of the study are interesting for psychologists, educators, and parents, and may be used particularly in elaborating recommendations concerning preschoolers' interaction with digital media.
Keywords: play, play activity, preschool age, the level of computer activity, screen time, gadgets DOI:
PERSONALITY TRAITS OF A MODERN GAMBLER Sofya Tarasova
Senior Researcher, Psychological Institute of Russian Academy of Education, Moscow, Russia; e-mail:
Abstract: Nowadays, there is much concern about gaming addiction (gambling addiction). Anonymity of the gaming space encourages one to create a "new self" and materialize different tendencies of one's personality, including destructive ones. Gambling (game addiction) is a pathological desire for games. It is manifested in frequent and recurrent episodes of gaming that dominate a person's life and lead to diminishing of social, professional, and other values. The Roblox game platform announced that its number of active users exceeded 150 million people per month during the Covid-19 pandemic, i.e. 35 million more than before the lockdown. This study is an attempt at describing the psychological profile of a modern gambler. The following methods were used: MMPI test, Rokeach Value Survey (RVS), Buss-Perry Aggression Questionnaire, Shmelyov Humorous Phrases Test, Zukerman Sensation Seeking Scale, hand test, and pathopsychological test. Persistent gamers, 40 young people aged from 16 to 28 (20 young men and 20 young women) participated in the study. Among them, 26 participants spent more than 3 hours per day gaming. In general, the MMPI test revealed below-standard personality profiles, which may be related to higher levels of cautiousness and suspiciousness. Increases in the below-standard profile were identified for 26 participants on the psychasthenia scale and for 23 participants on the hypochondria scale, making a case for suggesting somatization of anxiety in the gamer's profile. Hostility as a factor of readiness for aggression positively correlates with the majority of the main MMPI scales: depression (r=0.76, p<0.01), hysteria (r=0.76, p<0.01), psychopathy (r=0.63, p<0.05), paranoia (r=0.65, p<0.05) and psychasthenia (r=0.88, p<0.001). There were more female hypochondriacs than male (p=0.07). The results of the hand test were in agreement with those of the MMPI. The survey of 22 participants revealed expectation of aggression (anxiety + aggressiveness). The answers reflected a feeling of discomfort or had restrictive ritual connotations ("hide", "cover", "turn off", etc.).
Keywords: gambling, psychasthenia, hypochondria, hostility, expectation of aggression DOI:
THE RELATIONSHIP OF PERSONAL MEANINGS OF GAMING EXPERIENCE WITH THE PECULIARITIES OF
SELF-REGULATION IN ADOLESCENTS
Anna Uglova
Docent, Herzen State Pedagogical University of Russia, St. Petersburg, Russia; e-mail:
Irina Bogdanovskaya
Docent, Herzen State Pedagogical University of Russia, St. Petersburg, Russia; e-mail: [email protected]
Abstract: Relevance. Cyberspace is one of the main sources of socialization and development for modern teenagers. The interrelation of personal meaning associated with participation in video games and the