Page 28 - IJSA, Vol. 4, No 2, 2021
P. 28
International Journal of Science Annals, Vol. 4, No. 2, 2021
рrint ISSN: 2617-2682; online ISSN: 2707-3637; DOI:10.26697/ijsa
characterized by high results of self-direction (4.5) and each person’s life (Berne, 1964/2016).
universalism (4.3). Fink (2016) calls the play the fifth existential basic
Thus, the greatest impact of the developed psychological phenomenon of human existence, the last in the
transformation game “My Dao” on the client according hierarchical sense, less significant and substantial than
to the method of diagnosing the value orientations by death, love, work and ruling. He considers it to be as
Schwartz is observed at the level of normative ideals eternal as these phenomena. It embraces the entire human
(security, tradition, hedonism and universalism), which life to its foundations, take hold of it and significantly
indicates a certain change towards the increase in determines the existence of man, as well as the way of
harmony and stability, decrease in humility, acceptance understanding human existence. It permeates other basic
of one’s destiny, satisfaction, enjoyment of life, phenomena of human existence, being inextricably
understanding and tolerance. At the level of individual intertwined and bound to them.
priorities, there is an increase in hedonism, power and At a certain stage of society development, game practices
stimulation. are more and more clearly manifested in non-game
contexts, and game logic is purposefully used to solve
Discussion certain problems, including business, managerial and
One of the effective methods in the work of a educational. In modern science, these processes are
psychologist is a psychological game. At the same time, described by the term “gamification” (Frissen et al.,
in terms of form and content, it is usually clear and 2015). Nicholson (2015) proposes a model of
interesting to wide circles of people of any level of “meaningful gamification ‒ RECIPE” for transformative
education. Due to these facts, the psychological game can long-term impact on client’s behaviour based on intrinsic
be a modern, technological and universal tool for motivation. It contains the following game elements:
psychological assistance. 1. Play ‒ facilitating the freedom to explore new
The game is a universal phenomenon of human possibilities and make mistakes, allowing you to
existence, inherent in all human communities without overcome the boundaries imposed by structure and rules
exception. The analysis of the phenomenon of game in and experiment with new rules.
modern science is based on historically formed 2. Exposition ‒ creating stories that are integrated with
approaches in the game theory of previous eras, each of the real-world setting, as well as the opportunity for
which is characterized by its own views on its essence participants to create their own stories.
(Guzik, 2012). Thus, the ancient Greek philosopher Plato 3. Choice ‒ developing systems that put the power in the
(427-347 BC) in his last dialogue (England, 1921) notes hands of the participants.
that man has to spend his life in the game, playing certain 4. Information ‒ using game technologies to allow
games, to get the support of gods and repel enemies. He participants to increase their knowledge about the real-
even considered its educational and formative functions. world context.
In the Middle Ages, the game was dominantly viewed as 5. Engagement ‒ encouraging participants to learn from
a manifestation of immoral and sinful life, which others.
according to Augustine’s work “The City of God” 6. Reflection ‒ assisting participants in finding other
destroyed the Romans (Augustine, 2006). interests and past experiences that can deepen
It should be noted that in the 19th century, the teaching engagement and learning.
of Charles Darwin about the laws of the historical Thus, within the existing system of social relations, the
development of living nature had a great impact on the game is one of the mechanisms of transmission of
formation of game theory. The ideologist of social cultural traditions from one generation to another
Darwinism Spencer believed that game is an artificial (Nicholson, 2015). Many children’s games, in which the
exercise of forces, which, in the absence of natural action, child’s socialization takes place, are imitations of various
become ready for genuine activity (Thomson, 1906). actions performed by people in real-life situations. The
Freud et al. (2001) regarded game as the realization of game can be an imitation of a conflict. Having
repressed desires, as the earliest normal forms of activity. experienced a conflict in the form of a game, a person is
Berne (1964/2016), Fink (2016) and Huizinga prepared for actions in the event of its actual occurrence.
(1938/2016) made the greatest contribution to the According to modern views, the game is a reflection of
modern scientific understanding and interpretation of the reality, a simulation of living in difficult situations. The
game phenomenon. business game acts as a means and method of preparation
Human culture emerges and unfolds in play. Culture and adaptation to work, social contacts in professional
arises in the form of play, first it is played out and thus situations. The modern form of the work of a
consolidated in the life of society, passed down from psychologist is a transformation game (Faerman, 2020).
generation to generation (Huizinga, 1938/2016). Game technology is used as a universal and attractive
The game is a set of recurring complementary ulterior type of activity and cognition, a form and method of
transactions characterized by a well-defined teaching.
psychological manifestation. During a hidden Game activity performs the following main functions
transaction, the participant often pretends, because he/she (Cherevko, 2006): entertaining (providing satisfaction,
is doing one thing, but in reality, he/she is doing arousing interest, inspiring further activities);
something else. In general, the game is an infinite and communicative (teaching interpersonal communication,
dynamic element of the unconscious plan or scenario of assimilation of social and cultural values); self-
26