Please use this identifier to cite or link to this item:
http://cris.utm.md/handle/5014/674
DC Field | Value | Language |
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dc.contributor.author | SONTEA, Victor | en_US |
dc.contributor.author | KARANEUSKI, Konstantin | en_US |
dc.contributor.author | MEZIANAYA, Kira | en_US |
dc.contributor.author | YASHIN, Konstantin | en_US |
dc.date.accessioned | 2021-01-19T11:05:49Z | - |
dc.date.available | 2021-01-19T11:05:49Z | - |
dc.date.issued | 2020-12-15 | - |
dc.identifier.citation | Sontea, Victor, Karaneuski, Konstantin, Mezianaya, Kira, & Yashin, Konstantin. (2020). THE IMPACT OF VIDEO GAMES ON USER BEHAVIOR. Journal of Social Sciences, III (4), 73–79. http://doi.org/10.5281/zenodo.4296337 | en_US |
dc.identifier.issn | 2587-3490 | - |
dc.identifier.issn | 2587-3504 | - |
dc.identifier.uri | http://cris.utm.md/handle/5014/674 | - |
dc.description.abstract | 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. | en_US |
dc.language.iso | en | en_US |
dc.relation.ispartof | Journal of Social Sciences | en_US |
dc.subject | computers | en_US |
dc.subject | children | en_US |
dc.subject | gambling | en_US |
dc.subject | anxiety disorders | en_US |
dc.title | THE IMPACT OF VIDEO GAMES ON USER BEHAVIOR | en_US |
dc.type | Article | en_US |
dc.identifier.doi | 10.5281/zenodo.4296337 | - |
item.languageiso639-1 | other | - |
item.grantfulltext | open | - |
item.fulltext | With Fulltext | - |
crisitem.author.dept | Department of Microelectronics and Biomedical Engineering | - |
crisitem.author.orcid | 0000-0002-0372-8799 | - |
crisitem.author.parentorg | Faculty of Computers, Informatics and Microelectronics | - |
Appears in Collections: | Journal Articles |
Files in This Item:
File | Description | Size | Format | |
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JSS-4-2020-pp_73-79.pdf | 716.74 kB | Adobe PDF | View/Open |
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