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<article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:ali="http://www.niso.org/schemas/ali/1.0/" article-type="research-article" dtd-version="1.2" xml:lang="en"><front><journal-meta><journal-id journal-id-type="publisher-id">RUDN Journal of Psychology and Pedagogics</journal-id><journal-title-group><journal-title xml:lang="en">RUDN Journal of Psychology and Pedagogics</journal-title><trans-title-group xml:lang="ru"><trans-title>Вестник Российского университета дружбы народов. Серия: Психология и педагогика</trans-title></trans-title-group></journal-title-group><issn publication-format="print">2313-1683</issn><issn publication-format="electronic">2313-1705</issn><publisher><publisher-name xml:lang="en">Peoples’ Friendship University of Russia named after Patrice Lumumba (RUDN University)</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="publisher-id">31392</article-id><article-id pub-id-type="doi">10.22363/2313-1683-2022-19-2-282-303</article-id><article-categories><subj-group subj-group-type="toc-heading" xml:lang="en"><subject>PERSONALITY IN THE DIGITAL AGE: DEVELOPMENT, COGNITION, COMMUNICATION</subject></subj-group><subj-group subj-group-type="toc-heading" xml:lang="ru"><subject>ЛИЧНОСТЬ В ЦИФРОВУЮ ЭПОХУ: РАЗВИТИЕ, ПОЗНАНИЕ, КОММУНИКАЦИЯ</subject></subj-group><subj-group subj-group-type="article-type"><subject>Research Article</subject></subj-group></article-categories><title-group><article-title xml:lang="en">Features of Students’ Experiences in Gaming Activity (Based on Group Board Games)</article-title><trans-title-group xml:lang="ru"><trans-title>Особенности переживания в игровой деятельности у студентов (на материале групповых настольных игр)</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0002-2237-4404</contrib-id><name-alternatives><name xml:lang="en"><surname>Mitina</surname><given-names>Olga V.</given-names></name><name xml:lang="ru"><surname>Митина</surname><given-names>Ольга Валентиновна</given-names></name></name-alternatives><bio xml:lang="en"><p>Ph.D. in Psychology, Associate Professor, is Leading Scientific Fellow, Department of Psychology</p></bio><bio xml:lang="ru"><p>кандидат психологических наук, доцент, ведущий научный сотрудник, факультет психологии</p></bio><email>omitina@inbox.ru</email><xref ref-type="aff" rid="aff1"/></contrib><contrib contrib-type="author"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0002-7823-2456</contrib-id><name-alternatives><name xml:lang="en"><surname>Isakova</surname><given-names>Rina V.</given-names></name><name xml:lang="ru"><surname>Исакова</surname><given-names>Рина Валерьевна</given-names></name></name-alternatives><bio xml:lang="en"><p>BA in Psychology, graduated from Department of Psychology</p></bio><bio xml:lang="ru"><p>бакалавр психологии, выпускница факультета психологии</p></bio><email>rinapina.isakova@gmail.com</email><xref ref-type="aff" rid="aff2"/></contrib></contrib-group><aff-alternatives id="aff1"><aff><institution xml:lang="en">Lomonosov Moscow State University</institution></aff><aff><institution xml:lang="ru">Московский государственный университет имени М.В. Ломоносова</institution></aff></aff-alternatives><aff-alternatives id="aff2"><aff><institution xml:lang="en">Lomonosov Moscow State University, branch in Tashkent</institution></aff><aff><institution xml:lang="ru">Московский государственный университет имени М.В. Ломоносова, филиал в г. Ташкенте</institution></aff></aff-alternatives><pub-date date-type="pub" iso-8601-date="2022-06-02" publication-format="electronic"><day>02</day><month>06</month><year>2022</year></pub-date><volume>19</volume><issue>2</issue><issue-title xml:lang="en">Digital Society as a Cultural and Historical Context of Personality Development</issue-title><issue-title xml:lang="ru">Цифровое общество как культурно-исторический контекст развития личности</issue-title><fpage>282</fpage><lpage>303</lpage><history><date date-type="received" iso-8601-date="2022-07-02"><day>02</day><month>07</month><year>2022</year></date></history><permissions><copyright-statement xml:lang="en">Copyright ©; 2022, Mitina O.V., Isakova R.V.</copyright-statement><copyright-statement xml:lang="ru">Copyright ©; 2022, Митина О.В., Исакова Р.В.</copyright-statement><copyright-year>2022</copyright-year><copyright-holder xml:lang="en">Mitina O.V., Isakova R.V.</copyright-holder><copyright-holder xml:lang="ru">Митина О.В., Исакова Р.В.</copyright-holder><ali:free_to_read xmlns:ali="http://www.niso.org/schemas/ali/1.0/"/><license><ali:license_ref xmlns:ali="http://www.niso.org/schemas/ali/1.0/">http://creativecommons.org/licenses/by/4.0</ali:license_ref></license></permissions><self-uri xlink:href="https://journals.rudn.ru/psychology-pedagogics/article/view/31392">https://journals.rudn.ru/psychology-pedagogics/article/view/31392</self-uri><abstract xml:lang="en"><p style="text-align: justify;">The problems of the game have long been relevant for many researchers and are considered from the perspective of various disciplines. In the modern era of digitalization, computer games have become widespread; they attract the attention and interest of both users and researchers. At the same time, “ordinary” board games in modern psychology are studied much less frequently and, mainly, on the example of chess. The purpose of this study is to identify changes in emotional states during and as a result of two board games that involve cooperative and competitive actions ( Imaginarium and Monopoly respectively) as well as to describe the nature of experiences of students in gaming activities, in particular, taking into account their personal characteristics. The study involved 62 students of higher educational institutions in Tashkent (Uzbekistan). To diagnose the emotional state of the respondents, we used the Method for Measuring Emotional Experience in Activity by D.A. Leontiev, and the Russian-language version of the Implicit Positive and Negative Affect Test (IPANAT) by O.V. Mitina et al. To measure personality traits, we used the Russian versions of the six-factor HEXACO-PI-R personality questionnaire by M.S. Egorova et al. and of the Dark Triad personality trait diagnostic technique by T.V. Kornilova et al. The results of the study, in general, demonstrate positive changes in the emotional state after gaming, regardless of the result and process. Both board games, in spite of their specificity, well increased the positive emotional background of the respondents. At the same time, it was found that the nature of the experience is related to the content of the gaming activity: the respondents more often experienced meaningfulness in the cooperative game Imaginarium and emptiness in the competitive game Monopoly .</p></abstract><trans-abstract xml:lang="ru"><p style="text-align: justify;">Проблематика игры с давних времен является актуальной для многих исследователей и рассматривается в аспекте различных дисциплин. В современную эпоху цифровизации большое распространение получили компьютерные игры, которые привлекают внимание и интерес как пользователей, так и исследователей. В то же время «обычные» настольные игры в современной психологии изучаются гораздо реже и в основном на примере шахмат. Цель исследования состоит в выявлении изменений эмоциональных состояний в процессе и по итогу двух настольных игр, которые предполагают кооперативные («Имаджинариум») и сопернические («Монополия») действия, а также в описании характера переживания в игровой деятельности студентов, в том числе и с учетом их личностных характеристик. В исследовании приняли участие 62 студента вузов Ташкента (Узбекистан). Для диагностики состояния респондентов использовались методика измерения переживания в деятельности Д.А. Леонтьева и русскоязычная версия методики «Тест имплицитного позитивного и негативного аффекта» (ИПАНАТ) О.В. Митиной и соавт. Для определения личностных особенностей применялись российский вариант шестифакторного личностного опросника HEXACO-PI-R М.C. Егоровой и соавт. и методика диагностики личностных черт «Темной триады» Т.В. Корниловой и соавт. Результаты исследования в целом демонстрируют положительные изменения эмоционального состояния после игровой деятельности, независимо от результата и процесса. Обе настольные игры, несмотря на специфику, хорошо повысили положительный эмоциональный фон респондентов. Одновременно с этим установлено, что характер переживания связан с содержанием игровой деятельности: в кооперативной игре «Имаджинариум» испытуемые чаще переживали осмысленность, а в конкурентной «Монополии» - пустоту.</p></trans-abstract><kwd-group xml:lang="en"><kwd>game</kwd><kwd>board game</kwd><kwd>students</kwd><kwd>experience in activity</kwd><kwd>flow</kwd><kwd>positive affect</kwd><kwd>negative affect</kwd><kwd>meaning</kwd><kwd>pleasure</kwd><kwd>effort</kwd><kwd>emptiness</kwd></kwd-group><kwd-group xml:lang="ru"><kwd>игра</kwd><kwd>настольная игра</kwd><kwd>студенты</kwd><kwd>переживание в деятельности</kwd><kwd>поток</kwd><kwd>позитивный аффект</kwd><kwd>негативный аффект</kwd><kwd>смысл</kwd><kwd>удовольствие</kwd><kwd>усилие</kwd><kwd>пустота</kwd></kwd-group><funding-group/></article-meta></front><body></body><back><ref-list><ref id="B1"><label>1.</label><citation-alternatives><mixed-citation xml:lang="en">Amini, K., Amini, A.E., Yaghoubi, M., &amp; Amini, D. (2008). 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