Research Article

Computer Games Influence on Everyday Social Practices of Students-Gamers

Volume: 11 Number: 1 March 1, 2020
  • Rimma R. Khanmurzina
  • Elena İ. Cherdymova *
  • Tatyana Yu. Guryanova
  • Rita A. Toriia
  • Evgenia M. Sukhodolova
  • Larisa İ. Tararina
EN

Computer Games Influence on Everyday Social Practices of Students-Gamers

Abstract

The article considers one of the new social phenomena that have arisen in society, and is currently changing everyday social practices, which are one of the integral parts of the new media - computer games. The problem of the study is conditioned by the fact that computer games are gaining popularity, while increasingly influencing players, changing their established way of life, behaviors, forming new styles of communication and attitude to the surrounding reality. The activation of interest in the process of everyday social practices arose due to the shift of value orientations in the structure of students’ lifestyle. The aim of the study is to analyze the impact of computer games on everyday social practices of students-gamers. The leading methods for the study of this problem is the interview method, which allows revealing more fully and multifaceted impact of computer games on everyday social practices of students-gamers. It was found that the main characteristics of the gamer are: the ability to appreciate the game; the ability to play a lot of fun, not to chase the game awards; to see in the games something of great importance; to know a lot about different games; to be able to play well and understand the game. It is shown that computer games do not generate subcultures, but only try to unite people and teach them to work together in a team. Gamers arrange events for any particular game they play. Such meetings are most often of a competitive nature. Students gamers note the following skills that they acquire through the games: meeting new people; learning English; improving communication skills; interesting stories; historical moments; military Affairs (weapons, equipment, military battles, etc.); myths and legends of different world cultures. The practical significance lies in the fact that the data obtained in the work can be used in social psychology, age psychology, psychology of work, sociology, as well as for further theoretical development of this issue.

Keywords

References

  1. Alisov, E. A., Cherdymova, E. I., Trubina, G. F., Yakushev, A. N., Zhdanov, S. P., Popova, O. V., & Kobzar-Frolova, M. N. (2018). Study of Dominant Type of Student Ecological Focus. Ekoloji 27(106), 357-362.
  2. Borytko, N. M. (2002). Leisure in education space. Extracurricular, 6, 15-22.
  3. Buglak, S. S. (2013). The Invasion of computer game language into the reality desert. Media philosophy IX. Languages of media philosophy. St. Petersburg: Publishing house of Russian Christian Humanities Academy.
  4. Cherdymova, E. I., Afanasjeva, S. A., Parkhomenko, A. G., Ponyavina, M. B., Yulova, E. S., Nesmeianova, I. A., & Skutelnik, O. A. (2018). Student ecological consciousness as determining component of ecological-oriented activity. Eurasian Journal of Biosciences, 12(2), 167-174.
  5. Cherdymova, E. I., Prokopyev, A. I., Karpenkova, T. V., Pravkin, S. A., Ponomareva, N. S., Kanyaeva, O. M., Ryazapova, L. Z., & Anufriev, A. F. (2019). EcoArt Therapy as a Factor of Students’ Environmental Consciousness Development. Ekoloji, 28(107), 687-693.
  6. Cherevko, A. N. (2010). Phenomenon of leisure gaming practices of youth in modern Russia. Sociosphere, 2, 60-64.
  7. Dobrenkov, V. I., & Kravchenko, A. I. (2001). Sociology. Moscow: Publishing house Infra.
  8. Fomicheva, Yu. V., Shmelev, A. G., & Burmistrov, I. V. (1991). Psychological correlates of enthusiasm for computer games. MSU Bulletin Psychology, 3, 36-38.

Details

Primary Language

English

Subjects

Studies on Education

Journal Section

Research Article

Authors

Rimma R. Khanmurzina This is me
0000-0001-5912-8349
Russian Federation

Elena İ. Cherdymova * This is me
0000-0002-0392-8483
Russian Federation

Tatyana Yu. Guryanova This is me
0000-0003-3440-4479
Russian Federation

Rita A. Toriia This is me
0000-0002-2273-1926
Russian Federation

Evgenia M. Sukhodolova This is me
0000-0003-3025-7432
Russian Federation

Larisa İ. Tararina This is me
0000-0002-0280-135X
Russian Federation

Publication Date

March 1, 2020

Submission Date

April 24, 2019

Acceptance Date

July 2, 2019

Published in Issue

Year 2020 Volume: 11 Number: 1

APA
Khanmurzina, R. R., Cherdymova, E. İ., Guryanova, T. Y., Toriia, R. A., Sukhodolova, E. M., & Tararina, L. İ. (2020). Computer Games Influence on Everyday Social Practices of Students-Gamers. Contemporary Educational Technology, 11(1), 11-19. https://doi.org/10.30935/cet.641753
AMA
1.Khanmurzina RR, Cherdymova Eİ, Guryanova TY, Toriia RA, Sukhodolova EM, Tararina Lİ. Computer Games Influence on Everyday Social Practices of Students-Gamers. Contemporary Educational Technology. 2020;11(1):11-19. doi:10.30935/cet.641753
Chicago
Khanmurzina, Rimma R., Elena İ. Cherdymova, Tatyana Yu. Guryanova, Rita A. Toriia, Evgenia M. Sukhodolova, and Larisa İ. Tararina. 2020. “Computer Games Influence on Everyday Social Practices of Students-Gamers”. Contemporary Educational Technology 11 (1): 11-19. https://doi.org/10.30935/cet.641753.
EndNote
Khanmurzina RR, Cherdymova Eİ, Guryanova TY, Toriia RA, Sukhodolova EM, Tararina Lİ (March 1, 2020) Computer Games Influence on Everyday Social Practices of Students-Gamers. Contemporary Educational Technology 11 1 11–19.
IEEE
[1]R. R. Khanmurzina, E. İ. Cherdymova, T. Y. Guryanova, R. A. Toriia, E. M. Sukhodolova, and L. İ. Tararina, “Computer Games Influence on Everyday Social Practices of Students-Gamers”, Contemporary Educational Technology, vol. 11, no. 1, pp. 11–19, Mar. 2020, doi: 10.30935/cet.641753.
ISNAD
Khanmurzina, Rimma R. - Cherdymova, Elena İ. - Guryanova, Tatyana Yu. - Toriia, Rita A. - Sukhodolova, Evgenia M. - Tararina, Larisa İ. “Computer Games Influence on Everyday Social Practices of Students-Gamers”. Contemporary Educational Technology 11/1 (March 1, 2020): 11-19. https://doi.org/10.30935/cet.641753.
JAMA
1.Khanmurzina RR, Cherdymova Eİ, Guryanova TY, Toriia RA, Sukhodolova EM, Tararina Lİ. Computer Games Influence on Everyday Social Practices of Students-Gamers. Contemporary Educational Technology. 2020;11:11–19.
MLA
Khanmurzina, Rimma R., et al. “Computer Games Influence on Everyday Social Practices of Students-Gamers”. Contemporary Educational Technology, vol. 11, no. 1, Mar. 2020, pp. 11-19, doi:10.30935/cet.641753.
Vancouver
1.Rimma R. Khanmurzina, Elena İ. Cherdymova, Tatyana Yu. Guryanova, Rita A. Toriia, Evgenia M. Sukhodolova, Larisa İ. Tararina. Computer Games Influence on Everyday Social Practices of Students-Gamers. Contemporary Educational Technology. 2020 Mar. 1;11(1):11-9. doi:10.30935/cet.641753