Metrika članka

  • citati u SCindeksu: 0
  • citati u CrossRef-u:0
  • citati u Google Scholaru:[=>]
  • posete u poslednjih 30 dana:2
  • preuzimanja u poslednjih 30 dana:2
članak: 1 od 1  
International Journal of Cognitive Research in Science, Engineering and Education / IJCRSEE
2019, vol. 7, br. 2, str. 29-39
jezik rada: engleski
vrsta rada: originalan članak
doi:10.5937/IJCRSEE1902029M

Creative Commons License 4.0
High school students involved and not involved in MMORPG: Creativity and innovativeness
(naslov ne postoji na srpskom)
Peoples' Friendship University of Russia (RUDN University), Chair of Social and Differential Psychology, Moscow, Russia

e-adresa: olga00241@yandex.ru

Sažetak

(ne postoji na srpskom)
The paper presents a theoretical and empirical analysis of involvement phenomenon in massively multiplayer online role-playing games among high school students. The characteristics of the virtual world are analyzed; its role in the life and activity of modern people is substantiated. The main features of the games that make them the most attractive to users and contribute to their active involvement in the game process are highlighted. The advantages of mass multiplayer online role-playing games are substantiated. On the basis of the theoretical analysis was formulated the aim of the study: to identify differences in the manifestations of innovativeness and creativity in high school students involved and not involved in MMORPG. Hypotheses about the existence of significant connections and differences in the manifestations of innovativeness and creativity in those involved and not involved in this type of games are formulated. The study involved 120 students of 10-11th forms and was based on the following methods: 1) questionnaire to assess the degree of enthusiasm in role-playing computer games; 2) questionnaire for the study of gaming activity, experience and gaming genre preferences of the individual; 3) self-assessment scale of personal innovative traits; 4) a multidimensional questionnaire "Innovativeness of a personality" - MQIP; 5) "Creativity" test. As a result of the study those involved in computer games are characterized by higher originality, imagination and creative thinking than their peers not playing massive multiplayer online role-playing games. The article presents a number of recommendations on the use of the plot potential of multiplayer online role-playing games for the development of high school students' personality in modern teaching practice.

Ključne reči

massively multiplayer online roleplaying games; innovativeness; creativity; virtual world

Reference

Belovol, E.V., Petrova, I.V. (2011) Elaboration of questionnaire for the level of adolescent's computer role-playing games infatuation evaluation. Psihologičeskij žurnal, 6(32), 49-58. (In Russ.) https://elibrary.ru/item.asp?id=18033285
Belozerov, S.A. (2015) Virtual Worlds of MMORPG: Definition, Description, Classification. Psychology: Journal of Higher School of Economics, Part II, (in Russian). 1(12), 71-89. (in Russ.) https://elibrary.ru/item.asp?id=25280698
Dong, G., Wang, J., Yang, X., Zhou, H. (2013) Risk personality traits of Internet addiction: A longitudinal study of Internet-addicted Chinese university students. Asia-Pacific Psychiatry, 5(4), 316-321
Frank, I., Sanbou, N., Terashima, K. (2006) Some positive effects of online gaming. u: The 2006 ACM SIGCHI international conference on Advances in computer entertainment technology, ACM, June, Proceedings of, p. 73
Graham, M. (2013) Geography/internet: Ethereal alternate dimensions of cyberspace or grounded augmented realities?. Geographical Journal, 179(2): 177-182
Hamade, S.N. (2018) Internet Addiction in Kuwait and Efforts to Control It. u: Information Technology: New Generations, Cham: Springer International Publishing, pp. 883-886
Ivanov, M.S. (2004) Psikhologicheskie aspekty negativnogo vliyaniya igrovoy komp'yuternoy zavisimosti na lichnost'cheloveka / Psychological aspects of negative influence of computer virtual reality on identity of person. u: Psikhologiya zavisimosti: Khrestomatiya, 223-230
Kaptsov, A.V., Kolesnikova, E.I. (2011) The methodical aspects of use of psychometric tests in degree designing. Vestnik of Samara humanitarian Academy: A Series Of 'Psychology', 2 (10), 107-119. (In Russ.). https://elibrary.ru/item.asp?id=16860285
Kim, N.Y. (2015) The Influence of Stress of Children on Game Addiction-Focused on Moderating Effect of Family Support. Journal of the Korea Society of Computer and Information, 20(2), 209-219
Koles, B., Nagy, P. (2014) Virtual worlds as digital workplaces: Conceptualizing the affordances of virtual worlds to expand the social and professional spheres in organizations. Organizational Psychology Review, 4(2), 175-195
Kuss, D.J., Griffiths, M.D., Binder, J.F. (2013) Internet addiction in students: Prevalence and risk factors. Computers in Human Behavior, 29(3): 959-966
Lebedeva, N.M., Bushina, E.V., Cherkasova, L.L. (2013) Tsennosti, sotsial'nyy kapital i ot-noshenie k innovatsiyam / Values, social capital and attitude to innovations. Obshchestvennye nauki i sovremennost / Social sciences and modernity, 4, 28-41. https://elibrary.ru/item.asp?id=20166164
Luzakov, A.A., Omelchenko, N.V. (2012) Semanticheskoe prostranstvo komp'yuternyh igr: Opyt rekonstrukcii / Semantic space of computer games: The attemp of reconstruction. Politematicheskij setevoj zhurnal kubanskogo gosudarstvennogo universiteta, 78, 1377-1411 https://elibrary.ru/item.asp?id=17714688
Mikhailova, O.B. (2016) Psihologicheskaya diagnostika i realizaciya innovacionnosti lichnosti / Psychological diagnosis and implementation of innovativeness of the individual. Moscow: RUDN, 152. https://elibrary.ru/item.asp?id=29456669
Mikhailova, O.B., Kaminskaya, E.A. (2016) Gender characteristics of the students' innovative behavior. Social Sciences (Pakistan), 11, 4483-4488. DOI: 10.3923/sscience.2016.4483.4488 URL: http://medwelljournals.com/abstract/?doi=sscience.2016.4483.4488
Mikhailova, O.V. (2018) Features of creativity and innovation development in students at secondary and high school. International Journal of Cognitive Research in Science, Engineering and Education / IJCRSEE, vol. 6, br. 2, str. 11-19
Nasyrova, O.A., Petrova, O.A. (2014) Social'nopsihologicheskie aspekty komp'yuternyh igr / Socio-psychological aspects of computer games. Aktual'nye problemy aviatsii i kosmonavtiki, 2 (10) (in Rus.). https://elibrary.ru/item.asp?id=22549211
Pozharov, A.I. (2014) Mnogopol'zovatel'skaya rolevaya onlajn-igra kak novyj vid kul'turnoj kommunikacii / Multiplayer Online Role-Playing Games as a New Type of Cultural Communication. Historical and Social-Educational Idea, 6(6-2), 270-273. https://elibrary.ru/item. asp?id=22981447
Sergeeva, O.V., Tsareva, A.V., Zinovyeva, N.A. (2017) 'Let's Meet in Augmented Reality...': Social Competences of MMORPG-Gamers. Logos et Praxis, 16(4)
Shirokanova, A.A. (2014) Formirovanie lichnoj identichnosti v igrovoj povsednevnosti MMORPG / Personal Identity Formation in the Ludic Everyday of MMORPGS. Mediafilosofiya, 10, 167-181. (in Rus.). https://elibrary.ru/item.asp?id=26183514
Stošić, L., Stosic, I. (2013) Diffusion of innovation in modern school. International Journal of Cognitive Research in Science, Engineering and Education: (IJCRSEE), 1(1): 5-13; http://www.ijcrsee.com/index.php/ijcrsee/article/view/7
Stošić, L. (2015) The importance of educational technology in teaching. International Journal of Cognitive Research in Science, Engineering and Education / IJCRSEE, vol. 3, br. 1, str. 111-114
Sublette, V.A., Mullan, B. (2012) Consequences of Play: A Systematic Review of the Effects of Online Gaming. International Journal of Mental Health and Addiction, 10(1), 3-23
Tsai, K. (2018) An empirical examination of the relationships among creativity, the evaluation of creative products, and cognitive style among Chinese undergraduates. International Journal of Cognitive Research in Science, Engineering and Education / IJCRSEE, vol. 6, br. 1, str. 53-60
van der Aa, N., Overbeek, G., Engels, R.C.M.E., Scholte, R.H.J., Meerkerk, G.J., van den Eijnden, R.J.J.M. (2009) Daily and Compulsive Internet Use and Well-Being in Adolescence: A Diathesis-Stress Model Based on Big Five Personality Traits. Journal of Youth and Adolescence, 38(6): 765-776
Vilca, L.W., Vallejos, M. (2015) Construction of the Risk of Addiction to Social Networks Scale (Cr.A.R.S.). Computers in Human Behavior, 48: 190-198
Voiskunsky, A.E. (2015) On the psychology of computer gaming. Psychology: Journal of Higher School of Economics, 12(1), 5-12 Retrieved from https://psy-journal.hse.ru/en/2015-12-1/147963491.html
Widyanto, L., McMurran, M. (2004) The Psychometric Properties of the Internet Addiction Test. CyberPsychology & Behavior, 7(4): 443-450
Yee, N. (2006) The psychology of MMORPGs: Emotional investment, motivations, relationship formation, and problematic usage. Avatars at work and play: Collaboration and interaction in s. u: Avatars at work and play: Collaboration and interaction in shared virtual environments, 34: 187-207, https://doi.org/10.1007/1-4020-3898-4
Young, K.S., de Abreu, C.N., eds. (2010) Internet addiction: A handbook and guide to evaluation and treatment. John Wiley & Sons, Retrieved from https://books.google.rs/ books?hl=en&lr=&id=C_omSZQyfYcC&oi =fnd&pg=PT7&dq=Young,++K.+%26+de+Adreu,+C.+N.+(2011).++Internet+addiction: +A+handbook+and+guide+to+evaluation+an d+treatment