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Создание теста субъективного восприятия позитивной роли компьютерных игр
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 functional role of games for users are often omitted or not affected. The article deals with the study of the features of the subjective perception of the positive role(s) of computer games, as well as on the basis of the data obtained, describes the creation of a test of the subjective perception of the positive role of computer games. The main methods of work were a high-quality slightly structured interview and its qualitative analysis, methods of mathematical statistics, with the help of which the questionnaire was created. Based on the qualitative analysis of the interview results, the authors identified the main and secondary positive functions of computer games, which differ depending on the frequency of occurrence and the importance of selection for the subjects, and they formed the basis for creating the methodology. The test was tested on a sample of 144 subjects aged 15–45 years, tested for reliability and validity. Data on the sex and age differences of the studied groups were obtained, in addition, the presence of direct correlations of some scales of the questionnaire with the age of the subjects was revealed. Based on the indicators of the average values and the standard deviation, the keys were calculated on scales that allow using this psychodiagnostic technique to clarify the motivational aspects of the game of users of different ages and genders with the goals of the study and to clarify the data of psychological counseling