Relevance. Cyberspace is one of the main sources of socialization and development for modern teenagers. The interrelation of personal meanings associated with participation in video games with the value orientations and self-regulation style of adolescents reflects the specifics of their socio-cultural experience and can be considered as a diagnostic parameter of their further adaptation in society.
The purpose of the study. The study of the relationship of personal meanings of gaming experience with the peculiarities of self-regulation in adolescents.
Materials and methods. The study used: the methodology "Value orientations" by M. Rokich; the questionnaire "Style of self-regulation of behavior" by V.I. Morosanova; the author's questionnaire for the analysis of socio-demographic indicators and gaming preferences in video games of different genres. Mathematical and statistical processing of the obtained data included one-factor analysis of variance (ANOVA), correlation and cluster analysis. The sample consisted of 209 St. Petersburg school students (the age range of the sample is from 12 to 18 years, M =16.5; SD= 1.44).
The main results. leading personal meanings of the gaming experience of adolescents reveal the following aspects of it: 1) the reaction of emotions due to the feeling of dynamism of the game plot; 2) the development of creativity, cognitive functions and the need for dominance due to the competitive potential of games; 3) the recreational potential of games associated with obtaining new impressions; 4) the implementation of social interaction (friendship, communication, establishing authority) due to the beauty of the gameplay and the similarity of the game in the minds of teenagers with real life. Significantly significant interrelations of personal meanings of gaming experience with such features of self-regulation as: planning, stability of subjective criteria for evaluating results; the general level of self-regulation, as well as with the values of active active life, self-confidence, happiness of others were revealed.
Conclusion. A number of new data revealing the personal meanings of the gaming experience in adolescents have been obtained. Their interrelation with value orientations and self-regulation style is determined. The data obtained can be used in psychological support of modern high school students in order to prevent the risk of problematic use of video games.