Social Psychology and Society
2019. Vol. 10, no. 4, 160–174
doi:10.17759/sps.2019100411
ISSN: 2221-1527 / 2311-7052 (online)
Psychological master form of computer games
Abstract
General Information
Keywords: video game, computer game, video game analysis, video game structure, video game effect, gamers
Journal rubric: Methodological Tools
Article type: scientific article
DOI: https://doi.org/10.17759/sps.2019100411
For citation: Kyshtymova I.M., Timofeev S.B. Psychological master form of computer games. Sotsial'naya psikhologiya i obshchestvo = Social Psychology and Society, 2019. Vol. 10, no. 4, pp. 160–174. DOI: 10.17759/sps.2019100411. (In Russ., аbstr. in Engl.)
References
- Bazyma B.A. Psikhologiya tsveta: Teoriya i praktika [Color Psychology: Theory and Practice]. Moscow: Rech’, 2005. 147 p.
- Bratus’ B.S. Lichnostnye smysly po A.N. Leont’evu i problema vertikali soznaniya [Personal meanings by A.N. Leontyev and the problem of vertical of consciousness]. In Voiskunsky A.E., Zhdan A.N., Tikhomirov O.K. (ed.) Traditsii i perspektivy deyatel’nostnogo podkhoda v psikhologii. Shkola A.N. Leont’eva [Traditions and prospects of the activity approach in psychology. School of A.N. Leontiev]. Moscow: Smysl, 1999, рр. 284—298.
- Ivanov M.S. Osobennosti samorealizacii lichnosti v komp’juternoj igrovoj dejatel’nosti: diss. … kand. psihol. nauk. [Features of personal self-realization in computer gaming. PhD Sci. (Psychology) diss]. Kemerovo, 2005. 152 p.
- Kyshtymova I.M. Psihosemiotika kreativnosti [Psychosemiotics creativity]. Irkutsk: IGU, 2008. 579 p.
- Popov O.A. Novaya klassifikatsiya komp’yuternykh igr [Elektronnyi resurs] [New classification of computer games]. Elektronnyi zhurnal Statistika v psikhologii i pedagogike [Electronic Journal Statistics in Psychology and Pedagogy]. 2009. URL: http://psystat. at.ua/publ/4-1-0-30 (data obrashcheniya Accessed 09.01.18)
- Pronina E.E. Psikhologicheskaya ekspertiza reklamy. Teoriya i metodika psikhotekhnicheskogo analiza reklamy [Psychological examination of advertising. Theory and methods of psychotechnical analysis of advertising]. Moscow: RIP-kholding, 2000. 96 p.
- Smirnova E.O., Radeva R.E. Psikhologicheskie osobennosti komp’yuternykh igr: novyi kontekst detskoi subkul’tury [Psychological features of computer games: a new context of children’s subculture]. In Sobkin V.S. (ed.). Obrazovanie i informatsionnaya kul’tura. Sotsiologicheskie aspekty. Trudy po sotsiologii obrazovaniya [Education and informational culture. Sociological aspects. Works on the sociology of education]. In Sobkin V.S. (ed.) Vol. 7. Moscow: Tsentr sotsiologii obrazovaniya RAO, 2000,. pp. 330—369.
- Timofeev S.B. Psikhologicheskie klassifikatsii komp’yuternykh igr [Psychological classifications of computer games]. Materialy mezhdunarodnoi nauchno-prakticheskoi konferentsii «Psikhologo-sotsial’naya rabota v sovremennom obshchestve: problemy i resheniya» (g. Sankt-Peterburg, 19—20 aprelya 2018 g.) [Proceedings of the international scientific-practical conference “Psychological and social work in modern society: problems and solutions”]. Sankt-Peterburg: SPbGIPSR, 2018. pp. 274—277.
- Shmelev A.G. Mir popravimykh oshibok [The world of reparable errors]. Vychislitel’naya tekhnika i ee primenenie [Computing technology and its application], 1988, no. 3, pp. 16—84.
- Adams E. Fundamentals of game design. New Riders, 2010. 576 p.
- Anderson C.A., Bushman B.J. Human aggression. Annual Review of psychology. 2002. Vol. 53, no. 1, pp. 27—51.
- Bartle R. Designing Virtual Worlds. Indianapolis: New Riders Publishing. 2003. 741 p.
- Boesche W. Violent content enhances video game performance. Journal of Media Psychology: Theories, Methods, and Applications. 2009. Vol. 21, no. 4, pp. 145 —150. doi: 10.1027/1864-1105.21.4.145
- Carnegey N.L., Anderson C.A., Bushman B.J. The effect of video game violenc on psychological desensitization to real-life violence. Journal of Experimental Social Psychology,. 2007. Vol. 43, n. No. 3,. pp. 489—496. doi: 10.1016/j.jesp.2006.05.003
- Colwell J., Kato M. Investigation of the relationship between social isolation, self esteem, aggression and computer game play in Japanese adolescents. Asian Journal of Social Psychology,. 2003. Vol. 6,. no. 2,. pp. 149—158. doi: 10.1111/1467-839X.t01-1-00017
- Gentile D.A., Anderson C.A. Violent Video Games: The Effects on Youth, and Public Policy Implications. In N. Dowd, D. G. Singer, R. F. Wilson (ed.). Handbook of children, culture, and violence. / N. Dowd, D. G. Singer, R. F. Wilson (eds.). Thousand oaks, california: Sage, 2006,. pp. 225—-246. dDoi: 10.1093/acprof:oso/9780195309836.001.0001
- Griffiths M. Violent video games and aggression: a review of the literature. Aggression and Violent Behavior. 1999. Vol. 4, no. 2, pp. 203—212. doi: 10.1016/S1359-1789(97)00055-4
- Kirriemur J., McFarlane A. Literature review in games and learning [Elektronnyi resurs]. TeLearn archive-ouvertes. Bristol, Nesta Futurelabs, 2004. URL: https://telearn. archives-ouvertes.fr/hal-00190453/document (Accessed 05.07.2019)
- Kutner L., Olson C. Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do. New York: Simon & Schuster, 2008. 272 p.
- Lucas K., Sherry J.L. Sex differences in video game play: a communication-based explanation. Communication Research. 2004. Vol. 31, no. 5, pp. 499—523. doi: 10.1177/0093650204267930
- Manero B., Torrente J., Freire M., Fernandez-Manjon B. An instrument to build a gamer clustering framework according to gaming preferences and habits. Computers in Human Behavior. 2016. Vol. 62, pp. 353—363. doi: 10.1016/j.chb.2016.03.085
- Newzoo’s 2018 Report: Insights into the $108.9 Billion Global Games Mark. [Elektronnyi resurs]. Newzoo. Games, Esports & Mobile Market Intelligence. 2018. URL: https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9- billion-global-games-market/ (Accessed 31.03.2019)
- Peng W., Liu M., Mou Y. Do aggressive people play violent computer games in a more aggressive way? Individual difference and idiosyncratic game-playing experience. CyberPsycholgy & Behavior, 2008. Vol. 11, no. 2, pp. 157—161. doi: 10.1089/cpb.2007.0026
- Przybylski A.N., Weinstein, N. Violent video game engagement is not associated with adolescents’ aggressive behaviour: evidence from a registered report [Elektronnyi resurs]. Royal Society Open Science, 2019. Vol. 6, no. 2. URL: https://royalsocietypublishing.org/ doi/10.1098/rsos.171474 (Accessed 05.07.2019) doi: 10.1098/rsos.171474
- Rollings A., Adams E. Andrew Rollings and Ernest Adams on game design. Indianapolis: New Riders. 2003. 621 p.
- Williams D., Skoric M. Internet Fantasy Violence: A Test of Aggression in an Online Game. Communication Monographs, 2005. Vol. 72, no. 2, pp. 217—233. doi: 10.1080/03637750500111781
- Yee N. Motivations for play in online games. CyberPsychology & Behavior, 2006. Vol. 9, no. 6, pp. 772—775. doi: 10.1089/cpb.2006.9.772
Information About the Authors
Metrics
Views
Total: 1866
Previous month: 68
Current month: 11
Downloads
Total: 921
Previous month: 22
Current month: 7