Научная статья на тему 'THE RELATIONSHIP OF PERSONAL MEANINGS OF GAMING EXPERIENCE WITH THE PECULIARITIES OF SELF-REGULATION IN ADOLESCENTS'

THE RELATIONSHIP OF PERSONAL MEANINGS OF GAMING EXPERIENCE WITH THE PECULIARITIES OF SELF-REGULATION IN ADOLESCENTS Текст научной статьи по специальности «Фундаментальная медицина»

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Ключевые слова
socio-cultural experience / self-regulation / personal meanings / gaming experience / adolescence

Аннотация научной статьи по фундаментальной медицине, автор научной работы — Anna Uglova, Irina Bogdanovskaya

teenagers. The interrelation of personal meaning associated with participation in video games and the 21 value orientations and self-regulation style of adolescents reflects the specifics of their socio-cultural experience and can be considered as a diagnostic parameter of their future adaptation in society. The purpose of the study was to investigate the relationship between personal meaning from gaming experience with the peculiarities of self-regulation in adolescents. Materials and methods. The study used the methodology "Value orientations" by M. Rokich, the questionnaire "Style of self-regulation of behavior" by V.I. Morosanova, and the author's questionnaire for the analysis of socio-demographic indicators and gaming preferences in video games of different genres. Mathematical and statistical processing of the obtained data included one-factor analysis of variance (ANOVA), and correlation and cluster analysis. The sample consisted of 209 St. Petersburg school students (the age range of the sample was 12 to 18 years, M =16.5; SD= 1.44). The main results. The main personal meanings drawn from the gaming experience of adolescents were revealed to be the following: 1) the reaction of emotions due to the dynamism of the game plot; 2) the development of creativity, cognitive functions and the need for dominance due to the competitive potential of games; 3) the recreational potential of games associated with obtaining new impressions; 4) the implementation of social interaction (friendship, communication, establishing authority) due to the aesthetics of the gameplay and the similarity of the game to real life. Significant interrelations of personal meanings with features of self-regulation were as follows: planning, the stability of having a subjective criteria for evaluating results, the values of active life, self-confidence, and the happiness of others. Conclusion. A number of new data revealing the personal meanings of the gaming experience in adolescents have been obtained. Their interrelation with value orientations and self-regulation style was determined. The data obtained can be used in psychological support of modern high school students in order to prevent the risk of problematic use of video games.

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Текст научной работы на тему «THE RELATIONSHIP OF PERSONAL MEANINGS OF GAMING EXPERIENCE WITH THE PECULIARITIES OF SELF-REGULATION IN ADOLESCENTS»

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:

[email protected]

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:

[email protected]

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

value orientations and self-regulation style of adolescents reflects the specifics of their socio-cultural experience and can be considered as a diagnostic parameter of their future adaptation in society. The purpose of the study was to investigate the relationship between personal meaning from gaming experience with the peculiarities of self-regulation in adolescents. Materials and methods. The study used the methodology "Value orientations" by M. Rokich, the questionnaire "Style of self-regulation of behavior" by V.I. Morosanova, and the author's questionnaire for the analysis of socio-demographic indicators and gaming preferences in video games of different genres. Mathematical and statistical processing of the obtained data included one-factor analysis of variance (ANOVA), and correlation and cluster analysis. The sample consisted of209 St. Petersburg school students (the age range of the sample was 12 to 18 years, M =16.5; SD= 1.44). The main results. The main personal meanings drawn from the gaming experience of adolescents were revealed to be the following: 1) the reaction of emotions due to the dynamism of the game plot; 2) the development of creativity, cognitive functions and the need for dominance due to the competitive potential of games; 3) the recreational potential of games associated with obtaining new impressions; 4) the implementation of social interaction (friendship, communication, establishing authority) due to the aesthetics of the gameplay and the similarity of the game to real life. Significant interrelations of personal meanings with features of self-regulation were as follows: planning, the stability of having a subjective criteria for evaluating results, the values of active life, self-confidence, and the happiness of others. Conclusion. A number of new data revealing the personal meanings of the gaming experience in adolescents have been obtained. Their interrelation with value orientations and self-regulation style was determined. The data obtained can be used in psychological support of modern high school students in order to prevent the risk of problematic use of video games.

Keywords: socio-cultural experience, self-regulation, personal meanings, gaming experience, adolescence

DOI:

TOWARDS THE EVALUATION OF MEANINGFULNESS IN STUDENTS' COMMUNICATION: THE

"LABYRINTH" GAME

Elena Vysotskaya

Leading researcher, Psychological Institute of Russian Academy of Education, Moscow, Russia; e-mail:

h [email protected]

Anastasia Lobanova

Researcher, Psychological Institute of Russian Academy of Education, Moscow, Russia; e-mail: nastya-

[email protected]

Mariya Yanishevskaya

Leading researcher, Psychological Institute of Russian Academy of Education, Moscow, Russia; e-mail:

[email protected]

Abstract: According to the Cultural-Historical Activity approach, the main source of a child's psychological development is meaningful communication, which revolves around some problem matter. Diagnostic means should thus strive to assess whether this communication is productive, especially in the context of the digitalization of education. The purpose of this study was to test an approach to the assessment design based on Davydov's theory of learning activity, which emphasizes the crucial role of joint actions. We have developed a computer game, which emulates joint solving of a logic task, while distributing the essential operations between students. The "Labyrinth" task challenges students to discover a general rule, following which the sequence of keys should be chosen to pass through all dungeon cells successfully. The twist of the task was used earlier to evaluate students' metacognitive competencies, which gives us the opportunity to compare the results of joint solving to individual performance. In the current procedure, students must coordinate their actions, as the computer

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