Abstract

Adolescence is a difficult period in a person’s life, in which a sense of adulthood manifests itself in a special way, affecting the relationship with other people and expressing a new life position of a teenager. The authors identify the level of claims; self-attitude; responsibility; locus of control; communicaton; creativity, critical thinking and mobility as markers of the feeling of adulthood. The most productive “technology” for developing a sense of adulthood in adolescents is the game. The authors consider the inclusion of gamification as a psychological tool in the process of interacting with teenagers, which allows the latter to reveal themselves more effectively and develop a sense of adulthood. The games in the corresponding program, based on the principles of a systemic approach, anthropological realism, the consideration of age-related features, are grouped into several blocks, each of which is aimed at developing a certain marker of a sense of adulthood. Gamification as a modern “reading” of the game expands the scope of its application in the future, and the data obtained can become a practical basis for working on new author’s psychological games for the development of various human skills.

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