Research Article
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Year 2020, Volume: 11 Issue: 1, 11 - 19, 01.03.2020
https://doi.org/10.30935/cet.641753

Abstract

References

  • 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.
  • Borytko, N. M. (2002). Leisure in education space. Extracurricular, 6, 15-22.
  • 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.
  • 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.
  • 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.
  • Cherevko, A. N. (2010). Phenomenon of leisure gaming practices of youth in modern Russia. Sociosphere, 2, 60-64.
  • Dobrenkov, V. I., & Kravchenko, A. I. (2001). Sociology. Moscow: Publishing house Infra.
  • Fomicheva, Yu. V., Shmelev, A. G., & Burmistrov, I. V. (1991). Psychological correlates of enthusiasm for computer games. MSU Bulletin Psychology, 3, 36-38.
  • Gutman, I. E. (2009). Computer virtual games: cultural anthropological aspects of analysis: Thesis of PhD. St. Petersburg.
  • Karpenko, L. A. (2005). Psychological lexicon. Encyclopedic dictionary in six volumes. Moscow: PER SE.
  • Korbut, A. (2009). Review: V. V. Volkov, O. V. Kharkhordin, the “Theory of practices”. Social practices, 1(2), 178-184.
  • Korneeva, E. (2004). Computer dependence: “Bermuda triangle” around the corner. The world of the family, 13, 26-37.
  • Parking, S. (2015). The most famous computer games. Moscow: Eksmo.
  • Pleshakov, V. A., & Namestnikov, V. V. (2013). Computer games as a factor of cyber socialization of the person in the XXI century. Secondary vocational education, 8, 36-37.
  • Reznick, Yu. (2008). Human being as social practices. Man yesterday and today: interdisciplinary research. Moscow: IF RAS.
  • Savchuk, V. V. (2014). Media Philosophy. An attack of reality. - 2nd ed. corrected and supplemented. St. Petersburg: Publishing house of Russian Christian Humanities Academy.
  • Shapkin, S. (1999). Computer game: a new area of psychological research. Psychological journal, 1, 34-46.
  • Shlimovich, B. (1998). Computers and children. Science and life, 11, 41-42. https://doi.org/10.1080/05775132.1998.11472042
  • Shugalsky, S. S. (2012). Social practices: interpretation of concepts. Knowledge. Understanding. Skill, 2, 276-280.
  • Sorokoumova, E. A., Cherdymova, E. I., Rezvantseva, M. O., Kochneva, L. V., Latysheva, V. V., & Perkova, E. P. (2019). Environmental and Social Practices of Old Stuff Use and Disposal by Students. Ekoloji, 28(107), 5065-5069.
  • Volkov, V. V. (1997). On the concept of practices in social Sciences. Sociological research, 6, 9-13.
  • Wittgenstein, L. (1994). Philosophical researches. Philosophical work. Moscow: Nauka.
  • Zborovsky, G. E. (2007). Daily practices in the lifestyle system. Human life: values of everyday life in socio-cultural programs and practice: Materials of X international scientific-practical conference of the Humanitarian University. Ekaterinburg: Publishing house of Humanities Univ.

Computer Games Influence on Everyday Social Practices of Students-Gamers

Year 2020, Volume: 11 Issue: 1, 11 - 19, 01.03.2020
https://doi.org/10.30935/cet.641753

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.

References

  • 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.
  • Borytko, N. M. (2002). Leisure in education space. Extracurricular, 6, 15-22.
  • 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.
  • 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.
  • 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.
  • Cherevko, A. N. (2010). Phenomenon of leisure gaming practices of youth in modern Russia. Sociosphere, 2, 60-64.
  • Dobrenkov, V. I., & Kravchenko, A. I. (2001). Sociology. Moscow: Publishing house Infra.
  • Fomicheva, Yu. V., Shmelev, A. G., & Burmistrov, I. V. (1991). Psychological correlates of enthusiasm for computer games. MSU Bulletin Psychology, 3, 36-38.
  • Gutman, I. E. (2009). Computer virtual games: cultural anthropological aspects of analysis: Thesis of PhD. St. Petersburg.
  • Karpenko, L. A. (2005). Psychological lexicon. Encyclopedic dictionary in six volumes. Moscow: PER SE.
  • Korbut, A. (2009). Review: V. V. Volkov, O. V. Kharkhordin, the “Theory of practices”. Social practices, 1(2), 178-184.
  • Korneeva, E. (2004). Computer dependence: “Bermuda triangle” around the corner. The world of the family, 13, 26-37.
  • Parking, S. (2015). The most famous computer games. Moscow: Eksmo.
  • Pleshakov, V. A., & Namestnikov, V. V. (2013). Computer games as a factor of cyber socialization of the person in the XXI century. Secondary vocational education, 8, 36-37.
  • Reznick, Yu. (2008). Human being as social practices. Man yesterday and today: interdisciplinary research. Moscow: IF RAS.
  • Savchuk, V. V. (2014). Media Philosophy. An attack of reality. - 2nd ed. corrected and supplemented. St. Petersburg: Publishing house of Russian Christian Humanities Academy.
  • Shapkin, S. (1999). Computer game: a new area of psychological research. Psychological journal, 1, 34-46.
  • Shlimovich, B. (1998). Computers and children. Science and life, 11, 41-42. https://doi.org/10.1080/05775132.1998.11472042
  • Shugalsky, S. S. (2012). Social practices: interpretation of concepts. Knowledge. Understanding. Skill, 2, 276-280.
  • Sorokoumova, E. A., Cherdymova, E. I., Rezvantseva, M. O., Kochneva, L. V., Latysheva, V. V., & Perkova, E. P. (2019). Environmental and Social Practices of Old Stuff Use and Disposal by Students. Ekoloji, 28(107), 5065-5069.
  • Volkov, V. V. (1997). On the concept of practices in social Sciences. Sociological research, 6, 9-13.
  • Wittgenstein, L. (1994). Philosophical researches. Philosophical work. Moscow: Nauka.
  • Zborovsky, G. E. (2007). Daily practices in the lifestyle system. Human life: values of everyday life in socio-cultural programs and practice: Materials of X international scientific-practical conference of the Humanitarian University. Ekaterinburg: Publishing house of Humanities Univ.
There are 23 citations in total.

Details

Primary Language English
Subjects Studies on Education
Journal Section Articles
Authors

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

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

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

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

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

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

Publication Date March 1, 2020
Published in Issue Year 2020 Volume: 11 Issue: 1

Cite

APA Khanmurzina, R. R., Cherdymova, E. İ., Guryanova, T. Y., Toriia, R. A., et al. (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 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. March 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. “Computer Games Influence on Everyday Social Practices of Students-Gamers”. Contemporary Educational Technology 11, no. 1 (March 2020): 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 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, 2020, doi: 10.30935/cet.641753.
ISNAD Khanmurzina, Rimma R. et al. “Computer Games Influence on Everyday Social Practices of Students-Gamers”. Contemporary Educational Technology 11/1 (March 2020), 11-19. https://doi.org/10.30935/cet.641753.
JAMA 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, 2020, pp. 11-19, doi:10.30935/cet.641753.
Vancouver 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):11-9.