Conceptul de sine și utilizarea mediului online la tineri

Autori

  • Cristina Elena Petre Facultatea de Psihologie și Științele Educației, Universitatea București

Cuvinte cheie:

concept de sine, tineri, avantaje ale utilizării Intenetului, dezavantaje ale utilizării Intenetului.

Rezumat

Internetul este atotprezent în viața tinerilor și adolescenților din ziua de azi. Cum în această perioadă de dezvoltare un rol-cheie îl joacă definirea identității, este necesar a înțelege în ce mod mediul online se asociază cu procese caracteristice formării conceptului de sine. Articolul de față a avut ca obiectiv trecerea în revistă a principalelor rezultate pe această temă. S-a constatat că realitatea virtuală, ca mediu complex cu numeroase caracteristici, poate deopotrivă sprijini și împiedica formarea identității la tineri. Mai mule posibilități oferite de Internet pot fi asociate cu dezvoltarea conceptului de sine, precum autoafirmarea, experimentarea identitară, autoclarificarea, asimilarea de noi resurse, dezangajarea din realitate pentru a face față unor emoții negative, precum cele asociate crizei de identitate. Totuși, implicațiile acestor aspecte sunt diferite, în funcție de contextul în care apar, de caracteristicile utilizatorului etc. Din acest motiv este necesar a înțelege mai bine rolul pe care îl joacă Internetul în viața tinerilor și de a clarifica situațiile în care acesta se transformă dintr-o oportunitate pentru explorarea și exprimarea identități într-un mediu care întreține confuzia, anxietatea sau depresia.

Referințe

AMERICAN PSYCHIATRIC ASSOCIATION, Diagnostic and statistical manual of mental disorders (3rd ed.), Washington, American Psychiatric Association, 1987.

ALLEN, J.J., ANDERSON, C.A., Satisfaction and frustration of basic psychological needs in the real world and in video games predict internet gaming disorder scores and well-being, Computers in Human Behavior, 84, 2018, p. 220–229.

APPEL, M., SCHREINER, C., WEBER, S., MARA, M., GNAMBS, T., Intensity of Facebook use is associated with lower self-concept clarity: Cross-sectional and longitudinal evidence, Journal of Media Psychology: Theories, Methods, and Applications, 30, 3, 2018, p. 160–172.

BACCHINI, D., DE ANGELIS, G., FANARA, A., Identity formation in adolescent and emerging adult regular players of massively multiplayer online role-playing games (MMORPG), Computers in Human Behavior, 73, 2017, p. 191–199.

BANNON, S., MCGLYNN, T., MCKENZIE, K., QUAYLE, E., The positive role of Internet use for young people with additional support needs: Identity and connectedness, Computers in Human Behavior, 53, 2015, p. 504–514.

BERZONSKY, M.D., Identity Processes, în LEVESQUE, R. J. R. (Ed.), Encyclopedia of Adolescence (2nd ed.), New York, Springer International Publishing, 2018.

BOERU, I., DALU, A.-M., IFTODE, O., MANU, M., MIULESCU, S., NEACȘU-DALU, C.-C., PLĂEȘU, A., ȘTEFĂNESCU, I., Internetul și mediile de socializare virtuale în viața liceenilor, București, Institutul de Științe ale Educației, 2017.

BORCA, G., BINA, M., KELLER, P.S., GILBERT, L.R., BEGOTTI, T., Internet use and developmental tasks: Adolescents’ point of view, Computers in Human Behavior, 52, 2015, p. 49–58.

BOWDITCH, L., CHAPMAN, J., NAWEED, A., Do coping strategies moderate the relationship between escapism and negative gaming outcomes in World of Warcraft (MMORPG) players?, Computers in Human Behavior, 86, 2018, p. 69–76.

BURLEIGH, T.L., STAVROPOULOS, V., LIEW, L.W.L., ADAMS, B.L.M., GRIFFITHS, M.D., Depression, Internet Gaming Disorder, and the Moderating Effect of the Gamer-Avatar Relationship: An Exploratory Longitudinal Study, International Journal of Mental Health and Addiction, 16, 1, 2017, p. 102–124.

CHOI, E.J., TAYLOR, M.J., HONG, S.-B., KIM, C., KIM, J.-W., MCINTYRE, R.S., YI, S.-H., Gaming-addicted teens identify more with their cyber-self than their own self: Neural evidence, Psychiatry Research: Neuroimaging, 279, 2018, p. 51–59.

CLEMENT, J., Worldwide digital population as of April 2020, Statista, 2020.

COHEN, J., Defining identification: A theoretical look at the identification of audiences with media characters, Mass Communication and Society, 4, 3, 2001, p. 245–264.

CROCETTI, E., VAN DIJK, M.P.A, Self-Concept Clarity, în LEVESQUE, R.J.R. (Ed.), Encyclopedia of Adolescence, Cham, Springer, 2016, p. 1–5.

DAVIS, K., WEINSTEIN, E., Identity Development in the Digital Age: An Eriksonian Perspective, în WRIGHT, M.F. (Ed.), Identity, Sexuality, and Relationships among Emerging Adults in the Digital Age, New York, IGI Global, 2017.

DECI, E.L., RYAN, R.M., Human autonomy. The basis for true self-esteem, în KERNIS, M.H. (Ed.), Efficacy, agency, and self esteem, New York, Plenum Press, 1995.

DUNLOP, W.L., Situating Self-Concept Clarity in the Landscape of Personality, în LODISMITH, J., DEMARREE, K.G. (Ed.), Self-Concept Clarity. Perspectives on Assessment, Research, and Applications, New York, Springer International Publishing, 2017.

ECENBARGER, C., The Impact of Video Games on Identity Construction, Pennsylvania Communication Annual, 70, 3, 2014, p. 34–50.

ERIKSON, E.H., Identity: Youth and crisis, New York, W. W. Norton, 1968.

GAETAN, S., BRÉJARD, V., BONNET, A., Video games in adolescence and emotional functioning: Emotion regulation, emotion intensity, emotion expression, and alexithymia, Computers in Human Behavior, 61, 2016, p. 344–349.

GECAS, V., The Self-Concept, Annual Review of Sociology, 8, 1982, p. 1–33.

GUEGAN, J., MOLINER, P., BUISINE, S., Why are online games so self-involving: A social identity analysis of massively multiplayer online role-playing games: Social identity analysis of MMORPG, European Journal of Social Psychology, 45, 3, 2015, p. 349–355.

JERDAN, S.W., GRINDLE, M., VAN WOERDEN, H.C., BOULOS, M.N.K., Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research, JMIR Serious Games, 6, 3, 2018, e14.

KALUŻA, M., GOLIK, E., Intercultural communication and the Internet. The role of intercultural communication in Internet societies, Informacijos Mokslai/Information Sciences, 45, 2008, p. 22–34.

KHAN, S., GAGNÉ, M., YANG, L., SHAPKA, J., Exploring the relationship between adolescents’self-concept and their offline and online social worlds, Computers in Human Behavior, 55, 2016, p. 940–945.

KLIMMT, C., HEFNER, D., VORDERER, P., ROTH, C., BLAKE, C., Identification With Video Game Characters as Automatic Shift of Self-Perceptions, Media Psychology, 13, 4, 2010, p. 323–338.

LARSON, G., ASBURY, T., Online Interactions: Comparing Self-Disclosure and SelfPresentation between Friendship and Dating, Psychology and Behavioral Science International Journal, 9, 3, 2018, p. 1–9.

LEE, B.W., LEESON, P.R.C., Online gaming in the context of social anxiety, Psychology of Addictive Behaviors: Journal of the Society of Psychologists in Addictive Behaviors, 29, 2, 2015, p. 473–482.

LIVSEY, B.K., Self-Concept and Online Social Networking in Young Adolescents: Implications for School Counselors [Master of Arts], The University of Texas, 2013.

MANNERSTRÖM, R., HIETAJÄRVI, L., MUOTKA, J., SALMELA-ARO, K., Identity profiles and digital engagement among Finnish high school students, Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 12, 1, 2018, p. 1–15.

MARCOCCIA, M., The internet, intercultural communication and cultural variation, Language and Intercultural Communication, 12, 4, 2012, p. 353–368.

MARTONČIK, M., LOKŠA, J., Do World of Warcraft (MMORPG) players experience less loneliness and social anxiety in online world (virtual environment) than in real world (offline)?, Computers in Human Behavior, 56, 2016, p. 127–134.

MORCOS, M., STAVROPOULOS, V., RENNIE, J.J., CLARK, M., PONTES, H.M., Internet Gaming Disorder: Compensating as a Draenei in World of Warcraft, International Journal of Mental Health and Addiction, 2019.

MÜLLER, K.W., GLAESMER, H., BRÄHLER, E., WOELFLING, K., BEUTEL, M.E., Prevalence of internet addiction in the general population: Results from a German population-based survey, Behaviour & Information Technology, 33, 7, 2014, p. 757–766.

NAGY, P., KOLES, B., The digital transformation of human identity: Towards a conceptual model of virtual identity in virtual worlds, The International Journal of Research into New Media Technologies, 20, 3, 2014, p. 276–296.

OYSERMAN, D., ELMORE, K., SMITH, G., Self, Self-concept and Identity, în LEARY, M.R., TANGNEY, J.P. (Ed.), Handbook of self and identity (2nd ed), New York, Guilford Press, 2012.

PALFREY, J., GASSER, U., Born Digital - Understanding the first generation of digital natives, New York, Basic Books, 2008.

PAPALE, L., Beyond Identification: Defining the Relationships between Player and Avatar, Journal of Games Criticism, 1, 2, 2014, p. 1–12.

PISANO, L., MASTROPASQUA, I., CERNIGLIA, L., CIMINO, S., ERRIU, M., Adolescents’ Online And Offline Identity: A Study On Self-Representation, The European Proceedings of Social & Behavioural Sciences, 2017.

PRZBYLSKI, A.K., WEINSTEIN, N., MURAYAMA, K., LYNCH, M.F., RYAN, R.M., The ideal self at play: The appeal of video games that let you be all you can be, Psychological Science, 23, 1, 2012, p. 69–76.

PRZYBYLSKI, A.K., WEINSTEIN, N., RYAN, R.M., RIGBY, C.S., Having to versus wanting to play: Background and consequences of harmonious versus obsessive engagement in video games, CyberPsychology & Behavior, 12, 5, 2009, p. 485–492.

QUINONES, C., KAKABADSE, N.K., Self-concept clarity and compulsive Internet use: The role of preference for virtual interactions and employment status in British and North-American samples, Journal of Behavioral Addictions, 4, 4, 2015, p. 289–298.

RĂDĂCINĂ, O.E., Implicațiile utilizării calculatorului și Internetului asupra dezvoltării sociale a tinerilor. Rezumat teză de doctorat, Cluj-Napoca, 2015.

SEARLES, R., Post-VR Sadness: Is Virtual Reality Dissociating People From Reality?, The Atlantic, 2016.

SOURMELIS, T., IOANNOU, A., ZAPHIRIS, P., Massively Multiplayer Online Role Playing Games (MMORPGs) and the 21st century skills: A comprehensive research review from 2010 to 2016, Computers in Human Behavior, 67, 2017, p. 41–48.

SIONI, S.R., BURLESON, M.H., BEKERIAN, D.A., Internet gaming disorder: Social phobia and identifying with your virtual self, Computers in Human Behavior, 71, 2017, p. 11–15.

ŠPORČIĆ, B., GLAVAK-TKALIĆ, R., The relationship between online gaming motivation, self-concept clarity and tendency toward problematic gaming, Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 12, 1, 2018.

SULER, J., Psychology of the Digital Age: Humans Become Electric, Londra, Cambridge University Press, 2016.

SZULC, L., DHOEST, A., The internet and sexual identity formation: Comparing Internet use before and after coming out, Communications, 38, 4, 2013, p. 347–365.

TAYLOR, T.L., Living digitally: Embodiment in virtual worlds, în SCHROEDER, R. (Ed.), The Social Life of Avatars: Presence and Interaction in Shared Virtual Environments, Londra, Springer-Verlag, 2002.

TORONTO, E., Time out of mind: Dissociation in the virtual world, Psychoanalytic Psychology, 26, 2, 2009, p. 117–133.

VALKENBURG, P.M., & PETER, J., Adolescents’ Identity Experiments on the Internet: Consequences for Social Competence and Self-Concept Unity, Communication Research, 35, 2, 2008, p. 208–231.

VALKENBURG, P., PETER, J., Online Communication Among Adolescents: An Integrated Model of Its Attraction, Opportunities, and Risks, Journal of Adolescent Health, 48, 2, 2011, p. 121–127.

VALKENBURG, P.M., PETER, J., Internet Effects, în LEVESQUE, R.J.R. (Ed.), Encyclopedia of Adolescence (2nd ed.), New York, Springer International Publishing, 2016.

VIGNOLES, V.L., SCHWARTZ, S., LUYCKX, K., Introduction: Toward an Integrative View of Identity, în SCHWARTZ, S.J., LUYCKX, K., VIGNOLES, V.L. (Ed.), Handbook of Identity Theory and Research, New York, Springer, 2011.

YANG, C., BROWN, B.B., Online Self-Presentation on Facebook and Self Development During the College Transition, Journal of Youth and Adolescence, 45, 2, 2016, p. 406–416.

YEE, N., The Proteus Effect Implications of Transformed Digital Self-Representation on Online and Offline Behavior, Communication Research, 36, 2, 2009, p. 285–312.

ZHANG, Y., SONG, H., LIU, X., TANG, D., CHEN, Y., ZHANG, X., Language Learning Enhanced by Massive Multiple Online Role-Playing Games (MMORPGs) and the Underlying Behavioral and Neural Mechanisms, Frontiers in Human Neuroscience, 11, 95, 2017, p. 1–7.

Descărcări

Publicat

01-03-2021

Număr

Secțiune

Abordări teoretice și practic0aplicative

Cum cităm

Conceptul de sine și utilizarea mediului online la tineri. (2021). Revista De Psihologie, 67(1), 87-99. https://journalofpsychology.ro/index.php/RP/article/view/36