Форма представления | Статьи в зарубежных журналах и сборниках |
Год публикации | 2020 |
Язык | английский |
|
Гарифуллин Рамиль Рамзиевич, автор
|
Библиографическое описание на языке оригинала |
Garifullin R. R.TRANSFORMATIONS OF PERSONALITY STRUCTURES IN STUDENTS WITH COMPUTER GAME ADDICTION // The European Proceedings of Social and Behavioural Sciences EpSBS. 5th International Forum on Teacher Education. - P. 614-620. |
Аннотация |
The European Proceedings of Social and Behavioural Sciences EpSBS. 5th International Forum on Teacher Education |
Ключевые слова |
Semantic structures, game-dependent students, goals, motives. |
Название журнала |
The European Proceedings of Social and Behavioural Sciences EpSBS. 5th International Forum on Teacher Education
|
URL |
https://www.researchgate.net/publication/338788259_Transformations_Of_Personality_Structures_In_Students_With_Computer_Game_Addiction |
Пожалуйста, используйте этот идентификатор, чтобы цитировать или ссылаться на эту карточку |
https://repository.kpfu.ru/?p_id=232091 |
Полная запись метаданных |
Поле DC |
Значение |
Язык |
dc.contributor.author |
Гарифуллин Рамиль Рамзиевич |
ru_RU |
dc.date.accessioned |
2020-01-01T00:00:00Z |
ru_RU |
dc.date.available |
2020-01-01T00:00:00Z |
ru_RU |
dc.date.issued |
2020 |
ru_RU |
dc.identifier.citation |
Garifullin R. R.TRANSFORMATIONS OF PERSONALITY STRUCTURES IN STUDENTS WITH COMPUTER GAME ADDICTION // The European Proceedings of Social and Behavioural Sciences EpSBS. 5th International Forum on Teacher Education. - P. 614-620. |
ru_RU |
dc.identifier.uri |
https://repository.kpfu.ru/?p_id=232091 |
ru_RU |
dc.description.abstract |
The European Proceedings of Social and Behavioural Sciences EpSBS. 5th International Forum on Teacher Education |
ru_RU |
dc.description.abstract |
The article outlines the conclusions of various studies on the features of computer game reality and the transformations undergone by various components of the semantic structures (goals, motives, values, attitudes, orientations) in students with computer game addiction. Original experience values lose their appeal and become only intelligible values, but the person does not experience them. A computer game addict's values and motives focus exclusively on experience values (game experience). An addicted student's motive, as the cause of an action, is almost always in the past (time is irreversible). A computer game addict identifies any attractive future opportunity with a pleasant game-related episode in the past, seeking to artificially compensate for the shortage of experience values, gradually stops constructing new goals and ceases his or her own development, remaining afterwards in a state of dynamic rest which is a constant scrolling of the same goals down and up. Our studies have shown that experience of computer game addiction of students is a process of creating a mental image of a mental image (a recursive mental image). An addicted student does not use computer game to achieve something real, but rather to update an imaginary image of achieving something, i.e. a recursive goal (recursive mental image) . |
ru_RU |
dc.language.iso |
ru |
ru_RU |
dc.subject |
Semantic structures |
ru_RU |
dc.subject |
game-dependent students |
ru_RU |
dc.subject |
goals |
ru_RU |
dc.subject |
motives. |
ru_RU |
dc.title |
TRANSFORMATIONS OF PERSONALITY STRUCTURES IN STUDENTS WITH COMPUTER GAME ADDICTION |
ru_RU |
dc.type |
Статьи в зарубежных журналах и сборниках |
ru_RU |
|