The impact of video games on user behavior
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159.9-053.6:794 (1)
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SHONTYA, Viktor, KARANEUSKI, Konstantin, MEZIANAYA, Kira, YASHIN, Kanstantin. The impact of video games on user behavior. In: Journal of Social Sciences, 2020, vol. 3, nr. 4, pp. 73-79. ISSN 2587-3490. DOI: https://doi.org/10.5281/zenodo.4296337
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Journal of Social Sciences
Volumul 3, Numărul 4 / 2020 / ISSN 2587-3490 /ISSNe 2587-3504

The impact of video games on user behavior

DOI: https://doi.org/10.5281/zenodo.4296337
CZU: 159.9-053.6:794

Pag. 73-79

Shontya Viktor1, Karaneuski Konstantin2, Mezianaya Kira3, Yashin Kanstantin2
 
1 Technical University of Moldova,
2 Belarusian State University of Informatics and Radioelectronics,
3 Center for Correction and Development Training and Rehabilitation
 
Disponibil în IBN: 9 ianuarie 2021


Rezumat

Video games are a popular entertainment in many countries, however, among video game users, experts identify people with addictions. This article presents the results of our studies of factors affecting the nature of actions within the game framework and the mental state of adolescents. On the basis of source data and our own clinical research, we have created and applied a diagnostic questionnaire to identify preferences in the choice of genres, plots and characters of computer games. One hundred and forty teenagers were examined, seventy males and seventy females. It has been established that the use of inanimate objects as the main character is directly related to the user's desire for destructive actions within the game framework (p <0.05). The influence of the act of selfdestruction of a computer game hero on the psychological state of a user is studied. The relationship between the high level of personal anxiety and the sign “acceptability of selfdestruction in the game” (p <0.05) was established. It is concluded that restricting the use by children of role-playing computer games with inanimate objects or the self-destruction of heroes, as well as online games for the purpose of entertainment, will help to prevent the formation of negative trends in the mentality of adolescents.

Cuvinte-cheie
computers, children, gambling, Anxiety disorders,

calculatoare, copii, jocuri de noroc, tulburari de anxietate