Please use this identifier to cite or link to this item: http://cris.utm.md/handle/5014/674
DC FieldValueLanguage
dc.contributor.authorSONTEA, Victoren_US
dc.contributor.authorKARANEUSKI, Konstantinen_US
dc.contributor.authorMEZIANAYA, Kiraen_US
dc.contributor.authorYASHIN, Konstantinen_US
dc.date.accessioned2021-01-19T11:05:49Z-
dc.date.available2021-01-19T11:05:49Z-
dc.date.issued2020-12-15-
dc.identifier.citationSontea, 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.4296337en_US
dc.identifier.issn2587-3490-
dc.identifier.issn2587-3504-
dc.identifier.urihttp://cris.utm.md/handle/5014/674-
dc.description.abstractVideo 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.isoenen_US
dc.relation.ispartofJournal of Social Sciencesen_US
dc.subjectcomputersen_US
dc.subjectchildrenen_US
dc.subjectgamblingen_US
dc.subjectanxiety disordersen_US
dc.titleTHE IMPACT OF VIDEO GAMES ON USER BEHAVIORen_US
dc.typeArticleen_US
dc.identifier.doi10.5281/zenodo.4296337-
item.fulltextWith Fulltext-
item.languageiso639-1other-
item.grantfulltextopen-
crisitem.author.deptDepartment of Microelectronics and Biomedical Engineering-
crisitem.author.orcid0000-0002-0372-8799-
crisitem.author.parentorgFaculty of Computers, Informatics and Microelectronics-
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