Sergeyeva O., Tsareva A., Zinoveva N., Kononova O. Social Skills Amongst MMORPG-Gamers: Empirical Study. SHS Web Conf., 50 (2018) 01008 Sergeyeva O., Tsareva A., Zinoveva N., Kononova O. Social Skills Amongst MMORPG-Gamers: Empirical Study. SHS Web Conf., 50 (2018) 01008ISSN 2261-2424DOI: 10.1051/shsconf/20185001008Размещена на сайте: 17.12.18Текст статьи на сайте журнала URL: https://www.shs-conferences.org/articles/shsconf/abs/2018/11/shsconf_cildiah2018_01008/shsconf_cildiah2018_01008.html (дата обращения 17.12.2018)Ссылка при цитировании:Sergeyeva O., Tsareva A., Zinoveva N., Kononova O. Social Skills Amongst MMORPG-Gamers: Empirical Study. SHS Web Conf., 50 (2018) 01008 DOI: 10.1051/shsconf/20185001008.Sergeyeva O., Tsareva A., Zinoveva N., Kononova O. Social Skills Amongst MMORPG-Gamers: Empirical Study. SHS Web Conf., 50 (2018) 01008 DOI: 10.1051/shsconf/20185001008.Авторы:Сергеева О.В., Царева А.В., Мизиряк Н.А., Кононова О.В.АннотацияThe research paper addresses the issue of the impact of MMORPGs on social culture and communication skills of individuals. The mainstream discourse about computer games which take individuals away from reality and substitute the real life by the fictional one is complemented by brand new ideas, which affirm that computer games do not substitute but supplement the real life and expand its possibilities. To confirm the presented point of view we use diagnostic questionnaire of interpersonal relations by A.A. Rukavishnikov. This questionnaire is aimed to evaluate typical ways of respondent’s attitude towards other people. At this point we have 43 gamers and 29 non-gamers involved in our research, aged 18 to 57. The comparison of a user and non-user answers gives a bigger view on an overall gaming experience. In the obtained indices we note that there are no fundamental differences between MMORPGs gamers and ordinary people. During research, MMORPGs users have showed many important social interaction skills such as striving to control own actions, collaborate with others, though with a low interest in emotionally charged relationships. Authors discuss the idea about the differences between addiction and fascination among gamers.Ключевые слова: computer games mmorpg gameplay social interaction skills empirical research Рубрики: Социология коммуникацийВозможно, вам будут интересны другие публикации:Сергеева О. В., Царева А.В., Мизиряк Н. А.Встретимся в дополненной реальности...: социальные компетенции игроков в многопользовательские онлайн-игры // Logos et Praxis. 2017. Т. 16. № 4. С. 51-63Kononova O., Grant A. (2017) Computer Games in Focus of Modern Russian and American Legislation. In: Alexandrov D., Boukhanovsky A., Chugunov A., Kabanov Y., Koltsova O. (eds) Digital Transformation and Global Society. DTGS 2017. Communications in Computer and Information Science, vol 745. Springer, ChamОрех Е. А.Orekh E. «To Prohibit or Permit»: Strategies of Parental Behaviour in Relation to Childrens Video Games in Todays Russia in: SHS Web of Conferences (The International Scientific and Practical Conference «Current Issues of Linguistics and Didactics: The Interdisciplinary Approach in Humanities and Social Sciences». Volgograd, Russia, April 23-28, 2018). 2018. Vol. 50.Сергеева О. В., Мизиряк Н. А.Игровые компьютерные среды и меняющийся опыт городских коммуникаций // Logos et Praxis. 2020. Т. 19. № 4. С. 51-60.Сергеева О. В., Мизиряк Н.А.Постапокалиптическая среда и ее переосмысление в игре Death Stranding // Вестник Санкт-Петербургского университета. Социология. 2021. Т. 14. Вып. 4. С. 330–343.