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 0000-0001-5912-8349), Cherdymova, Elena I. (ORCID 0000-0002-0392-8483), Guryanova, Tatyana Yu (ORCID 0000-0003-3440-4479), Toriia, Rita A. (ORCID 0000-0002-2273-1926), Sukhodolova, Evgenia M. (ORCID 0000-0003-3025-7432), Tararina, Larisa I. (ORCID 0000-0002-0280-135X)
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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  Data: Computer Games Influence on Everyday Social Practices of Students-Gamers
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  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>)
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  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
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  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>
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  Data: 1309-517X
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  Label: Abstract
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  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.
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  Data: As Provided
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  Data: 2019
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  Data: EJ1234829
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    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
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      – TitleFull: Computer Games Influence on Everyday Social Practices of Students-Gamers
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