Digest

Ryzhov B. N. The system of motivational oppositions as the basis of psychological individuality


Preuss F., Perevozkina Yu. M. Interconnection and types of social relations of role socialization system formation: metasystem approach


Ryzhov B. N. The actual-self, ideal-self and hidden-self (with Translation into English by L. A. Mashkova)


Ryzhov B. N., Tarasova А. А. Emotional Perception of Architectural Objects of 1920–1930s by Moscow Students (with Translation into English by L. A. Mashkova)


Kondratyev V. M. The Problem of Balance between Morality and Law in Human Education (with a Translation into English)


Ryzhov B. N. Psychological Age of Civilization (translated into English by L. A. Mashkova)


Aleksander T. A Review about Old Age and Disability (translated into English by A. Diniejko and into Russian by О. Leszczak)



A. A. Zych Silver University as an alternative for the polish solutions


B. N. Ryzhov THE PSYCHOLOGICAL AGE OF CIVILIZATION: the XV century, the North Renaissance


Yu. M. Perevozkina, V. G. Fedosov, F. Prusse Functional organization of impasa-role socialization of youth: metasystemic approach


T. Macho, I. V. Lebedeva, M. M. Bicharova. Migration in Europe as systemic phenomenon of the contemporary society


G. Gross, J. S. Frolova From London to Moscow coronations: perceptions of monarchy


Simons G. Tangible threats through intangible means: aspects of BRICS information and communication security


Ryzhov B. N., Mashkova L. A., Stolyarova G. I. Dynamics of motivational indicators in high school

B.N. Ryzhov - Sistem psychology
Partners

WWW.SYSTEMPSYCHOLOGY.RU

 

E. S. Romanova, S. B. Shubin, THE FEATURES OF YOUNG PEOPLE’ S USE OF VIDEO GAMES AND SOCIAL NETWORKS

Journal_eng » Journal 24 : E. S. Romanova, S. B. Shubin, THE FEATURES OF YOUNG PEOPLE’ S USE OF VIDEO GAMES AND SOCIAL NETWORKS
    Views: 1902

THE FEATURES OF YOUNG PEOPLE’ S USE OF VIDEO GAMES AND SOCIAL NETWORKS

 

E. S. Romanova,

S. B. Shubin,

MCU, Moscow

 

 

The article presents the questionnaire data showing the features of use of video games and social networks in young people. In total, 504 resp

years) participated in the study, among them there were 442 male respondents and 62 female respondents. All the participants were young people from Russia and Russian-speaking countries of Eastern Europe. A psychological assessment of the particularity use of video games and social networks by young people is done with regard to findings of the study. It is revealed that video games increasingly contribute to psychological addiction formation than social networks. The article shows the features of video games and social networks using by young people. It was also found that a significant number of respondents spend more than 28 hours per week for playing video games and more than 21 hours per week for social networks. The article presents data on the impact of video games and social networks on young people’s interpersonal relationships and their work activity. The young people’s genre preferences in video games are also revealed and the most popular genres are so-called role-playing games with a multi-user mode (Massively multiplayer online role-playing game — MMORPG). The most popular functions of social networking sites among young people are: communication, getting various information, listening to music, viewing video instructions and various videos for fun.

It is important to draw the additional attention of the scientific community to the problem of the addiction of some young people on video games and social networks. It should be mentioned that this research has shown the value of gaming achievements for particularly engrossed gamers can not only compete, but exceed the value of achievements in real life. The need to play and use social networks begins to be part of the basic psychological needs of young people. The above data should attract the attention to itself of such sciences as: psychology, pedagogy and sociology, and also stimulate further research into the psychological influence of computer virtual space on young people.

Keywords: video games; social networks; waste of time; adolescents; young people; addiction; prevention of negative consequences.

 

For citation:

Romanova E. S., Shubin S. B. The features of young people’ s use of video games and social networks // Systems psychology and sociology. 2017. № 3 (23). P.

 

References

 

1. Voronov D. I. Socio-psychological determinants of computer addiction and its prevention by means of physical recreation and psychocorrection: dis. cand. of psychology sciences. St. Petersburg, 2016. 132 p.

2. Drepa M. I. Psychological prevention of Internet addiction in students: dis. cand. of psychology sciences. Stavropol, 2010. 254 p.

3. Zavalishina O. V. Pedagogical support for adolescents prone to Internet addiction: dis. cand. of pedagogical sciences. Kursk, 2012. 221 p.

4. Muratkina Yu. N. The interrelation of computer addiction and coping behavior of adolescents: dis. cand. of psychology sciences. Surgut, 2010. 154 p.

5. Ryzhenko. S. K. Computer game addiction of modern adolescents: Ryzhenko. S. K. Computer game dependence of modern adolescents: essence, signs, psychological correction / / Modern humanitarian research. 2008. № 3. P. 241–243.

6. Fadeeva S. V. Pedagogical prevention of computer addiction in adolescents at school: dis. cand. of psychology sciences. Vladimir, 2013. 184 p. 7. Bushman B. J., Anderson C. A. Comfortably numb: desensitizing effects of violent media on helping others // Psychological science Journal. 2009. № 20 (3) P. 273–177. URL: http://pss.sagepub.com/content/20/3/273 8. Hull Jay G., Brunelle Timothy J., Prescott Anna T., and Sargent James D. A longitudinal study of risk-glorifying video games and behavioral deviance // Journal of personality and social psychology. V. 107 (2). Aug 2014. P. 300–325. URL: http://www.ncbi.nlm.nih.gov/pmc/articles/PMC4151190/

9. The audience of Internet users in Russia in 2017 was 87 million people. Mediascope research, 2017. URL: http://mediascope.net/press/news/744498/

10. The new about digital literacy, or Russians are mastering in the network. WCIOM research. Press Release № 3084, 2016. URL: https://wciom.ru/index.php?id=236&uid=115657

11. The profile of the Russian gamer. Research Mail.Ru Group, 2015. URL: https://gamestats.mail.ru/article/profil_rossijskogo_geymera/