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An experimental study of psycho-emotional resources of folk games (folklore) 1511
We present a study of using folk games (folklore) as a method of substituting sociogenesis in psychological work with deviant behavior. Game programs are used to build a replacement sociocultural environment for emotional interaction in which a child or a teenager can acquire the necessary psycho-emotional experience. The significant causes of deviant behavior are the lack of mental and emotional experience and psychophysiological background of acquiring it. A key component of social relations and behavior building is the communication experience, understanding of other people's experience of emotional states and presentations of their states and needs to account for them by others. Psycho-emotional resources of folk games are considered. The study was conducted using observation and introspection during gaming sessions with preschool and early school age children conducted by students. We present the data on the emotional states that can be harnessed in different games, and analyze gaming experience in students born in 1995-96.
Keywords: folklore, folk games, emotions, deviant behavior, psycho-emotional experience, substituting sociogenesis.
Column: Juvenile Legal Psychology