UDC 17+316.6
Anna S. Petrakova, Cand. Sci. (Philosophy), Krasnodar Cooperative Institute (branch) of the Russian University of Cooperation, e-mail: petrakova_1984@list.ru
Gambling addiction as a social problem is becoming more and more relevant in conditions of almost complete transition of society to digital ways of interaction, when people spend most of their working and personal time on the Internet. The author considers computer game addiction as a factor affecting the processes of personal identification and self-identification. This is due to the fact that, immersed in a virtual gaming environment, a gamer has the opportunity to independently form his identity, using a game character and transferring its external data, attributes, character, habits and other parameters, ultimately on himself. In addition, interaction in the network community of players also does not require the demonstration of a real image, practically not limiting the player in the choice of means of personal identification. In the article, the author identified the signs of computer game addiction, including complete immersion in the game, inability to control their behavior during the game and immediately after leaving it, inability to manage time, loss of connection with reality, transformation of goals and interests, leading to an increase in aggression, implementation of antisocial behavior patterns, destruction of social ties and almost complete loss of skills of constructive interpersonal interaction. Substitution of values, loss of moral ideas and guidelines, inability to empathy, aggression, increased anxiety, isolation, decline in general intellectual level — these are not all the consequences of computer game addiction. According to the author, the prevention of cybernetic gambling addiction requires active information work with the population, as well as the development of a mechanism of legal regulation of online gambling.
Keywords: identification, identity, computer gambling addiction, cyber gambling, gamer, values, morality, virtual reality.
References
1. WHO officially recognized computer gambling addiction as a disease. URL: https://ria.ru/20220101/igromaniya-1766335454.html (accessed on: 22.08.2023).
2. Voroshilin, S.I. Game addiction: social, psychological and biological bases. Suicidology. 2011. No. 3. P. 26–36.
3. All-Russian Public Opinion Research Center. News. On the game: social effects of computer gambling addiction. Official site of All-Russian Public Opinion Research Center. URL: https://wciom.ru/analytical-reviews/analiticheskii-obzor/na-igre-soczial... (accessed on: 22.08.2023).
4. Zatolokin, A.A. Virtual reality and real problems of the gamer generation. Vestnik of Krasnodar University of the Ministry of Internal Affairs of Russia. 2017. No. 4 (38). P. 14–17.
5. Kuleshova, E. Diablo 4 bypassed Final Fantasy 16 in the top of the best-selling games in the U.S. for June. Gambling Addiction: Gaming News. URL: https://www.igromania.ru/news/129147/diablo-4-oboshla-final-fantasy-16-v... (accessed on: 22.08.2023).
6. Kurilov, A. In China they have thought up how to eradicate Internet addiction. And what about us? URL: https://4pda.to/2023/08/03/416519/v_kitae_pridumali_kak_zhyostko_iskoren... (accessed on: 22.08.2023).
7. Lebedev, I.B., Filatova, T.P. Cybernetic gambling addiction — a new area of psychological research of criminal aggression of adolescents. Psychopedagogy in law enforcement agencies. 2013. No. 1 (52). P. 55–59.
8. The most Internet-dependent countries are named. News. November 22, 2022. Official site of RBC. URL: https://www.rbc.ru/life/news/637ce27d9a794795eaf4e3c1 (accessed on: 22.08.2023).
9. Addiction statistics: causes of addictions and methods of their treatment. URL: https://vawilon.ru/statistika-zavisimosti/ (accessed on: 22.08.2023).
10. Ushakova, E.S. Internet addiction as a problem of modern society. Personality in a changing world: health, adaptation, development. 2014. No. 1 (4). URL: http://humjournal.rzgmu.ru/art&id=64 (accessed on: 22.08.2023).
11. Fortova, L.K., Matyukhina, O.S. Studies of the problem of virtual addictions of minors in Russian and foreign science. The world of science, culture, education. 2018. No. 2 (69). P. 54–58.
12. Chagina, M.A. Game addiction as a social problem: mechanisms of socio-psychological prevention and legal regulation. Novelty. Experiment. Traditions. 2021. V. 7. No. 3 (15). P. 93–102.
13. Sharov, K.S. Online video games as a factor of social deviations. Values and Senses. 2015. No. 3 (37). P. 52–65.