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News
October 1, 2026
HSE Researchers Show How Congenital Motor Disorders Affect Brain Development
Researchers from HSE University’s Institute for Cognitive Neuroscience have synthesised the findings of their previous studies on brain development in children with obstetric brachial plexus palsy and arthrogryposis. Their analysis shows that impaired motor function in early childhood not only limits children’s motor experience but also affects memory, categorical thinking, and information processing. The study has been published in Frontiers in Psychology.
October 1, 2026
Window into the Body: Scientists Develop Neural Network to Detect Risk of 15 Diseases from Retinal Images
Russian universities, with the participation of HSE University, Sber, and Z-union, have developed a neural network that can simultaneously assess the risk of 15 types of pathology from retinal photographs, including not only eye diseases but also cardiovascular conditions. The AI system can help clinicians detect potentially concerning changes at an early stage, identify signs reflecting the condition of retinal blood vessels, and determine whether a patient may need further examination. The paper has been published in Frontiers in Medicine.
September 30, 2026
'We Did Not Limit the Time for Questions'
The International Laboratory for Supercomputer Atomistic Modelling and Multi-Scale Analysis at HSE University held a major conference on molecular dynamics. Participants had the opportunity to attend all the presentations, while speakers were given as much time as they needed to answer questions. The HSE News Service interviewed Grigory Smirnov, Head of the Laboratory, and Genri Norman, Chief Research Fellow, about the conference preparations and the discussions it generated.

 

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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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