PSYCHOLOGICAL AND PEDAGOGICAL ASPECTS OF GAMBLING AMONG ADOLESCENTS
DOI:
https://doi.org/10.35619/praprv.v1i18.298Keywords:
gambling, addictive behavior, adolescentsAbstract
The article reviews the theoretical approaches to the issue of the types of addictions and their correlation with individual characteristics of people with addictive behavior. The particular attention was paid to the highlighting the important aspects of the formation and detection of non-chemical ("technological") dependencies and considering the psychological consequences of excessive obsession with computer games and video games in general, taking into account the variety of devices used for gaming.
In our research we divided the participants (30 adolescents) into 2 groups: with indications of game addiction and without it. We compared the features of social-perceptual processes, such as empathy, attribution and reflection, among the children of those groups.
The authors presented the general principles for preventing addictions and described corrective techniques for work with addicted students. They substantiated the opinion that the development of social-perceptual skills and communicative competence requires profound personal changes.
Modern technologies have a significant impact on the personality formation. If the information field is The cruel and aggressive social network, in which the adolescents are socialized, has a significant impact on both their mental state and the ways they interact with others.
The lack of censorship in the media makes it possible to manipulate the needs of the individual for commercial purposes. Thus, the media and, in particular, the Internet (in a veiled form, and sometimes directly) can promote the laziness, violence, cynicism or crime. Adolescents and young people who have not yet had time to get acquainted with the true cultural values of mankind, instead, are immersed in the information space of culture in its plebeian transcription.
Computer games, as a special form of virtual reality, are based on a variety of plots, which can sometimes carry messages that have nothing to do with the real state of affairs or openly negative views of reality and destructive ways of interacting with the world. At the same time, taking into account the diversity of existing games, we can say that many of them still do not have overtly destructive features