Voiskounsky A.E., Yermolova T.D., Yagolkovskiy S.R., Khromova V.M. (2017). Creativity in online gaming: Individual and dyadic performance in Minecraft. Psychology in Russia: State of the Art, 10 (4), 144-161
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
A study of Generation Z’s involvement in virtual reality
Puchkova E.B., Sukhovershina Yu.V., Temnova L.V. (2017). A study of Generation Z’s involvement in virtual reality. Psychology in Russia: State of the Art, 10 (4), 134-143
Background. This study analyzes the characteristics of modern teenagers’ involvement in virtual reality (VR). It also examines various approaches to VR in Russian science. In the current study the concept of virtual reality is defined as a particular informational environment in which a person can exist and develop. It is created by a special class of technical systems, formed on the basis of computer hypertext technology, and has a number of social and psychological characteristics. We pay special attention to the significance of virtual space for generation Z (according to the William Strauss and Neil Howe generational theory). The main factor determining the unique psychological features of the generation Z is its active involvement in virtual reality from the moment of birth. Involvement in a virtual reality is measurable by a teenager’s activity on the Internet.
Objective. Our study set out to determine the level of Russian generation Z’s involvement in virtual reality.
Design. We analyzed the results of a survey conducted among Moscow adolescents using multivariate profiles. Two hundred fifty-four teenagers 12-14 years old were interviewed during the study.
Results and conclusion. Analysis of the data revealed the following: Modern teenagers are involved in VR with varying degrees of depth; their main type of activity on the Internet is searching for educational information and news; and no significant differences by gender in the purposes of using the Internet were found. However, it was also determined that girls’ activity in VR is more related to communication and interpersonal interaction, even though it’s indirect via the Internet, while boys prefer the “gaming” possibilities of VR; that teenagers are rather critical of the information they obtain by the Internet, and that their level of trust in the online information is low. The same trend is evident in the fact that students prefer not to make new friends in virtual reality.