The "Serious Game" Concept and Opportunities to Study the Games of Modern Adolescents
More than 80 years ago, the German psychologist William Stern introduced the concept of "serious game". With this term the author describes the characteristics of activities in adolescence and their differences from those of an adult. This article examines examples of "serious games" in the various spheres of life of teenagers the first quarter of the twentieth century. Most of them are present in the life of modern teenagers, but technological development significantly affected the current situation of young people. Computers, the Internet and other new technologies play more and more time in the lives of teenagers, and their influence can be ambiguous and should be considered in detail. In particular, there are new risks, one of which is over-devotion on computer games, and game addiction in an extreme case. The article proposesa hypothesis about the possibility of using the concept of "serious games" in the study of the impact of the games on the development of modern teenagers, and also describes the design features of such a study.