Features of deviant activity in real and virtual environments among representatives of youth subcultures
The article is devoted to the empirical study of the features of deviant activity in real and virtual environments among the representatives of two youth subcultures. The sample size was 85 respondents (graffiti, n=40 and gamers, n=45). The work of modern researchers is considered in the context of interest. As a diagnostic method we used the author's method of studying the deviant activity in real and virtual environment. Processing was carried out through the JASP software package (version 0.8.4). Applied statistical procedures: Pearson correlation analysis, calculation of U-Mann-Whitney criterion. It is revealed that deviant social activity in youth subcultures is realized both in real and virtual environment and has moderate level of interrelation (r=0.312, p <0.005). In graffiti, deviant behavior prevails in the real environment (U=233.5, p ≤0.01). No dominance of deviant activity in cyberspace was found among representatives of Internet subcultures (gamers), despite its anonymity, virtually, and sense of security.