Computer Games Influence on Everyday Social Practices of Students-Gamers
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| Title: | Computer Games Influence on Everyday Social Practices of Students-Gamers |
|---|---|
| Language: | English |
| Authors: | Khanmurzina, Rimma R. (ORCID |
| Source: | Contemporary Educational Technology. 2020 11(1):11-19. |
| Availability: | Contemporary Educational Technology. Faculty of Communication Sciences, Anadolu University, Yunus Emre Campus, Eskisehir 26470, Turkey. e-mail: editor@cedtech.net; Web site: http://www.cedtech.net |
| Peer Reviewed: | Y |
| Page Count: | 9 |
| Publication Date: | 2020 |
| Document Type: | Journal Articles Reports - Research |
| Descriptors: | Computer Games, Play, Skill Development, Interpersonal Relationship, Second Language Learning, English (Second Language), Communication Skills, Story Telling, History, Military Science, Mythology, Cultural Awareness, World Affairs, Students |
| ISSN: | 1309-517X |
| Abstract: | The article considers one of the new social phenomena that have arisen in society, and is currently changing everyday social practices, which are one of the integral parts of the new media - computer games. The problem of the study is conditioned by the fact that computer games are gaining popularity, while increasingly influencing players, changing their established way of life, behaviors, forming new styles of communication and attitude to the surrounding reality. The activation of interest in the process of everyday social practices arose due to the shift of value orientations in the structure of students' lifestyle. The aim of the study is to analyze the impact of computer games on everyday social practices of students-gamers. The leading methods for the study of this problem is the interview method, which allows revealing more fully and multifaceted impact of computer games on everyday social practices of students-gamers. It was found that the main characteristics of the gamer are: the ability to appreciate the game; the ability to play a lot of fun, not to chase the game awards; to see in the games something of great importance; to know a lot about different games; to be able to play well and understand the game. It is shown that computer games do not generate subcultures, but only try to unite people and teach them to work together in a team. Gamers arrange events for any particular game they play. Such meetings are most often of a competitive nature. Students-gamers note the following skills that they acquire through the games: meeting new people; learning English; improving communication skills; interesting stories; historical moments; military Affairs (weapons, equipment, military battles, etc.); myths and legends of different world cultures. The practical significance lies in the fact that the data obtained in the work can be used in social psychology, age psychology, psychology of work, sociology, as well as for further theoretical development of this issue. |
| Abstractor: | As Provided |
| Entry Date: | 2019 |
| Accession Number: | EJ1234829 |
| Database: | ERIC |
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| Items | – Name: Title Label: Title Group: Ti Data: Computer Games Influence on Everyday Social Practices of Students-Gamers – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Khanmurzina%2C+Rimma+R%2E%22">Khanmurzina, Rimma R.</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0001-5912-8349">0000-0001-5912-8349</externalLink>)<br /><searchLink fieldCode="AR" term="%22Cherdymova%2C+Elena+I%2E%22">Cherdymova, Elena I.</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-0392-8483">0000-0002-0392-8483</externalLink>)<br /><searchLink fieldCode="AR" term="%22Guryanova%2C+Tatyana+Yu%22">Guryanova, Tatyana Yu</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0003-3440-4479">0000-0003-3440-4479</externalLink>)<br /><searchLink fieldCode="AR" term="%22Toriia%2C+Rita+A%2E%22">Toriia, Rita A.</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-2273-1926">0000-0002-2273-1926</externalLink>)<br /><searchLink fieldCode="AR" term="%22Sukhodolova%2C+Evgenia+M%2E%22">Sukhodolova, Evgenia M.</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0003-3025-7432">0000-0003-3025-7432</externalLink>)<br /><searchLink fieldCode="AR" term="%22Tararina%2C+Larisa+I%2E%22">Tararina, Larisa I.</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-0280-135X">0000-0002-0280-135X</externalLink>) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Contemporary+Educational+Technology%22"><i>Contemporary Educational Technology</i></searchLink>. 2020 11(1):11-19. – Name: Avail Label: Availability Group: Avail Data: Contemporary Educational Technology. Faculty of Communication Sciences, Anadolu University, Yunus Emre Campus, Eskisehir 26470, Turkey. e-mail: editor@cedtech.net; Web site: http://www.cedtech.net – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 9 – Name: DatePubCY Label: Publication Date Group: Date Data: 2020 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Computer+Games%22">Computer Games</searchLink><br /><searchLink fieldCode="DE" term="%22Play%22">Play</searchLink><br /><searchLink fieldCode="DE" term="%22Skill+Development%22">Skill Development</searchLink><br /><searchLink fieldCode="DE" term="%22Interpersonal+Relationship%22">Interpersonal Relationship</searchLink><br /><searchLink fieldCode="DE" term="%22Second+Language+Learning%22">Second Language Learning</searchLink><br /><searchLink fieldCode="DE" term="%22English+%28Second+Language%29%22">English (Second Language)</searchLink><br /><searchLink fieldCode="DE" term="%22Communication+Skills%22">Communication Skills</searchLink><br /><searchLink fieldCode="DE" term="%22Story+Telling%22">Story Telling</searchLink><br /><searchLink fieldCode="DE" term="%22History%22">History</searchLink><br /><searchLink fieldCode="DE" term="%22Military+Science%22">Military Science</searchLink><br /><searchLink fieldCode="DE" term="%22Mythology%22">Mythology</searchLink><br /><searchLink fieldCode="DE" term="%22Cultural+Awareness%22">Cultural Awareness</searchLink><br /><searchLink fieldCode="DE" term="%22World+Affairs%22">World Affairs</searchLink><br /><searchLink fieldCode="DE" term="%22Students%22">Students</searchLink> – Name: ISSN Label: ISSN Group: ISSN Data: 1309-517X – Name: Abstract Label: Abstract Group: Ab Data: The article considers one of the new social phenomena that have arisen in society, and is currently changing everyday social practices, which are one of the integral parts of the new media - computer games. The problem of the study is conditioned by the fact that computer games are gaining popularity, while increasingly influencing players, changing their established way of life, behaviors, forming new styles of communication and attitude to the surrounding reality. The activation of interest in the process of everyday social practices arose due to the shift of value orientations in the structure of students' lifestyle. The aim of the study is to analyze the impact of computer games on everyday social practices of students-gamers. The leading methods for the study of this problem is the interview method, which allows revealing more fully and multifaceted impact of computer games on everyday social practices of students-gamers. It was found that the main characteristics of the gamer are: the ability to appreciate the game; the ability to play a lot of fun, not to chase the game awards; to see in the games something of great importance; to know a lot about different games; to be able to play well and understand the game. It is shown that computer games do not generate subcultures, but only try to unite people and teach them to work together in a team. Gamers arrange events for any particular game they play. Such meetings are most often of a competitive nature. Students-gamers note the following skills that they acquire through the games: meeting new people; learning English; improving communication skills; interesting stories; historical moments; military Affairs (weapons, equipment, military battles, etc.); myths and legends of different world cultures. The practical significance lies in the fact that the data obtained in the work can be used in social psychology, age psychology, psychology of work, sociology, as well as for further theoretical development of this issue. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2019 – Name: AN Label: Accession Number Group: ID Data: EJ1234829 |
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| RecordInfo | BibRecord: BibEntity: Languages: – Text: English PhysicalDescription: Pagination: PageCount: 9 StartPage: 11 Subjects: – SubjectFull: Computer Games Type: general – SubjectFull: Play Type: general – SubjectFull: Skill Development Type: general – SubjectFull: Interpersonal Relationship Type: general – SubjectFull: Second Language Learning Type: general – SubjectFull: English (Second Language) Type: general – SubjectFull: Communication Skills Type: general – SubjectFull: Story Telling Type: general – SubjectFull: History Type: general – SubjectFull: Military Science Type: general – SubjectFull: Mythology Type: general – SubjectFull: Cultural Awareness Type: general – SubjectFull: World Affairs Type: general – SubjectFull: Students Type: general Titles: – TitleFull: Computer Games Influence on Everyday Social Practices of Students-Gamers Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Khanmurzina, Rimma R. – PersonEntity: Name: NameFull: Cherdymova, Elena I. – PersonEntity: Name: NameFull: Guryanova, Tatyana Yu – PersonEntity: Name: NameFull: Toriia, Rita A. – PersonEntity: Name: NameFull: Sukhodolova, Evgenia M. – PersonEntity: Name: NameFull: Tararina, Larisa I. IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2020 Identifiers: – Type: issn-electronic Value: 1309-517X Numbering: – Type: volume Value: 11 – Type: issue Value: 1 Titles: – TitleFull: Contemporary Educational Technology Type: main |
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