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

Journal_eng » Journal 23 : E. S. Romanova, S. B. Shubin, THE FEATURES OF YOUNG PEOPLE’ S USE OF VIDEO GAMES AND SOCIAL NETWORKS
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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 respondents (aged 15–35 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.

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