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News
September 25, 2026
AI Users Earn Up to 41.8% More Than Non-Users
Research conducted by economists at HSE University has revealed a significant correlation between the regular use of GenAI in the workplace and higher pay among Russian employees. The study found that individuals who frequently use GenAI in their professional activities earn notably more than those who reject these new tools or resort to them occasionally. The salary premium for highly qualified specialists reaches 41.8%. The article was published in the Voprosy Ekonomiki journal.
September 24, 2026
‘Feedback and Constructive Criticism Are Essential in Our Profession
Vincent Fardeau, Associate Professor at HSE ICEF, has reached a major career milestone: he recently published his paper ‘Asymmetric Thin Markets’ in the Journal of Financial Economics, successfully passed his major academic review, and received tenure. In this interview, Vincent discusses the story behind the paper, explains the concept of asymmetric thin markets, and shares his advice for young scholars aiming to publish in top-tier journals.
September 22, 2026
Personal Interest in Doctoral Thesis Topic Most Important for Confidence in Successful Defence
A researcher at HSE University analysed data on 1,539 doctoral students from 161 Russian universities to identify which features of a thesis topic are associated with academic success and engagement. The most important factor was found to be personal interest in the research topic, which was associated with almost all key aspects of doctoral programme experience—from engaging with the academic supervisor to research activity and confidence about successfully defending the thesis. The findings have been published in Higher Education.

 

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Взаимосвязь предпочтений типов компьютерных игр с выраженностью кризисных и стрессовых переживаний в период ранней взрослости

-. 2021. Т. 9. № 5.
Glinkina L. S., Василенко В. Е.

Nowadays, with the almost ubiquitous spread of the computers, video game industry has grown from a focused market to one of the main branches of the leisure industry, being increasingly popular, especially among young people. The article, presenting a part of dissertation research, investigates the relationship between crisis experience, daily stress, and genre preferences of modern O.A. Popov's classification based on the ability of the player to make moral decisions and the presence of the playable character(s) in the game, as well as some other types of splitting up games. The topicality of the problem under research is predetermined by the rapid development of the computer game industry that caused the obsolescence of traditional computer games' classification. The online survey, conducted via the specially written internet form, reached 113 people (61 females and 52 males) with a mean age of 25,46 years. The participants were offered to answer questions of crisis experiences questionnaire for the early adulthood period by V.R. Manukyan, questionnaire of daily stress by M.D. Petrash, O.Yu. Strizhitskaya, L.A. Golovey, S.S. Savenysheva, self-assessment of the emotional states by A. Wessman and D. Ricks and some questions about their gaming activity. ANOVA results indicated mean differences in levels of numerous scales between people preferring different types of games. Preferring-to-have-moral-choices and haven't-decided-on-moral-choices experience more daily stress. People preferring-existing-of-playable-character(s)-games show the same observation with the addition of crisis experiences. People preferring first-person games are calmer and have a better emotional state; they have a lower level of crisis experience and suffer from less daily stress. Moreover, people preferring multiplayer games also have a better emotional state and less crisis experience.

Language: Russian
Keywords: ранняя взрослостькомпьютерные игрыcomputer gamesemotional stateэмоциональное состояниеadulthoodповседневный стрессcrisis experiences daily stresscrises of developmentкризисные переживаниявозрастные кризисы
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