The changes in correlation of the cognitive component of the image of "I" in the role-playing games with the personal characteristics the youth
The article describes the results of research of the nature of the cognitive component of the image changes in the “I” in the situation-role-playing games, and the relationship of these changes to the personal characteristics of youth. Recorded the presence of significant differences in the image of “I” in the parameters of evaluation and strength before and after the role-play. Role-play is regarded as informal sessions with the group. This study involved two groups of respondents: teenagers - participants of the children's program “Book of Heroes”; boys and girls - students of psychological faculty MSU participating in opportunistic role-playing games “Yacht” and “Transfer station”. The article performs the interpretation of the changes in the cognitive component of the image of “I”. It is recorded the presence of negative changes by a factor of “assessment”: in general, the players are reduced self-esteem and a tendency to evaluate themselves as the bearer of socially desirable characteristics. In addition, marked changes in the way “I” in the parameter estimation. Players evaluate himself as “insincere”, “stale”, “unfair” after the game. The changes to the parameter forces occur in the upward shift in the observed characteristics such as “decisive,” “strong,” “independent”, “independent” and “busy”. Consequently, changes in the way “I” in the situation-role-playing game can not be described as extremely positive. We can assume that people, who are prone to self-flagellation and sensitive to the reactions of others, will be increased of fearful force in the case when the role is comfortable for them and they feel match of their image of “I” with the characteristics of their character. This will increase their self-confidence and the ability to influence the outcome of events. According to the changes in the cognitive component of the image “I” accompany such personality traits as “sensitive” and “anxiety” players. The question remains open security role movement, so the subject of further study of the phenomenon of psychological role-playing game should be the problem of ensuring the safety and security of the person taking part in role-playing games.