VIDEO GAMES AS A TRAINING OF TOLERANCE TO UNCERTAINTY IN YOUTH

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引用次数: 1

Abstract

The aim of our study was to identify the influence of video games on the tolerance expression of the individual. We used Budner's Intolerance of Ambiguity Scale (IAS), V. Boyko's Diagnostics of Communicative Disposition, V. Boyko's Diagnostics of Communicative Tolerance and psychological interviews. The study included two stages. At first stage, we applied Budner's IAS and V. Boyko's Diagnostics of Communicative Tolerance to three groups of respondents: persons who do not play video games (36 respondents), players in strategy games (25 respondents) and players in Real Life Role Play games (RPG) (33 respondents). We surveyed 94 respondents aged 19-27 years, 63 male and 31 female. In the second phase of the study, we used a biographical method and interviewed 16 respondents on the impact of body swap games. Video games with a gender role changing of the player will promote the development of communicative tolerance and tolerance for uncertainty. The differences in the total rate of communicative intolerance we founded to be the lowest in the group of body swap players, but players in strategy games were also more communicatively tolerant than those who had no experience with video games at all. The uncertainty tolerance study found no significant differences in tolerance to the undecidability, we found differences according to the Kruskal-Wallis criterion for three unrelated samples and the significance of differences according to the criteria of complexity and novelty (by p ≤ 0.05). Players in strategy games have the highest tolerance for complexity and novelty, and non-players have the lowest. Men have more causes for gaming (9) than women (6) do. Male players more value the content of a game, and for female players are more important to communicate with other players and the opportunity to try on different skins of the characters.
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电子游戏是培养年轻人对不确定性的忍耐力
我们研究的目的是确定电子游戏对个体宽容表达的影响。我们采用了Budner的模糊不耐受量表(IAS)、V. Boyko的交际倾向诊断法、V. Boyko的交际容忍诊断法和心理访谈法。研究分为两个阶段。在第一阶段,我们将Budner的IAS和V. Boyko的沟通容忍诊断应用于三组受访者:不玩电子游戏的人(36名受访者),策略游戏的玩家(25名受访者)和现实生活角色扮演游戏(RPG)的玩家(33名受访者)。我们调查了94名年龄在19-27岁之间的受访者,其中63名男性,31名女性。在研究的第二阶段,我们采用了传记的方法,采访了16名受访者对身体交换游戏的影响。随着玩家性别角色的转变,电子游戏会促进交流宽容和不确定性宽容的发展。我们发现,在交换身体的玩家群体中,交流不容忍的总比率的差异是最低的,但策略游戏的玩家也比那些完全没有电子游戏经验的人更能容忍交流。不确定性容忍度研究发现,三个不相关样本的不确定性容忍度无显著差异,我们根据Kruskal-Wallis标准发现差异,根据复杂性和新颖性标准发现差异的显著性(p≤0.05)。策略游戏的玩家对复杂性和新颖性的容忍度最高,而非玩家的容忍度最低。男性玩游戏的原因比女性多。男性玩家更看重游戏的内容,而女性玩家则更看重与其他玩家的交流以及尝试不同角色皮肤的机会。
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