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Междисциплинарный подход к изучению видеоигр.
С. 193–198.
In book
М.: РОО "Сообщество профессиональных социологов; ООО "Вариант", 2014.
Blank I., Klucharev V., Shestakova A., Frontiers in Human Neuroscience 2026 Vol. 20 Article 1687121
In video games, the participants are active agents who pursue various goals within gaming environments that increasingly resemble real life. As a result, video games are increasingly offering tools for neuroimaging studies aiming to elucidate the neural basis of human perceptual, cognitive, and emotional functions. Here, we review these studies. The first studies used computerized ...
Added: June 6, 2026
Маленко Маро Янович, Галактика медиа: журнал медиа исследований 2025 Т. 7 № 2 С. 187–208
The article focuses on "ethnological video games", defined as video games which are developed on the basis of ethnographic and folkloric material. The particular focus is on the kind of ethnological games which contain representation or simulation of shamanistic practices. Among them are "Mooseman" based on Komi-Permyak and Finno-Ugric mythology, "Never Alone" based on Iñupiaq ...
Added: May 4, 2026
Momotenko D., Цепелевич М., Ткаченко И. et al., Психология. Психофизиология 2025 Т. 18 № 2 С. 34–46
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 ...
Added: April 17, 2026
Varpahovskis E., Anastasiia Borisenko, Journal of Contemporary Eastern Asia 2025 Vol. 24 No. 2 P. 136–162
Prominent video games such as Genshin Impact have been increasingly recognized asinstrumental vectors for the diffusion of information, possessing the capacity to shape attitudesand behaviors across diverse life spheres. This study employs a bifurcated methodologicalapproach involving primary and secondary data: firstly, a functional ludostylistic analysis ofthe game’s semiotic structures, and secondly, a series of in-depth ...
Added: December 5, 2025
Трубицына Л. В., Ilichev N. R., Мир науки. Педагогика и психология 2021 Т. 9 № 3 С. 30
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 ...
Added: October 1, 2025
Новгородов Е. А., Мониторинг общественного мнения: Экономические и социальные перемены 2025 № 4 С. 120–137
На фоне роста популярности видеоигр изменяется отношение к ним в публичном дискурсе власти ― от критики и обвинений в пропаганде насилия к признанию их пользы для воспитания молодежи и других социально одобряемых эффектов. К главным признакам этой комплексной трансформации можно отнести звучащие с высоких трибун заявления о необходимости финансовой поддержки разработчиков отечественных видеоигр в целях ...
Added: September 18, 2025
Budnik R., Zverev M., Аstamur Tedeev, International Journal of Intellectual Property Management 2025 Vol. 15 No. 2 P. 116–138
The article discusses the idea that video gamers should have copyrights for the works they create and tests the hypothesis that players aim to make money by selling their rights, while game owners often deny such rights. The paper argues that allowing users to trade their intellectual property (IP) rights can benefit owners of video ...
Added: April 21, 2025
Lebedev S., Maksimenkova O. V., Pozdnyakov D., В кн.: Текущие вызовы в подготовке кадров. Обучение специалистов по современным направлениям информационных технологий, кибербезопасности и ИКТ-электроники, актуальным для экономики данных: сборник научных трудов.: Тверь: Издательство Тверского государственного университета, 2024. С. 106–108.
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 ...
Added: February 20, 2025
Glinkina L. S., Василенко В. Е., В кн.: Будущее клинической психологии - 2021Вып. 15.: Пермь: Пермский государственный национальный исследовательский университет, 2021.
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
Glinkina L. S., Василенко В. Е., В кн.: Ананьевские чтения - 2022. 60 лет социальной психологии в СПБГУ: От истоков - к новым достижениям и инновациям.: СПб.: Скифия-принт, 2022.
Исследование проводилось с целью выявить возрастные и гендерные различия в компьютерной зависимости и личностных особенностях участников, играющих в компьютерные игры. В результате обнаружено, что большее количество времени в виртуальной среде проводят люди в возрасте от 15 до 24 лет. У юношей обнаружены более низкие показатели любознательности, упорства и открытости опыту, что свидетельствует о формировании волевых ...
Added: February 14, 2025
Glinkina L. S., Василенко В. Е., Мир науки. Педагогика и психология 2022 Т. 10 № 2
. Computer games, which originated as a phenomenon in the 1960s, have become a controversial phenomenon that has generated discussions in scientific circles. One of the sticking points of these debates is the problem of pathological computer-gaming involvement. The article, presenting part of the dissertation research, examines the predictors of computer-gaming involvement. The topicality of ...
Added: February 14, 2025
Психологические предикторы разных типов вовлеченности в компьютерные игры в период ранней взрослости
Glinkina L. S., Василенко В. Е., Консультативная психология и психотерапия 2023 Т. 31 № 1 С. 107–126
Relevance. Due to the digital transformation of society, in modern psychology arises the question of what impact this transformation has on people, in particular, how computer-game involvement manifests itself and what causes it. Purpose. This paper aims to investigate the psychological predictors of various types of involvement in computer games. Method and sampling. 124 computer ...
Added: February 14, 2025
Lapina-Kratasyuk E., Aleynikova D. S., Коммуникации. Медиа. Дизайн 2024 Т. 9 № 4 С. 95–115
Given the expansion of the gaming industry and the growing interest in video games, this study aims to identify strategies, tools, and methodological approaches that facilitate the successful adaptation of video games across various media platforms. The methodological foundation of the research is based on the analytical model developed by Gambarato, Alzamora, and Tarzia. The ...
Added: January 20, 2025
Kirichenko V., Галактика медиа: журнал медиа исследований 2024 Т. 6 № 4 С. 235–264
This work is devoted to the issue of traumatic futurism in computer games. This type of game has long become an important element of the everyday culture of many people. That is why it is worth paying special attention to the study of their medial psychological capabilities and mechanisms of influence. In the modern world, ...
Added: December 11, 2024
Roshchina Y., Хазанович А. О., В кн.: Вестник Российского мониторинга экономического положения и здоровья населения НИУ ВШЭ (RLMS‑HSE) (Вып. 14)Вып. 14.: М.: Национальный исследовательский университет "Высшая школа экономики", 2024. С. 164–178.
В статье на основании данных «Российского мониторинга экономического положения и здоровья населения НИУ ВШЭ» (РМЭЗ НИУ ВШЭ) рассматривается место, которое видеоигры занимают в повседневной жизни россиян, а также влияние видеоигр на образ жизни и здоровье респондентов. Мы используем данные РМЭЗ НИУ ВШЭ, которые охватывают период с 2019 по 2022 г., т.е. мы имеем возможность оценить вовлеченность ...
Added: November 26, 2024
Glinkina L. S., Василенко В. Е., - 2021 Т. 9 № 5
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 ...
Added: November 15, 2024
Королева Н. Н., Glinkina L. S., Богдановская И. М. et al., - 2019 Т. 7 № 5
The article is devoted to the analysis of the problem of involvement in computer games, in particular, Forum Role Playing Games, as an indicator of managers burnout. The results of a comparative study of manifestations of emotional burnout and a tendency to addictive behavior in groups of managers with extensive experience in Forum Role Playing ...
Added: November 14, 2024
Budnik R., Зверев М. О., Закон 2024 № 10 С. 119–139
The purpose of this study is to provide an in-depth legal analysis of the phenomenon of profitable video games, the copyright holders of which, unlike the owners of online computer games of previous generations, recognise the copyright of users in the works created or processed by them, and provide players with the opportunity to dispose ...
Added: October 23, 2024
Глинкина Л. С., Василенко В. Е., Известия Саратовского университета. Новая серия. Серия: Акмеология образования. Психология развития 2022 Т. 11 № 2 С. 154–167
There has been a discussion about the inclusion of video game disorder in the list of diseases of the DSM-5 (Diagnostic and Statistical Manual of Mental Disorders, 5th edition) and the upcoming ICD-11 (International Classifi cation of Diseases, 11th revision), however, modern psychology lacks screening tools to distinguish addicts from avid players. The objective of ...
Added: October 4, 2024
Varnavsky A., Информатика и образование 2024 Т. 39 № 2 С. 48–58
The use of special computer games in classes increases student engagement and maintains their interest in learning, including learning computer science. Due to the logical and rational nature of solving programming problems, logic games and puzzle games that develop cognitive abilities, logical and algorithmic thinking are well suited for teaching computer science. Considering the popularity ...
Added: August 7, 2024