Kulchitskaya D.Yu. (2014). Psychological prerequisites and effects of using multimedia content in the mass media. Psychology in Russia: State of the Art, 7(4), 88-97.
The author of the article argues that multimedia content can be used not only for entertainment purposes, but also may help achieve various psychological effects on the audience. The paper provides a brief overview of the psychological research performed in the field of multimedia perception and describes the cognitive theory of multimedia learning. The article analyses two phenomena that may be regarded as prerequisites for the emergence of multimedia as a new technology: multimodality of human perception and so-called polyphony of reality. Multimedia content affects various sensory systems and thus imitates the real world, which is full of stimuli from various modalities. The author also highlights a range of psychological effects that may accompany the usage of multimedia content in the mass media.
The development of modern information technologies is causing changes in the structure of the human psyche, bringing about a new psychotype. The transition to a new level of evolution is accompanied by the growing manifestation of the psyche’s ontological features — nonlocality and self-determination. From a sample of more than 300 people, it was demonstrated that active Internet users are significantly different in a number of parameters from those who mostly use traditional media. This article examines the resources of media psychology as a new paradigm in the study of mass communication phenomena and the laws of the development of psyche.
Soldatova G.V., Rasskazova E.I. (2014). Assessment of the digital competence in Russian adolescents and parents: Digital Competence Index. Psychology in Russia: State of the Art, 7(4), 65-74.
In this paper, we developed a psychological model of digital competence including four components (knowledge, skills, motivation and responsibility) and four spheres (work with online content, communication, technical activity and consumption). The Digital Competence Index (DCI) is a 52-item instrument assessing an index and an entire profile of digital competence. In the Russian population study (1203 adolescents 12-17 years old and 1209 parents), acceptable reliability (.72-.90 for all of the scales, except motivation) of DCI was demonstrated. Confirmatory factor analysis supported the superiority of the four-component structure with the second-order index. Mean DCI was 34% of the maximally possible level in adolescents and 31% in parents, indicating the necessity for the educational programs in Russia. The motivation component was both the lowest and the least homogeneous factor, indicating that important special efforts to improve motivation to learn in Russian adolescents are needed.
Druzhinenko D.A., Podolskiy A.I., Podolskiy O.A., Schmoll P.A. (2014). Using videogames to treat childhood obesity. Psychology in Russia: State of the Art, 7(4), 51-64.
Childhood obesity is one of the most dangerous pathologies; it can lead to serious illness in the absence of medical support. In this article we give an overview of the use of videogames for reducing and normalizing the weight of overweight and obese children. We discuss the categorization of the existing games and their limits, and we outline the perspectives of psychopedagogical research in the domain of game design for treating obese and overweight children. The role of long-term motivation in the treatment of obesity is one of the crucial questions we discuss. We try to understand how videogames can help children and parents maintain motivation during weight-loss treatment. The role of parents is undeniable in ensuring the success of weight-loss programs for overweight or obese children. Perhaps videogames can be the instrument for families’ lifestyle changes.