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  • Личностные особенности юношей и взрослых, играющих в компьютерные игры
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News
October 8, 2026
HSE Experts Take Part in 23rd Annual Meeting of Valdai Discussion Club
The 23rd Annual Meeting of the Valdai Discussion Club was held from September 28 to October 1, 2026 under the theme ‘Responsibility for the Future: Limits of the Possible, or Limitless Possibilities?’ The forum brought together 120 experts from 40 countries, including representatives of China, the United States, India, Brazil, the United Kingdom, Germany, Egypt, Iran, and Japan.
October 7, 2026
‘Our Team Consists of True Leaders in Their Respective Academic Disciplines
The HSE International Centre of Decision Choice and Analysis studies a wide range of methods for analysing decision-making and possible scenarios for the development of natural, socio-economic, and political phenomena using various mathematical models. The application of advanced mathematical methods to forecasting helps to prevent negative outcomes and avoid erroneous decisions. The HSE News Service spoke to the centre’s director, Prof. Fuad Aleskerov, about its work.
October 6, 2026
International N5 Symposium ‘Neural Networks and Nonlinearity in Nizhny Novgorod Brings Together Scientists from Russia and Serbia
The International N5 Symposium ‘Neural Networks and Nonlinearity in Nizhny Novgorod’ was held at the Nizhny Novgorod House of Scientists from September 23 to 26. The event was organised by HSE University–Nizhny Novgorod and the Nizhny Novgorod House of Scientists, with the participation of Sberbank and the Institute of Physics Belgrade. The symposium was held for the second time: the first conference took place in 2025 and attracted considerable interest from the academic community.

 

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?

Личностные особенности юношей и взрослых, играющих в компьютерные игры

.
Glinkina L. S., Василенко В. Е.
Language: Russian
Keywords: personality traitsличностные чертыкомпьютерные игрыcomputer games

In book

Ананьевские чтения - 2022. 60 лет социальной психологии в СПБГУ: От истоков - к новым достижениям и инновациям
СПб.: Скифия-принт, 2022.
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We use interfaces to disconnect from the situation around us, from the persistent experience of the outside world, from our neighbors. It is this ability of interfaces to legitimize “absence” that is usually overlooked in their analysis, as the emphasis is on concentration, management, and control. In reality, interfaces are not so much pragmatic and ...
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Personality questionnaires do not directly record recurring conduct. Rather, they elicit task-bounded reports of personality attributions: how respondents characterise themselves using personality-descriptive content. From this perspective, established associations between self-esteem and self-reported personality may depend on the evaluative meaning attached to that content. We tested whether attitudes toward the Big Five traits moderated associations between self-esteem and corresponding personality reports ...
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Компьютерные игры как среда для психологических исследований
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Introduction. Video games constitute a special form of digital media characterized by dynamic environments that respond to players’ actions and integrated algorithms. Within psychological research, video games offer better validity compared to traditional automated assessment systems, enabling a naturalistic investigation of various phenomena. Furthermore, video games shape mental processes. These features are widely exploited in international psychological research and are critical ...
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Abstract. Computer games in recent years have become one of the main forms of leisure for people of different ages and genders, however, a huge part of research is devoted to their negative characteristics, especially addiction, or ways of using them on the part of a psychologist, while aspects of the subjective-personal perception of the ...
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Background. Emoji appeared as a way to compensate the lack of non-verbal cues in computer-mediated communication. Today, it has become the most popular cultural tool of expressing meanings on the Internet. It is widely used by 95% of users, which makes them related to natural languages. In this paper, we considering one of the possible ...
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The report considers the issues of training computer games development specialists. The authors analyze the global and Russian educational landscape in this area and discuss the experience of design systematic training within the framework of the "Software Engineering" training direction. In addition, the authors consider the issues of scientific and applied projects related to the ...
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With the recent changes in the field of the computer-game industry, we witness obsolescence in their classifications. In this study, we examine 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 ...
Added: February 14, 2025
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