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Psychological features of communicative interaction of active users of computer games

https://doi.org/10.23947/2658-7165-2021-4-6-47-63

Abstract

The article presents the results of an empirical study aimed at studying the psychological characteristics of the ways of communicative interaction between active users of computer games. The novelty of the research lies in the lack of knowledge of this issue.
The Introduction analyzes the theoretical basis of the study. The content of the term "virtual reality" and related aspects in the context of our research are reflected. The main audience of users of the virtual game space is characterized.
The "Methods" section presents the purpose of this study and describes the sample of 450 people, each third of which consists of respondents of different age groups - schoolchildren in grades 1-4, students and adults (aged 35-42). This section also describes the diagnostic program, which included the following methods: S. A. Kulakov's modified technique for defining the degree of keenness on playing computer games; Dembo-Rubinstein (DR) technique "Ladder" (modified by S.G. Yakobson and V.G. Shchur); Method of "Who Am I?" by M. Kuhn and T. McPartland (modified by T.V. Rumyantseva); Projective drawing "Non-existent animal"; Questionnaire of parental relationship by A. Y. Varga and V. V. Stolin, Test "Kinetic family pattern" (KRS) by R. Bens and S. Kaufman, Projective technique "House. Tree. Man" (J. Book); Technique "Self-portrait" (modified by K. Makhover).
In the "Results" section, the thesis about the features of communication with significant others (emotional detachment, superficial contact, etc.) cause excessive immersion in the world of computer game reality and following destructive change in the Selfimage of active users of computer games is empirically proven.
In the "Discussion" section, the thesis about the main reason for active users to immerse themselves in the virtual world of computer games, with subsequent deformation of the Self-image and identification with the heroes of a computer game, may be violations of the forms and methods of interaction with others is substantiated. Brief conclusions on the results of the study are given.

About the Authors

Yu. V. Selezneva
Don State Technical University
Russian Federation

Yulya V. Selezneva

Rostov-on-Don



V. G. Pakhomova
Federal State Autonomous Educational Institution of Higher Education Crimean Federal University named after V.I. Vernadskiy, Tavricheskaya Academy
Russian Federation

Victoria G. Pakhomova

Simferopol



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For citations:


Selezneva Yu.V., Pakhomova V.G. Psychological features of communicative interaction of active users of computer games. Innovative science: psychology, pedagogy, defectology. 2021;4(6):47-63. (In Russ.) https://doi.org/10.23947/2658-7165-2021-4-6-47-63

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ISSN 2658-7165 (Online)

Innovative science: psychology, pedagogy, defectology

ISSN 2658-7165 (Online)

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Publisher: Don State Technical University - DSTU, Rostov-on-Don, Russia - https://donstu.ru/en/

Editor-in-Chief: Irina V. Abakumova, Dr.Sci. (Psychology), Professor, Don State Technical University (Rostov-on-Don, Russia) 

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