What the Pokemon Go have study adolescents for?

729

Abstract

The paper reports the results of the research on the adolescents – Pokemon Go players. The hypotheses towards the role of the games with virtual and augmented reality within the modern society presented in the scientific literature are discussed. The aim of this research was to check the link between personal characteristics, the social situation factors (e.g. family context), young men images about him or herself, and meaning and personal value of the game. The results of the structured interviews with 44 adolescents playing Pokemon Go on the street are given; the players’ representations towards themselves, their social environment, and the game are discovered. The conclusions about the meaning of the virtual, geographic, and social realities integration and social and family environment influence on the game involvement are made. The psychological mechanisms of the involvement into the game and the role of the social and family environment are discussed. In this article was made the conclusions about the role of virtual, geographic, social reality integration, social and family role, and psychological mechanism to be involved in the game. Subjective space transformation and the changes in everyday city landscape meanings conditioned by the game are discussed. The game allows the adolescents and youth to see the reality out of the everyday routine.

General Information

Keywords: adolescents, Pokemon Go, reality, virtuality, game

Journal rubric: Developmental Psychology

Article type: scientific article

DOI: https://doi.org/10.17759/psyedu.2017090409

For citation: Khlomov K.D., Davydov D. What the Pokemon Go have study adolescents for? [Elektronnyi resurs]. Psychological-Educational Studies, 2017. Vol. 9, no. 4, pp. 86–98. DOI: 10.17759/psyedu.2017090409. (In Russ., аbstr. in Engl.)

References

  1. Asmolov A.G., Asmolov G.A. Ot My-mediya k Ya-mediya: transformatsii identichnosti v virtual'nom mire [From We-media to I-media: identity transformations in the virtual world]. Voprosy psikhologii [Psychology questions], 2009, no. 3, pp. 3-16.
  2. Boiko O.M., Enikolopov S.N., Kaz'mina O.Yu., Ryabtseva V.M., Shchelokova O.A. Pilotazhnoe issledovanie podderzhivayushchego potentsiala ispol'zovaniya Interneta v sotsial'noi adaptatsii psikhicheski bol'nykh [Elektronnyi resurs] [The pilot study of the supporting potential of internet-using in social adaptation of patients with mental disease]. Klinicheskaya i spetsial'naya psikhologiya [Clinical Psychology and Special Education], 2013, vol 2, no 3. URL: https://psyjournals.ru/psyclin/2013/n3/64020.shtml (Acessed: 12.12.2017)
  3. Bochaver A.A., Zhilinskaya A.V., Khlomov K.D. Perspektivy sovremennykh podrostkov v kontekste zhiznennoi traektorii [E'lektronnyj resurs] [The modern adolescents perspectives in the context of their life trajectory]. Sovremennaya zarubezhnaya psikhologiya [Modern foreign psychology], 2016, vol 5, no. 2, pp. 31-38, doi:10.17759/jmfp.2016050204 (Acessed: 02.03.2017).
  4. Kaku M. Fizika budushchego [Physics of the future]. Moscow: Publ. Al'pina non-fikshn, 2012, 584 p.
  5. Madatov O.Ya. «POKEMON GOU» kak ugroza voennoi bezopasnosti RF [Pokemon Go as a threat for the military security]. Informatsionnye voiny [Information wars], 2016, no. 4 (40), pp. 80-83.
  6. Nikitina L.N. POKEMON GO: massovost' kak rezul'tat vozdeistviya emotsional'nogo zarazheniya i podrazhaniya, voznikayushchie v svyazi s etim ugrozy pravoporyadku i obshchestvennoi bezopasnosti [POKEMON GO: Massive participation as a result of the emotional exposure and imitation, and the resulting threats for the public order and societal security]. Nauchnoe obozrenie. Seriya 2. Gumanitarnye nauki [Scientific review. Series 2. Gymnasium Sciences], 2016, no. 4, pp. 47-55.
  7. Khlomov K.D., Kondrashkin A.V., Kuzin P.A., Kalyakina S.M., Tyul'kanova K.I., Medvedev D.P. Podrostok v onlain igre: vklyuchennoe nablyudenie i opyt sotsial'noi raboty [Elektronnyi resurs] [Adolescent in the online-game: observation and social work attempt]. Psikhologicheskaya nauka i obrazovanie psyedu.ru [Psychology science and education psyedu.ru], 2014, vol 6, no. 4, pp.118-133. URL: http://psyedu.ru/journal/2014/4/Khlomov_Kondrashkin_Kuzin.phtml (Accessed: 02.03.2017).
  8. Chekletsov V.V. Blokchein, pokemony i promyshlennyi internet [Blockchain, pokemons, and the industrial internet]. Filosofskie nauki [Philosophy sciences], 2016, no. 10, pp. 140-147.
  9. Althoff T., White R.W., Horvitz E. Influence of Pokémon Go on Physical Activity: Study and Implications. Journal of Medical Internet Research, 2016, vol. 18, iss. 12, pp. 82-95, URL: http://www.jmir.org/2016/12/e315. DOI: 10.2196/jmir.6759 (Accessed: 02.03.2017).
  10. Curti G.H., Aitken S., Bosco F.J. A doubly articulated cartography of children and media as affective networks-at-play. Children's Geographies, 2016, vol. 14 no. 2, pp. 175-189, URL: https://doi.org/10.1080/14733285.2015.1127325 (Accessed: 02.03.2017).
  11. Haiven M. CAN PIKACHU SAVE FANNIE MAE? Cultural Studies, 2012, vol. 26, no. 4, pp. 516-541, URL: https://doi.org/10.1080/09502386.2011.630480 (Accessed: 02.03.2017).
  12. Hein C. Pokemon Go Is Still Going, With New Content and Big Brand Partnerships. ADWEEK, 20.02.2017, URL: http://www.adweek.com/digital/pokemon-go-is-still-going-with-new-content-and-big-brand-partnerships/ (Accessed: 02.03.2017).
  13. Huh Y.J. Rethinking young children’s digital game play outside of the home as a means of coping with modern life. Early Child Development and Care, pp. 1-13, 30.09.2016. URL: http://www.tandfonline.com/doi/full/10.1080/03004430.2016.1237512#aHR0cDovL3d3dy50YW5kZm9ubGluZS5jb20vZG9pL3BkZi8xMC4xMDgwLzAzMDA0NDMwLjIwMTYuMTIzNzUxMj9uZWVkQWNjZXNzPXRydWVAQEAw (Accessed: 02.03.2017).
  14. McGimpsey I, Tannock S., Lauder H. Postcapitalism: a guide to our future. British Journal of Sociology of Education, 2016, vol. 37, no. 7, pp. 1077-1090, URL: https://doi.org/10.1080/01425692.2016.1223702 (Accessed: 02.03.2017).
  15. McWhirter A. Pokémon GO and No Man’s Sky: sandbox gaming’s next level in tech-heavy society. International Journal of Jungian Studies, 2017, vol. 9, no. 1, pp. 66-71.
  16. Sarkar S. Pokémon Go hits 650 million downloads. Polygon, 27.02.2017. URL: http://www.polygon.com/2017/2/27/14753570/pokemon-go-downloads-650-million (Accessed: 02.03.2017).
  17. Tateno M., Skokauskas N., Kato T.A., Teo A.R., Guerrero A.P. New game software (Pokemon Go) may help youth with severe social withdrawal, hikikomori. Psychiatry Research, 2016, vol. 246, pp. 848-849.
  18. Yang C.C., Liu D. Motives Matter: Motives for Playing Pokemon Go and Implications for Well-Being. Cyberpsychology, Behavior and Social Networking, 2016, vol. 20, iss. 1, pp. 52-57.

Information About the Authors

Kirill D. Khlomov, PhD in Psychology, Head of the Psychological Service, Senior Researcher, Cognitive Research Laboratory, Faculty of Psychology, Russian Presidential Academy of National Economy and Public Administration, Moscow, Russia, ORCID: https://orcid.org/0000-0003-1016-6154, e-mail: khlomov-kd@universitas.ru

Denis Davydov, PhD in Psychology, Head of the Laboratory of adolescent socialization, Moscow city Psychological & Pedagogical Centre, Moscow, Russia, e-mail: DavydovDG@edu.mos.ru

Metrics

Views

Total: 2233
Previous month: 24
Current month: 14

Downloads

Total: 729
Previous month: 6
Current month: 2