Lomonosov Moscow State University. Employee of Department of General Psychology.
Moscow, Russia
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Creativity in online gaming: Individual and dyadic performance in Minecraft
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Objective: This study was designed to examine possible new aspects of creative activity related to virtual environments.
Design: The online gaming interface Minecraft was used to construct (on computer screens) complex structures such as buildings from ready-made blocks. Two modes were used: individual and dyadic. Participants (N=49, 29 males and 20 females, 18 to 29 years old, recruited on a snow-ball basis) were required to build staying at a distance two complex structures — a ship and a house; each structure was required to be highly creative, i.e. unusual and never seen before. Creativity was evaluated not by the final structure but by the number of ideas generated by the participants and produced either in practice or verbally. Each participant participated once in an individual and once in a dyadic session; the partners were selected randomly. The participants’ verbal activity and digital operations with the Minecraft interface were recorded using the FastStone Capture software package. All the ideas produced by participants were classified in accordance with the following criteria: type (conceptual, functional, selective, corrective, and intentional); level of the structure which the ideas referred to (the whole structure, a particular component of the structure, or an element of the structure); and the status of the verbalized ideas (implemented or unimplemented).
Results and Conclusion: The results show that participants produced significantly more ideas and took significantly less time to build the prescribed structure (a house or a ship) within the individual session compared to the dyadic session. The originality of their ideas was measured by two psychologists independently: the two measures turned out to be close (r=0.876); the number of original ideas produced during individual and dyadic sessions do not differ significantly. Analysis of the implementation of the ideas showed that, within the dyadic sessions, participants produced significantly fewer ideas which were subsequently implemented. For the most part they frequently dropped and left unimplemented ideas referring to the levels of either components or elements of the structure. The results also showed that intentions were the only type of ideas which, after being generated equally often in the individual and dyadic sessions, were more often left unimplemented in the group sessions, compared to the individual sessions.
DOI: 10.11621/pir.2017.0413
Keywords: creativity, online gaming, dyadic vs. individual activity, idea generation, Minecraft
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Psychology of computerization as a step towards the development of cyberpsychology
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The need for the psychology of computerization as a separate psychological discipline was suggested by Prof. Oleg K. Tikhomirov in mid-1980s. First he tried to initiate this discipline as a by-product of his experiments in the psychology of thinking, which formed the basis of the Personal Meanings Theory of Thinking, to be formulated later; soon Tikhomirov enlarged the field of the psychology of computerization. The aims of the new discipline were to study (1) the differences between human mental activity and the operations performed by computers that constitute the key elements of artificial intelligence systems, and (2) the impact of information technology on the human psyche. With the passage of several decades, the first aim partly lost its importance, while the second acquired a high degree of significance. In the paper it is argued that Tikhomirov’s suggestion that the psychological consequences of computerization be studied happened to germinate into the development of cyberpsychology (the psychology of the Internet) in Russia.
DOI: 10.11621/pir.2013.0413
Keywords: psychology of thinking, personal meanings theory, cognition, computerization, Internet, cyberpsychology, artificial intelligence
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Contribution of Oleg K. Tikhomirov to the methodology, theory and experimental practice of psychology
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The contribution of Oleg K. Tikhomirov (1933-2001), his disciples and representatives of Tikhomirov’s school in psychology of thinking is analyzed. Tikhomirov was the initiator of the Personal Meanings Theory of thinking, one of the leading schools of cognitive studies in Russia. Tikhomirov is known outside Russia as well: more than once, he presented his work at international congresses and conferences; his writings have been translated into several European languages. The paper includes brief biographical information about Tikhomirov. The main components of the Personal Meanings Theory are presented, such as the regulative function of (intellectual) emotions during problem solving, the actual genesis of goal-setting, the formation of personal meanings during the processes involved in thinking, and the personality-related determinants of decision making. Tikhomirov’s pioneering ideas in the studies of creativity, including jointparticipation in creative activities, are discussed in the paper. In the last section of the paper, Tikhomirov’s studies of the impact of information and communication technology on the psychological transformations undergone by adepts of high technologies and technology’s effect on their intellectual and communicative activities are discussed; these studies accelerated a new field of research in Russia, namely cyberpsychology or Internet psychology.
DOI: 10.11621/pir.2013.0401
Keywords: personal meanings theory of thinking, cultural psychology, activity theory, emotions, motivation, goals, goal-setting, creativity, problem solving, computers
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Internet Addiction in the Context of Positive Psychology
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Optimal, or flow experience is a psychological construct introduced by M. Csik-szentmihalyi; it refers to intrinsic motivation when an activity is worth doing for its own sake and denotes productive work with high concentration on the task, distinct objectives and high level of satisfaction, positive feelings such as enjoyment, balance between the available skills and the task challenges, immediate feedback, as well as temporary loss of self-consciousness and distorted sense of time. This construct is being intensely used in numerous environments connected with the use of information technologies, including specific ones such as Internet addiction. The latter context is argued to be incorrect, since addiction means a negative feeling while flow is positive. Numerous examples follow distinguishing online gamers' repetitive behaviors referring to flow experience from those which refer to addictive behavior.
DOI: 10.11621/pir.2010.0026
Keywords: flow experience, positive psychology, information technologies, Internet addiction, mimetic flow, repetitive behavior, online gaming
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Technologies of Virtual Reality in the Context of WorldWide and Russian Psychology: Methodology, Comparison with Traditional Methods, Achievements and PerspectievesZinchenko, Yu. P. ; Chernorizov, Alexsander M.; Menshikova, G.Ya.; Bayakovsky, Yu. M.; Voiskounsky, A.E.PDF HTML33319
Zinchenko, Yu.P., Menshikova, G.Ya., Bayakovsky, Yu.M., Chernorizov, A.M., Voiskounsky, A.E. (2010). Technologies of Virtual Reality in the Context of WorldWide and Russian Psychology: Methodology, Comparison with Traditional Methods, Achievements and Perspectives. Psychology in Russia: State of the Art, 3, 12-45.
copied
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The paper introduces virtual reality systems as a new methodolology of carrying out both traditional and originally designed experimental studies in psychology and in a broader context - in neuroscience. This methodology, often differing from classical approaches toward planning and performing a study in cognitive, social, educational, organizational and numerous other disciplines within psychology, is placed in the context of genuine Russian and at the same time of world-wide psychological theories, conceptions and traditions. Advantages, currently available results, challenges and perspectives of the virtual paradigm in experimental psychology, psychotherapy and psychological rehabilitation are thoroughly described and analyzed. The ideas of immersive virtuality are also shown to play a profound role at diverse levels of innovative learning and teaching, including special, extracurricular, and college education. Besides, applied virtual reality systems are presented as being of serious importance for the university students' training: it is expected that new generations of professional psychologists will use these systems extensively. The multifaceted theoretical activities and applied work of the staff and students affiliated with the Psychology Department, Lomonosov Moscow State University, aimed at development and usage of immersive virtual reality systems are fully presented in the paper.
DOI: 10.11621/pir.2010.0001
Keywords: experimental psychology, neuroscience, psychotherapy, psychological rehabilitation, methodology, virtual reality, immersion, modality, innovative education, motor activity, psychophysics, cognitive psychology
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Web Plagiarism: Empirical Study
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A questionnaire measuring web plagiarism (or academic cheating), worked out by Underwood and Szabo (2003) has been adapted and applied to the population of undergraduate science students in Russia. The students at four technical universities are questioned (N=292). The study shows the students perform webplagiarizing, i.e. take materials from the Internet and hand these materials in as their own assignments. Russian students are reportedly competent in the use of the Internet; they report to have rather few moral barriers towards plagiarizing; they believe most of their mates do the same; they are not sure their tutors are able and willing to recognize cheating; finally, they are competent enough in English and are hypothetically able to plagiarize in two languages.
DOI: 10.11621/pir.2009.0028
Keywords: plagiarism, cyberethics, moral development, science students, gender, academic year
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