikama. Obje skupine su ispunile Proširenu skalu općeg vjerovanja u teorije zavjere. Rezultati nisu pokazali statistički značajnu razliku u vjerovanju u teorije zavjere između eksperimentalne i kontrolne skupine. Nalazi sugeriraju da vizualni priming, u kontekstu ove studije, nije značajno utjecao na vjerovanje u teorije zavjere. Ograničenja uključuju homogenost uzorka, koji je pretežno sastavljen od žena i sveučilišnih studenata, što može drastično ograničiti generalizaciju rezultata. Buduća istraživanja trebala bi istražiti utjecaj vizualnog priminga koristeći raznovrsnije uzorke i različite podražaje kako bi se bolje razumjela njegova uloga u formiranju vjerovanja. Ovi rezultati pridonose širem razumijevanju psiholoških mehanizama iza vjerovanja u teorije zavjere i ističu složenost promjene takvih vjerovanja putem vizualnih sredstava

    INFLUENCE OF VISUAL PRIMING ON CONSPIRACY BELIEF: A RANDOMIZED CONTROLLED TRIAL

    No full text
    This study aimed to investigate the impact of visual priming on the belief in conspiracy theories. It was hypothesized that participants exposed to conspiracy-related images would exhibit higher belief in conspiracy theories compared to those exposed to neutral images. A total of 114 students from the Faculty of Humanities and Social Sciences in Split participated in a randomized controlled trial. Participants were divided into an experimental group, exposed to conspiracy-related images, and a control group, exposed to neutral images. Both groups completed the Expanded Scale of General Conspiracy Theory Belief. Results indicated no statistically significant difference in conspiracy theory belief between the experimental and control groups. The findings suggest that visual priming, in the context of this study, did not significantly influence belief in conspiracy theories. Limitations include the homogeneity of the sample, predominantly female and university students, which may limit generalizability. Future research should explore the impact of visual priming using more diverse samples and varied stimuli to better understand its role in belief formation. These findings contribute to the broader understanding of the psychological mechanisms behind conspiracy beliefs and highlight the complexities involved in altering such beliefs through visual means.Cilj ove studije je bio istražiti utjecaj vizualnog priminga na vjerovanje u teorije zavjere. Hipoteza je da će sudionici izloženi slikama povezanim s teorijama zavjere pokazivati veće vjerovanje u teorije zavjere u usporedbi s onima koji su bili izloženi neutralnim slikama. Ukupno 114 studenata s Filozofskog fakulteta u Splitu sudjelovalo je u randomiziranom kontroliranom ispitivanju. Sudionici su bili podijeljeni u eksperimentalnu skupinu, koja je bila izložena slikama povezanim s teorijama zavjere, i kontrolnu skupinu, koja je bila izložena neutralnim slikama. Obje skupine su ispunile Proširenu skalu općeg vjerovanja u teorije zavjere. Rezultati nisu pokazali statistički značajnu razliku u vjerovanju u teorije zavjere između eksperimentalne i kontrolne skupine. Nalazi sugeriraju da vizualni priming, u kontekstu ove studije, nije značajno utjecao na vjerovanje u teorije zavjere. Ograničenja uključuju homogenost uzorka, koji je pretežno sastavljen od žena i sveučilišnih studenata, što može drastično ograničiti generalizaciju rezultata. Buduća istraživanja trebala bi istražiti utjecaj vizualnog priminga koristeći raznovrsnije uzorke i različite podražaje kako bi se bolje razumjela njegova uloga u formiranju vjerovanja. Ovi rezultati pridonose širem razumijevanju psiholoških mehanizama iza vjerovanja u teorije zavjere i ističu složenost promjene takvih vjerovanja putem vizualnih sredstava
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