HIGH SCHOOL STUDENTS INVOLVED AND NOT INVOLVED IN MMORPG: CREATIVITY AND INNOVATIVENESS
DOI:
https://doi.org/10.5937/IJCRSEE1902029MKeywords:
massively multiplayer online role-playing games, innovativeness, creativity, virtual worldAbstract
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.
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