The article focuses on the problem of parent-child relations, particularly the features of interpersonal family interaction as a factor of the development of gaming activity of children in the [eld of virtual reality. The author emphasizes the leading role of family interaction in the formation and consistency of the structure of the junior school age self-concept. The article brings forward the results of theempirical study of the speci[city of parent-child relations in families with di attitudes towards computer games. Respondents at the age from 6 to 10 years – the 1–4 form pupils of comprehensive schools – were the object of the empirical study. Methodical tools of the study included projective and self-assessment techniques: Dembo-Rubinstein (DR) technique for self-esteem assessment (“Ladder”), methodof “Who Am I?” by M. Kuhn and T. McPartland, S. A. Kulakov’s modi[ed technique for de[ning the degree of keenness on playing computer games, questionnaire of parental relationship by A. Y. Varga and V. V. Stolin, “Kinesthetic picture of the family”, and “Nonexistent animal”.“Identi[cation disorder” and “Parent-child relations” factors are empirically identi[ed. Thus, the author concludes that disorders in parent-child relations such as super[cial emotional contact, authoritarian parenting and hypercontrol provoke juniorschoolchildren’s identi[cation disorders and immersion in the reality of computer games. This posit on considers the vector of parent-child as a determinant of the formation of the junior schoolchild’s gaming activity in the virtual world. The author offers a methodological complex of recommendations for psychological support of junior schoolchildren (active users of computer games). It includes three main components: educational, psychological and social. The author describes objectives of e psychological support and shows the leading role of the interaction of the psychologist and the family in psychological prevention of computer addiction.
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Viktoriya G. Pakhomova (2016) studied this question.
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