HIGH SCHOOL STUDENTS INVOLVED AND NOT INVOLVED IN MMORPG: CREATIVITY AND INNOVATIVENESS

Abstract

The paper presents a theoretical and empirical analysis of involvement phenomenon in massively multiplayer online role-playing games among high school students. The characteristics of the virtual world are analyzed; its role in the life and activity of modern people is substantiated. The main features of the games that make them the most attractive to users and contribute to their active involvement in the game process are highlighted. The advantages of mass multiplayer online role-playing games are substantiated. On the basis of the theoretical analysis was formulated the aim of the study: to identify differences in the manifestations of innovativeness and creativity in high school students involved and not involved in MMORPG. Hypotheses about the existence of significant connections and differences in the manifestations of innovativeness and creativity in those involved and not involved in this type of games are formulated. The study involved 120 students of 10-11th forms and was based on the following methods: 1) questionnaire to assess the degree of enthusiasm in role-playing computer games; 2) questionnaire for the study of gaming activity, experience and gaming genre preferences of the individual; 3) self-assessment scale of personal innovative traits; 4) a multidimensional questionnaire “Innovativeness of a personality” - MQIP; 5) “Creativity” test. As a result of the study those involved in computer games are characterized by higher originality, imagination and creative thinking than their peers not playing massive multiplayer online role-playing games. The article presents a number of recommendations on the use of the plot potential of multiplayer online role-playing games for the development of high school students’ personality in modern teaching practice.

Keywords: massively multiplayer online role-playing games, innovativeness, creativity, virtual world

Downloads

Download data is not yet available.

References

Belovol, E. V., & Petrova I. V. (2011). Elaboration of questionnaire for the level of adolescent’s computer role-playing games infatuation evaluation. Психологический журнал, 6(32), 49-58. (In Russ.) https://elibrary.ru/item.asp?id=18033285

Belozerov, S.А. (2015). Virtual Worlds of MMORPG: Part II. Definition, Description, Classification (in Russian). Psychology. Journal of Higher School of Economics, 1(12), 71-89. (in Russ.) https://elibrary.ru/item.asp?id=25280698

Dong, G., Wang, J., Yang, X., & Zhou, H. (2013). Risk personality traits of Internet addiction: A longitudinal study of Internet‐addicted Chinese university students. Asia‐Pacific Psychiatry, 5(4), 316-321. https://doi.org/10.1111/j.1758-5872.2012.00185.x

Frank, I., Sanbou, N., & Terashima, K. (2006, June). Some positive effects of online gaming. In Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology (p. 73). ACM. http://doi.acm.org/10.1145/1178823.1178909

Graham, M. (2013). Geography/internet: ethereal alternate dimensions of cyberspace or grounded augmented realities?. The Geographical Journal, 179(2), 177-182. https://doi.org/10.1111/geoj.12009

Hamade, S. N. (2018). Internet Addiction in Kuwait and Efforts to Control It. In Information Technology-New Generations (pp. 883-886). Springer, Cham. https://doi.org/10.1007/978-3-319-54978-1_110

Ivanov, M. S. (2004). Psikhologicheskie aspekty negativnogo vliyaniya igrovoy komp’yuternoy zavisimosti na lichnost’cheloveka [Psychological aspects of negative influence of computer virtual reality on identity of person]. Psikhologiya zavisimosti: khrestomatiya, 223-230.

Kaptsov, A. V., & Kolesnikova, E. I. (2011). The methodical aspects of use of psychometric tests in degree designing. Vestnik of Samara humanitarian Academy. A Series Of “Psychology”, 2(10), 107-119. https://elibrary.ru/item.asp?id=16860285

Kim, N. Y. (2015). The Influence of Stress of Children on Game Addiction-Focused on Moderating Effect of Family Support. Journal of the Korea Society of Computer and Information, 20(2), 209-219. http://dx.doi.org/10.9708/jksci.2015.20.2.209

Koles, B., & Nagy, P. (2014). Virtual worlds as digital workplaces: Conceptualizing the affordances of virtual worlds to expand the social and professional spheres in organizations. Organizational Psychology Review, 4(2), 175-195. https://doi.org/10.1177/2041386613507074

Kuss, D. J., Griffiths, M. D., & Binder, J. F. (2013). Internet addiction in students: Prevalence and risk factors. Computers in Human Behavior, 29(3), 959-966. https://doi.org/10.1016/j.chb.2012.12.024

Lebedeva, N. M., Bushina, E. V., & Cherkasova, L. L. (2013). Tsennosti, sotsial’nyy kapital i otnoshenie k innovatsiyam [Values, social capital and attitude to innovations]. Obshchestvennye nauki i sovremennost, 4, 28-41. https://elibrary.ru/item.asp?id=20166164

Luzakov, A. А, & Omelchenko, N. V. (2012). Semanticheskoe prostranstvo komp’yuternyh igr: opyt rekonstrukcii [Semantic space of computer games: the attemp of reconstruction]. Politematicheskij setevoj zhurnal kubanskogo gosudarstvennogo universiteta, 78, 1377-1411 https://elibrary.ru/item.asp?id=17714688

Mikhailova, O.B. (2016). Psihologicheskaya diagnostika i realizaciya innovacionnosti lichnosti [Psychological diagnosis and implementation of innovativeness of the individual], Moscow: RUDN, 152. https://elibrary.ru/item.asp?id=29456669

Mikhailova, O. B. (2018). Features of creativity and innovation development in students at secondary and high school. International Journal of Cognitive Research in Science, Engineering and Education, 6(2), 11-19. https://doi.org/10.5937/ijcrsee1802011M

Mikhailova, O. B., & Kaminskaya, E. A. (2016). Gender Characteristics of the Students’ Innovative Behavior. The Social Sciences (Pakistan), 11(18), 4483-4488. https://doi.org/10.3923/sscience.2016.4483.4488

Nasyrova, O. A. & Petrova, O. A. (2014). Social’no-psihologicheskie aspekty komp’yuternyh igr [Socio-psychological aspects of computer games]. Aktual’nye problemy aviatsii i kosmonavtiki, 2 (10) (in Rus.). https://elibrary.ru/item.asp?id=22549211

Pozharov, A. I. (2014). Mnogopol’zovatel’skaya rolevaya onlajn-igra kak novyj vid kul’turnoj kommunikacii [Multiplayer Online Role-Playing Games as a New Type of Cultural Communication]. Historical and Social-Educational Idea, 6(6-2), 270–273. https://elibrary.ru/item.asp?id=22981447

Sergeeva, O. V., Tsareva, A. V., & Zinovyeva, N. A. (2017). «Let’s Meet in Augmented Reality...»: Social Competences of MMORPG-Gamers. Logos et Praxis, 16(4). https://doi.org/10.15688/lp.jvolsu.2017.4.6

Shirokanova, A.A. (2014). Formirovanie lichnoj identichnosti v igrovoj povsednevnosti MMORPG [Personal Identity Formation in The Ludic Everyday of MMORPGS]. Mediafilosofiya, 10, 167-181. (in Rus.). https://elibrary.ru/item.asp?id=26183514

Sublette, V. A., & Mullan, B. (2012). Consequences of play: A systematic review of the effects of online gaming. International Journal of Mental Health and Addiction, 10(1), 3-23. https://doi.org/10.1007/s11469-010-9304-3

Stošić, L., & Stosic, I. (2013). Diffusion of innovation in modern school. International Journal of Cognitive Research in Science, Engineering and Education:(IJCRSEE), 1(1), 5-13. Retrieved from http://www.ijcrsee.com/index.php/ijcrsee/article/view/219

Stošić, L. (2015). The importance of educational technology in teaching. International Journal of Cognitive Research in Science, Engineering and Education:(IJCRSEE), 3(1). 111-114. Retrieved from https://www.ijcrsee.com/index.php/ijcrsee/article/view/122

Tsai, K. C. (2018). An empirical examination of the relationships among creativity, the evaluation of creative products, and cognitive style among Chinese undergraduates. International Journal of Cognitive Research in Science, Engineering and Education:(IJCRSEE), 6(1), 53-60. https://doi.org/10.5937/IJCRSEE1702129T

Van der Aa, N., Overbeek, G., Engels, R. C., Scholte, R. H., Meerkerk, G. J., & Van den Eijnden, R. J. (2009). Daily and compulsive internet use and well-being in adolescence: a diathesis-stress model based on big five personality traits. Journal of youth and adolescence, 38(6), 765–776. https://doi.org/10.1007/s10964-008-9298-3

Vilca, L. W., & Vallejos, M. (2015). Construction of the risk of addiction to social networks scale (Cr. ARS). Computers in Human Behavior, 48, 190-198. https://doi.org/10.1016/j.chb.2015.01.049

Voiskunsky, A. E. (2015). On the psychology of computer gaming. Psychology. Journal of Higher School of Economics, 12(1), 5-12 Retrieved from https://psy-journal.hse.ru/en/2015-12-1/147963491.html

Widyanto, L., & McMurran, M. (2004). The psychometric properties of the internet addiction test. Cyberpsychology & behavior, 7(4), 443-450. https://doi.org/10.1089/cpb.2004.7.443

Yee, N. (2006). The psychology of MMORPGs: Emotional investment, motivations, relationship formation, and problematic usage. Avatars at work and play: Collaboration and interaction in shared virtual environments, 34, 187-207. https://doi.org/10.1007/1-4020-3898-4

Young, K. S., & De Abreu, C. N. (Eds.). (2010). Internet addiction: A handbook and guide to evaluation and treatment. John Wiley & Sons. Retrieved from https://books.google.rs/books?hl=en&lr=&id=C_omSZQyfYcC&oi=fnd&pg=PT7&dq=Young,++K.+%26+de+Adreu,+C.+N.+(2011).++Internet+addiction:+A+handbook+and+guide+to+evaluation+and+treatment.+Hoboken:+Wiley.+ISBN+978-0-470-55116-5+&ots=XfeoIGxJ9Y&sig=CEB7IzZyS3FfROOv9AUhvVH60w8&redir_esc=y#v=onepage&q&f=false

Published
2019-08-26
How to Cite
В. MikhailovaO. (2019). HIGH SCHOOL STUDENTS INVOLVED AND NOT INVOLVED IN MMORPG: CREATIVITY AND INNOVATIVENESS. International Journal of Cognitive Research in Science, Engineering and Education (IJCRSEE), 7(2), 29-39. https://doi.org/10.5937/IJCRSEE1902029M