2019
DOI: 10.5937/ijcrsee1902067p
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Features of mental activity of students: eSport players

Abstract: The study of the peculiarities of thinking of young people professionally engaged in computer gaming activity is a new and little-studied topic in cognitive psychology. The article presents the results of empirical research of peculiarities of thinking of students-e-sport players and students engaged in computer gaming activities or amateur players. The sample consisted of students-eSports players and students who are not engaged in eSports aged 17 to 20 years. Such techniques were applied: «Intelligence struc… Show more

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Cited by 10 publications
(6 citation statements)
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“…Generations X and Y were formed in the information age [15], so they have many similar mental formations [16,23,24]. Hence, behavior models can be transferred not only by the 210, 20007 (2020) E3S Web of Conferences ITSE-2020 https://doi.org/10.1051/e3sconf/202021020007 family, but for example, by mass media that can offer a repertoire of life scenarios.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Generations X and Y were formed in the information age [15], so they have many similar mental formations [16,23,24]. Hence, behavior models can be transferred not only by the 210, 20007 (2020) E3S Web of Conferences ITSE-2020 https://doi.org/10.1051/e3sconf/202021020007 family, but for example, by mass media that can offer a repertoire of life scenarios.…”
Section: Discussionmentioning
confidence: 99%
“…Today, the information approach is becoming widespread [14,15,16]. The younger generations are attributed to characteristics of the individual immersed in the information space.…”
Section: Introductionmentioning
confidence: 99%
“…Through esports, children have detected their playing patterns, activities, and professional level or amateur level how to play. Students who play esports for more than four hours have a relatively low level of critical and logical thinking compared to students who do not play esports games [97].…”
Section: B Training Implementation and Impact Of Esports Games In Ele...mentioning
confidence: 92%
“…However, due to the younger demographic of the EGS industry, there was a general perception that the development of the EGS industry had a negative impact on young people [3]. The negative effects include health, psychological, consumer, social, and ethical issues for young people [4,5,6,7].…”
Section: Introductionmentioning
confidence: 99%