Features of achievement motivation in students who actively use computer games
https://doi.org/10.23947/2658-7165-2022-5-6-67-85
Abstract
This article is devoted to the problem of studying the features of achievement motivation among students with different activities in using computer games.
The Introduction substantiates the relevance of the study of the relationship between the various degrees of students’ play activity and the peculiarities of the development of achievement motivation and gives a theoretical overview of foreign and Russian approaches to the study of achievement motivation. The study is novel in obtaining information about the relationship between achievement motivation and nonprofessional and professional gaming activity.
The Methods section describes methods for investigating the relationship between achievement motivation and gaming activity.
The Results section presents the data obtained during the empirical study. The predominance of online games in the gaming activities of the group of ‘cybersportsmen’ and the predominance of single-player games in the group of ‘nonprofessionals’ was revealed. Statistical data processing made it possible to prove the relationship between these parameters and to give a qualitative analysis of the phenomena studied. It is determined that esports players significantly more often prefer online games and nonprofessionals, respectively, single-player. There were no significant differences between the compared groups (esports players and nonprofessionals) in the frequency of activity in computer games, preferences for playing alone or in a team, Internet-dependent behavior, motivation to achieve success and motivation to avoid failures. At the same time, some indicators were very close to significant values. It is an indicator of motivation to avoid failures and an indicator of preference for playing alone or in a team. It can be assumed that these results were probably caused by a relatively small sample, and with the expansion of the study, these indicators would have reached a significant value.
The Discussion section provides an interpretation of the results obtained on the relationship between the characteristics of achievement motivation in students with different activities using computer games.
About the Authors
V. A. SharpiloRussian Federation
1st year master student, document specialist of the Department of General and Counseling Psychology
I. V. Abakumova
Russian Federation
Dr. Sci. (Psychology), Professor, Academician of the Russian Academy of Education, Dean of the Faculty of Psychology, Pedagogy and Defectology
I. G. Smolyanov
Russian Federation
postgraduate student of the Department of General and Counseling Psychology, Head of the Center for the Development of Computer Sports
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Review
For citations:
Sharpilo V.A., Abakumova I.V., Smolyanov I.G. Features of achievement motivation in students who actively use computer games. Innovative science: psychology, pedagogy, defectology. 2022;5(6):67-85. (In Russ.) https://doi.org/10.23947/2658-7165-2022-5-6-67-85