scholarly journals Analysis of individualality and personality factors of computer games addiction

2019 ◽  
Vol 7 (4) ◽  
pp. 12 ◽  
Author(s):  
A. V. Grishina ◽  
E. N. Volkova

Introduction. The problem of informational violence in modern society permeates all spheres of human activity and affects all its structural aspects. Information violence, expressed in imposing false ideals and meanings of human life, neuro-linguistic programming, in public debauchery and pseudo information, has a negative impact on the evolution of human consciousness. A special form of informational violence is computer gaming addiction, which in foreign and domestic psychology is no longer new, but due to serious negative consequences, it does not only  lose its relevance, but also becomes more acute due to an increase in number of  addicted computer players.Materials and methods. The study used theoretical (analysis of psychological, pedagogical and philosophical literature) and empirical methods (questioning, pedagogical observation, testing, stating experiment, forming experiment, quantitative and qualitative analysis) of the study.Results. As a result of the study, factors of individual and personal development were identified that contribute to the formation of computer gaming addiction with  younger adolescence peculiarities of  development of subjectivity were revealed with balanced and unbalanced development of parameters of subjectivity). The survey sample included 146 students aged 10 to 11 (younger adolescence). A comparative analysis of the results of the study of individual personality factors of adolescents with high and low levels of computer gaming addiction showed significant differences (p <0.001).Discussion and conclusions. According to the results of the study, it was revealed that computer games, being an element of the information environment of modern society, have a significant impact on the development of the mental characteristics of a younger teenager. With children having high rates of ICD, there are low cognitive abilities; low indicators on the following parameters of a subjectivity: awareness of the ability to reflect; awareness of freedom of choice and responsibility for it; understanding and acceptance of another, awareness of self-development.

Author(s):  
Adile Kurt ◽  
Ezgi Dogan ◽  
Yasemin Kahyaoglu Erdogmus ◽  
Bulent Gursel Emiroglu

AbstractThe computer gaming addiction is one of the newer concepts that young generations face and can be defined as the excessive and problematic use of computer games leading to social and/or emotional problems. The purpose of this study is to analyse through variables the computer gaming addiction levels of secondary school students. The research was conducted with survey and causal-comparative quantitative research methods. Furthermore, the quantitative data was obtained by interpreting the data obtained through open-ended questions. Findings reveal a significant difference between computer gaming addiction and variables of gender, daily gaming times and whether or not students play games with people they do not know. However, findings did not show any significant difference between computer gaming addiction and variables of grade or purposes of game playing. According to the findings from qualitative data analysis, students mostly prefer to play skill-based games, while they would want to design action games.Keywords: Computer gaming, daily gaming times, game addiction, purposes of game playing, secondary school students.


2018 ◽  
Vol 5 (2) ◽  
pp. 131
Author(s):  
Pasca Zenitho Nuari

This research was conducted in Harau District, Limahpuluh Kota Regency, West Sumatera Province which has 270,5 Ha wet tropical forest on its hill which serves as a biological source with watershed (DAS) that can be utilized by the community. Biological sources such as flowers, fern-type vegetables, medicines, and some types of freshwater fish can be consumed or economic resources for the community. The source of water is used to irrigate the fields, as a tourist attraction waterfall, and swimming pool. Wet tropical forests also serve as a home for germplasm that can be used for scientific research of herbal medicines. The threat to destruction of the wet tropical forests of Harau is primarily gambier cultivation that can cause deforestation. Further damage can be caused by the taking of ornamental plants and flowers that is biodiversity reserves. This threat to forest destruction will obviously have a negative impact because of the effects of the loss of some forest trees and the biodiversity reserves of flowers, especially in areas with large ecological and biodiversity functions. According to the authors observation of this forest damage is about 10% (approximately 27 Ha) of forest area. Based on the research results it can be seen that the Harau people still use local wisdom and petitih petitih, pantun, talibun, gurindam, and tambo. Minangkabau custom in preserving wet tropical forest. The spread of local wisdom values in the past is done through generations of bakaba (oral information), custom speech, maota in lapau (chats in the shop), and surau (mosque) tradition. Socialization of local wisdom values according to the present condition is utilizing information technology/social media. In modern society, social media has a very real role as part of everyday human life, especially the younger generation. Spreading the values of local wisdom to conservation of wet tropical forest Harau through social media is considered the best to do in addition to the existing tradition. The values of local wisdom are not obsolete values that must be turned off, but can synergize with universal values and modern values. These issues can synergize with the actualization of the local philosophy of the Minangkabau community. Therefore, the dissemination of the values of Minangkabau custom local wisdom to  preservation of wet tropical forest Harau can be done through social media.


2018 ◽  
Vol 1 (1) ◽  
pp. 71-85
Author(s):  
M. Abzar Duraesa

Technological advancement and modernity have a great positive impact for nowadays human life in one hand. But, it might bring some negative dimensions in the other hand. This paper aims at exploring some consequences of modernity, by its technological advancement, to a contemporary human religiosity. Using theological approach and descriptive model of writing scientific papers, this article traces humans’ trend religious behavior by describing a condition of modernization and its relation to some religious and cultural practices. This article finds that people in modern society more have great satisfaction with the use of technological advancement then the use of religious norms. This condicion often makes negative impact of modernization like dehumanization and moral degradation. The findings reveal that religion should becomes primary control of democratization from its normative essence. Spiritual dimension and ethics which are written in Islam and other religions definitely might give optimism in facing disruptive modernization era.


2016 ◽  
Vol 1 ◽  
pp. 136-145
Author(s):  
Subur Subur

Human is an ululalbab, which have main duty to think hard to make progress with seeking meaning of every God creation on the earth, because every God creation always has advantages. In this context, human is challenged to develop his potential thinking and ability as far as his maximum limits and also to be creative and productive. Therefore, the feat of human thinking which is characterized by the rapid advances in science and technology is a necessity to get simplicity and prosperity of his life. The advances of Science and Technology have given the material prosperity of human life. A wide variety of living facilities is more enjoyed. On the other hand, they have negative impact. The advances of Science and Technology have made the transformation and disorientation of life, conflict of interest, dehumanization symptom, demoralization, materialism, hedonism, and pragmatism. Human often find themselves in dilemmatic and ironic situations. Therefore, the human of modern age are required to have reserve (accept with caution) attitude and adaptive. The reserve attitude is needed to protect himself, so that his mind will be strong to encounter the change which often contradict with religious and humanity values, by strengthen the spiritual belief. The adaptive attitude is needed to supply himself to be independent, exist, and survive in the middle of uncertain orientation and transformation by mastering a specific skill.


Author(s):  
Yuliia Trach

The purpose of the article is to characterize computer games as a component of culture and a subject of cultural research. The methodology involves distraction from the technological aspects of the genesis and implementation of computer games and is determined mainly by the humanitarian guidelines for the phenomenon under study. Thus, the methodological principles are based on the cultural research concept of computer games as a value of modern culture. The scientific novelty is that for the first time in Ukrainian cultural research the need to study computer games as a component of culture is actualized. Conclusions. The article highlights the need for cultural research of computer games as a full and equal component of culture. Attention is paid to the scale of the computer games spread, their importance for culture and the individual, as well as the impact on various spheres of human life. Conclusions. It is emphasized that the issue of the creation and functioning of computer games in modern society is an inexhaustible source for further research, including in cultural research. Computer games are a wide “field” for the application of the latest IT developments, philosophical ideas, and artistic innovations. Therefore, this issue will remain in the focus of research not only for cultural scientists but also for philosophers, educators and psychologists, sociologists, economists, and jurists, given the pace and scale of the information spread and communication technologies, and most importantly their complexity.


2018 ◽  
Vol 10 (1) ◽  
pp. 29
Author(s):  
Adile Askim Kurt ◽  
Ezgi Dogan ◽  
Yasemin KahyaoÄŸlu ErdoÄŸmuÅŸ ◽  
Bulent Gursel Emiroglu

The Computer gaming addiction is one of the newer concepts that young generations face and can be defined as excessive and problematic use of computer games leading to social and/or emotional problems. The purpose of this study is to analyze through variables the computer gaming addiction levels of secondary school students. The research was conducted with survey and causal-comparative quantitative research methods. Furthermore, it was attempted to contribute to the quantitative data by interpreting the data obtained through open-ended questions. Findings reveal a significant difference between computer gaming addiction and variables of gender, daily gaming times, and whether or not they play games with people they do not know. However, findings did not show any significant difference between computer gaming addiction and variables of grade or purposes of game playing. According to the findings from qualitative data analysis, students mostly prefer to play skill-based games, while they would want to design action games.     Keywords: Computer gaming, Daily gaming times, Game addiction, Purposes of game playing, Secondary school students


2017 ◽  
Vol 26 (6) ◽  
pp. 574-578 ◽  
Author(s):  
M. Huisman ◽  
S. S. Klokgieters ◽  
A. T. F. Beekman

Given the multitude of risk factors for depression in modern society and given the negative consequences of depressive problems for successful ageing, investigating resilience in relation to depression may help identifying entry points for reducing the burden of morbidity. Research on resilience begins with the realisation that individuals may demonstrate good physical or psychological functioning despite being exposed to risk experiences that can have serious negative impact on functioning. Interest in investigating resilience within ageing research has been increasing. Among the approaches toward investigating resilience are so-called a priori approaches, where criteria for inferring resilience are established a priori. In this editorial, we highlight some of the advantages of taking a priori approaches to the study of resilience and we touch on the implications for a priori approaches for the topic of resilience and depression. We argue that depression should take a prominent role in resilience research, because depression is strongly associated with opportunities for successful ageing.


Author(s):  
Pam Wright ◽  
David Skidmore

Digitalization of modern society has lead to rapid changes and innovative ways of communicating. Changes in the way people perceive belonging to society are reflected in the multiple methods of participation, communication, learning and engaging. Knowledge has become synonymous with how we can locate, use and find new information in a networked world rather than what it is we already know. The quest for knowledge in this digital and globalized society forces interaction with multiple modes of information. In this multi-literate society, educators must find opportunities for students to interact and interpret the multitude of new literacies. This chapter discusses how multi-literacies are bound up in computer games and how educators can employ these games through play, study and creation to shift students from consumers to creators of interactive narratives. The chapter provides some strategies for implementing the games in the curriculum. It also raises questions about computer game use in the primary classroom, and calls for an integrated approach to teacher and trainee teacher professional development in the area of computer gaming.


Author(s):  
S. I. Smetanin ◽  

Currently, social network sites tend to be one of the major communication platforms in both offline and online space. Freedom of expression of various points of view, including toxic, aggressive, and abusive comments, might have a long-term negative impact on people’s opinions and social cohesion. As a consequence, the ability to automatically identify and moderate toxic content on the Internet to eliminate the negative consequences is one of the necessary tasks for modern society. This paper aims at the automatic detection of toxic comments in the Russian language. As a source of data, we utilized anonymously published Kaggle dataset and additionally validated its annotation quality. To build a classification model, we performed fine-tuning of two versions of Multilingual Universal Sentence Encoder, Bidirectional Encoder Representations from Transformers, and ruBERT. Finetuned RuBERT achieved F1 = 92.20%, demonstrating the best classification score. We made trained models and code samples publicly available to the research community.


2020 ◽  
Vol 12 (4) ◽  
pp. 88-103
Author(s):  
A.I. Vlasenko

In 2020, an event took place in the world community that entailed colossal changes in society – the coronavirus pandemic, which affected all spheres of human life (from economic to social), leading to a crisis not only financial, but also existential. The introduced self-quarantine affected all strata of society, and the created deprivation conditions had a negative impact on the psychological state of the personality, which enhances the relevance of the scientific study of this problem. In general, the work is aimed at analyzing approaches to the phenomenon of deprivation, considering its types and effects on the human body; highlighting the consequences of the self-quarantine, which affected the psychological state of people. As a methodology, a theoretical analysis of the literature on the research problem (retrospective, comparative analyzes, methods of generalization, systematization) was used. The article notes that the self-quarantine generates social deprivation of the personality, described in the psychological and related sciences, and entails many negative consequences for the state of people, to minimize which it is necessary to follow the proposed recommendations.


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