«IZVESTIYA IRKUTSKOGO GOSUDARSTVENNOGO UNIVERSITETA». SERIYA «PSICHOLOGIYA»
«THE BULLETIN OF IRKUTSK STATE UNIVERSITY». SERIES «PSYCHOLOGY»
ISSN 2304-1226 (Print)

List of issues > Series «Psychology». 2021. Vol. 37

Forecasting and Testing the Transformation Potential of Videogames

Author(s)
S. B. Timofeev
Abstract

The article presents the analysis of methodological approaches put into practice in psychological researches and devoted to transformation potential of videogames. There are certain grounds for suppositions concerning the reasons of contradictory scientific speculations about the peculiarities of computer games impact on gamers. The article gives the description of the original model of videogames analysis according to which a videogame is presented as a complex of components reflecting the presence and the degree of intensity of game peculiarities and mechanisms. The author explained the advantages of its application, and operating algorithm. “The Witcher 3: Wild Hunt” videogame has been analyzed as an example to demonstrate transformation potential. The study showed that the experience of playing “The Witcher 3: Wild Hunt” contributes to a high level of internality in frustration and professional and social internality of gamers, as well as their firm stand in taking risk.

About the Authors

Timofeev Semyon Borisovich, Postgraduate, Irkutsk State University, 1, K. Marx st., Irkutsk, 664003, Russian Federation, e-mail: edge132@mail.ru

For citation

Timofeev S.B. Forecasting and Testing the Transformation Potential of Videogames. The Bulletin of Irkutsk State University. Series Psychology, 2021, vol. 37, pp. 46-56. https://doi.org/10.26516/2304-1226.2021.37.46 (in Russian)

Keywords
computer games, videogames, videogame classification, videogame analysis.
UDC
159.9
DOI
https://doi.org/10.26516/2304-1226.2021.37.46
References

Voiskunskii A.E., Bogacheva N.V. Informatsionnoe obshchestvo: obrazovanie, nauka, kul'tura i tekhnologii budushchego [Information society: education, science, culture and technologies of the future]. Raznoobrazie psikhologicheskoi spetsifiki geimerov i problema klassifikatsii komp'yuternykh igr v psikhologii [The diversity of the psychological specifics of gamers and the problem of classification of computer games in psychology], 2018, no. 2, pp. 240-252. (in Russian)

Ksenofontova E.G. Issledovanie lokalizatsii kontrolya lichnosti – novaya versiya metodiki «Uroven' sub"ektivnogo kontrolya» [Study of the localization of personality control – a new version of the methodology «The level of subjective control»]. Psikhologicheskii zhurnal [Psychological journal], 1999, vol. 20, no. 2, pp. 103-114. (in Russian)

Kyshtymova I.M., Timofeev S.B. Psikhologicheskaya model' komp'yuternykh igr [Psychological model of computer games]. Sotsial'naya psikhologiya i obshchestvo [Social psychology and society], 2019, vol. 10, no. 4, pp. 160-174. https://doi.org/10.17759/sps.2019100411 (in Russian)

Leont'ev D.A., Rasskazova E.L. Test zhiznestoikosti [Vitality test]. Moscow, Smysl Publ., 2006, 63 p. (in Russian)

Popov O.A. Novaya klassifikatsiya komp'yuternykh igr [New classification of computer games]. Statistika v psikhologii i pedagogike [Statistics in Psychology and Pedagogy], 2009. Available at: http://psystat.at.ua/publ/4-1-0-30 (date of access: 09.01.2018). (in Russian)

Smirnova E.O., Radeva R.E. (ed. by Sobkin V.S.) Psikhologicheskie osobennosti komp'yuternykh igr: novyi kontekst detskoi subkul'tury [Psychological features of computer games: a new context of children's subculture]. Obrazovanie i informatsionnaya kul'tura. Sotsiologicheskie aspekty. Trudy po sotsiologii obrazovaniya [Education and information culture. Sociological aspects. Works on the Sociology of Education], 2000, vol. 7, pp. 330-369. (in Russian)

Timofeev S.B. Problema ispolzovaniya zhanrovoi klassifikatsii v izuchenii vliyaniya videoigr [The problem of using genre classification in the study of the influence of video games]. Psikhologiya obrazovaniya: obrazovatel'nyi potentsial razvitiya lichnosti. Materialy 6 Vserossiiskoi nauchno-prakticheskoi konferentsii psikhologov obrazovaniya Sibiri s mezhdunarodnym uchastiem [Psychology of education: educational potential of personality development. Materials of the 6th All-Russian scientific-practical conference of educational psychologists in Siberia with international participation]. Irkutsk, Irkutskii gosudarstvennyi universitet Publ., 2020, pp. 163-167. (in Russian)

Fetiskin N.P., Kozlov V.V., Manuilov G.M. Sotsial'no-psikhologicheskaya diagnostika razvitiya lichnosti i malykh grupp [Socio-psychological diagnostics of the development of personality and small groups]. Moscow, IIP Publ., 2002, 339 p. (in Russian)

Fomicheva Yu.V., Shmelev A.G., Burmistrov I.V. Psikhologicheskie korrelyaty uvlechennosti komp'yuternymi igrami [Psychological correlates of passion for computer games]. Vestnik Moskovskogo universiteta. Seriya 14. Psikhologiya [Moscow University Bulletin Series 14. Psychology], 1991, no. 3, 27-39. (in Russian)

Shmelev A.G. Mir popravimykh oshibok [The world of fixable errors]. Vychislitel'naya tekhnika i ee primenenie [Computing and its application], 1988, no. 3, pp. 16-84.

Adams E. Fundamentals of game design. New Riders, 2010, 576 p.

Colwell J., Kato M. Investigation of the relationship between social isolation, self esteem, aggression and computer game play in Japanese adolescents. Asian Journal of Social Psychology, 2003, vol. 6, no. 2, pp. 149-158. https://doi.org/10.1111/1467-839X.t01-1-00017

Huang W.D., Johnson, T.E., Han S.H. C. Impact of online instructional game features on college students' perceived motivational support and cognitive investment: a structural equation modeling study. The Internet and Higher Education, 2013, vol. 17, pp. 58-68.

Kirriemur J., McFarlane A. Literature review in games and learning. Bristol, Nesta Futurelabs, 2004. Available at: https://telearn.archives-ouvertes.fr/hal-00190453/document (date of access: 05.07.2019).

Lucas K., Sherry J.L. Sex differences in video game play: a communication-based explanation. Communication Research, 2004, vol. 31, no. 5, pp. 499-523. https://doi.org/10.1177/0093650204267930

Manero B., Torrente J., Freire M., Fernandez-Manjon B. An instrument to build a gamer clustering framework according to gaming preferences and habits // COMPUTERS IN HUMAN BEHAVIOR. 2016, vol. 62, pр. 353-363. https://doi.org/10.1016/j.chb.2016.03.085

Andreassen C.S. et. al. The relationship between addictive use of social media and video games and symptoms of psychiatric disorders: A large-scale cross-sectional study. Psychology of Addictive Behaviors, 2016, vol. 30(2), pp. 252-262. https://doi.org/10.1037/adb0000160


Full text (russian)