This article is devoted to the study of the real and virtual identity of older teenagers playing online games. With the help of the author’s questionnaire, the gaming preferences of boys and girls were revealed. The differences in the real and virtual identity of boys and girls playing online games are described (M. Kuhn - T. McPartland methodology “Who am I?” and “Who am I in the game?”). The features of two types of teenagers playing online games are identified and described: those who identify themselves with the heroes of online games and those who do not identify themselves with the heroes of online games (V. Stephenson’s Q-sorting questionnaire, the “Unfinished Sentences” technique adapted by A. E. Zhichkina and E. A. Shchepilina).
Translated title of the contributionTHE STUDY OF IDENTITY OF OLDER TEENAGERS PLAYING ONLINE GAMES
Original languageRussian
Pages (from-to)199-207
Number of pages9
JournalИзвестия Уральского федерального университета. Серия 1: Проблемы образования, науки и культуры
Volume28
Issue number4
DOIs
Publication statusPublished - 2022

    Level of Research Output

  • VAK List

    GRNTI

  • 14.00.00 EDUCATION. PEDAGOGY

ID: 32910967