Digital Games and MediaPsychology of Development and EducationEducational Games and Gamification

E.S. Ponomareva, A.V. Kachur

2026.1.26Psychology and Law

DOI: 10.17759/psylaw.2026000001

tlooto Summary

The revealed tendencies indicate the expediency of considering the play experience processing specifics as a factor mediating the connection between the computer game gameplay and aggressive tendencies.

Abstract

Context and relevance. The video games and aggression studies rarely pay attention to the received play experience reflection peculiarities. It is believed the solving in-game problems experience is transferred to the real-life activity without adaptation. It is reflected in the researches design specific construction. Objective. To determine the ratio of the variables characterizing the aggression, the video game session gameplay and the play activity related to it. To examine the possibilities of the study design construction that implies the "two-positioning" variable operationalization. Research design. The research consists of 3 stages: 2 waves with the aggressive tendencies identification methods as well as the experimental part implying the game session and completion of the "My character" method adapted version (A.A. Maksimov is the original author) and the semantic differential. The information collection of the objective aggression manifestations before and after the study by interviewing expert observers was planned. Participants. The pilot study involved 22 respondents studying at the Moscow State Secondary School No. 2054 (M = 15,6). 9 respondents were included in the experimental part of the study. Results. There is a low tendency to associate the chosen play tactics in the computer game with the avatar characteristics and with the respondents' own characteristics. It may indicate the presence of variability in the gameplay reconceptualization. Conclusions. The revealed tendencies indicate the expediency of considering the play experience processing specifics as a factor mediating the connection between the computer game gameplay and aggressive tendencies.

Citation format

PONOMAREVA, E.S.; KACHUR, A.V. Computer games play activity and the real-world aggressive tendencies research peculiarities. Psychology and Law, 2026, 16(1): 33–50.