VIDEO GAMES AS TOOLS FOR THE DEVELOPMENT OF STUDENTS' PERSONAL PRODUCTIVITY
DOI:
https://doi.org/10.30890/2567-5273.2024-34-00-057Keywords:
video game, simulation of reality in a video game, experiencing flow, visualization in a video game, video game experience, productive activity in a video game, overall personal productivity.Abstract
The article examines the psychological effects of video games, explains the mental activity that is modeled in the process of video games of different genres, and shows changes in various aspects of the mental activity of students which are involved intoMetrics
References
Calvert SL, Appelbaum M, Dodge KA, Graham S, Nagayama Hall GC, Hamby S, Fasig-Caldwell LG, Citkowicz M, Galloway DP, Hedges LV. (2017) The American Psychological Association Task Force assessment of violent video games: Science in the service of public interest. Am Psychol. 2017 Feb-Mar;72(2):126-143. doi: 10.1037/a0040413.
Granic I, Lobel A, Engels RC. (2014) The benefits of playing video games. Am Psychol. 2014 Jan;69(1):66-78. doi: 10.1037/a0034857
Bediou, B., Rodgers, M. A., Tipton, E., Mayer, R. E., Green, C. S., & Bavelier, D. (2023). Effects of Action Video Game Play on Cognitive Skills: A Meta-Analysis. Technology. Mind and Behavior, 4(1: Spring 2023). https://doi.org/10.1037/TMB0000102
Zelinski EM, Reyes R. Cognitive benefits of computer games for older adults. Gerontechnology. 2009 Fall;8(4):220-235. doi: 10.4017/gt.2009.08.04.004.00
Mohammad S, Jan RA, Alsaedi SL. Symptoms, Mechanisms, and Treatments of Video Game Addiction. Cureus. 2023 Mar 31;15(3): e36957. doi: 10.7759/cureus.36957.
Christopher J. Ferguson, T. Atilla Ceranoglu. Attention Problems and Pathological Gaming: Resolving the ‘Chicken and Egg’ in a Prospective Analysis. Psychiatric Quarterly. — 2013-10-17. — Vol. 85, iss. 1. — P. 103—110 — doi:10.1007/s11126-013-9276-0
Ferguson, M. C., Coulson, M., & Barnett, J. (2011). A meta-analysis of pathological gaming prevalence and comorbidity with mental health, academic, and social problems. Journal of Psychiatric Research, 45, 1573-1578.
Coyne, S. M., Stockdale, L. A., Warburton, W., Gentile, D. A., Yang, C., & Merrill, B. M. (2020). Pathological video game symptoms from adolescence to emerging adulthood: A 6-year longitudinal study of trajectories, predictors, and outcomes. Developmental Psychology, 56(7), 1385–1396.
Potard, C., Henry, A., Boudoukha, A.-H., Courtois, R., Laurent, A., & Lignier, B. (2019, May 23). Video Game Players’ Personality Traits: An Exploratory Cluster Approach to Identifying Gaming Preferences. Psychology of Popular Media Culture. http://dx.doi.org/10.1037/ppm0000245
Sublette, V. A., & Mullan, B. (2012). Consequences of play: A systematic review of the effects of online gaming. International Journal of Mental Health and Addiction, 10(1), 3–23. https://doi.org/10.1007/s11469-010-9304-3
Schneider, L. A., King, D. L., & Delfabbro, P. H. (2017). Family factors in adolescent problematic Internet gaming: A systematic review. Journal of Behavioral Addictions, 6(3), 321–333. https://doi.org/10.1556/2006.6.2017.035
Alzahrani, A. K. D, & Griffiths, M. D. (2024). Problematic gaming and students’ academic performance: A systematic review. International Journal of Mental Health and Addiction. https://doi.org/10.1007/s11469-024-01338-5
Huizinga, J. (1955). Homo Ludens A Study of the Play-Element in Culture. Beacon Press. Boston, USA. - 220 р.
Caillois, R. (2001). Man, play, and games: University of Illinois Press. 224 p.
Bostrom, N. (2003). Are you living in a computer simulation? Philosophical Quarterly, 53(211), 243–255. https://doi.org/10.1111/1467-9213.00309
Csikszentmihalyi, Mihaly. (1990). Flow: The Psychology of Optimal Experience. New York: Harper Collins. 303 p.
Csíkszentmihályi, M. (2014). Flow and the Foundations of Positive Psychology. The Collected Works of Mihaly Csikszentmihalyi. Springer. doi:10.1007/978-94-017-9088-8
Apperley, T. H. (2006). Genre and game studies: Toward a critical approach to video game genres. Simulation & Gaming, 37(1), 6-23. https://doi.org/10.1177/1046878105282278
Clearwater, D. A. (2011). What defines video game genre? Thinking about genre study after the great divide. The Journal of the Canadian Game Studies Association, 5(8), 29–49.
Andiloro, A. (2023). Understanding Genre as Atmospheric Assemblage: The Case of Videogames. Television & New Media, 24(5), 559–570. https://doi.org/10.1177/15274764231171076
Lee, J. H., Karlova, N., Clarke, R. I., Thornton, K., & Perti, A. (2014). Facet Analysis of Video Game Genres. In iConference 2014 Proceedings (p. 125–139). doi:10.9776/14057
Crawford C. (1997) The Art of Computer Game Design. – Osborne: McGraw-Hill, 1997. – 81 р.
Crawford C. A. (1984) Taxonomy of Computer Games. The Art of Computer Game Design. Reflections of a Master Game Designer. – Berkeley, California, Osborne: McGraw-Hill. – Р. 19–40.
Egenfeldt-Nielsen S. (2024) Understanding VideoGames. The Essential Introduction / S. Egenfeldt-Nielsen, J. H. Smith, S. P. Tosca. – NewYork : Routlege, 2008. – 428 p. https://doi.org/10.4324/9780203116777
Wolf, Mark J. P.; Bernard Perron (2013). The Video Game Theory Reader. Routledge. – 304 р. https://doi.org/10.4324/9780203700457
Poole St. (2000) Trigger Happy: the inner life of videogames. – London: Fourth Estate. – 254 р.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Authors
This work is licensed under a Creative Commons Attribution 4.0 International License.