Abstract

This article is devoted to the study of the real and virtual identity of older teenagers playing online games. With the help of the author’s questionnaire, the gaming preferences of boys and girls were revealed. The differences in the real and virtual identity of boys and girls playing online games are described (M. Kuhn — T. McPartland methodology “Who am I?” and “Who am I in the game?”). The features of two types of teenagers playing online games are identified and described: those who identify themselves with the heroes of online games and those who do not identify themselves with the heroes of online games (V. Stephenson’s Q-sorting questionnaire, the “Unfinished Sentences” technique adapted by A. E. Zhichkina and E. A. Shchepilina).

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