Socialisation in the Context of the Digitally Transforming Environment
TL;DR
The study confirmed that the process of adolescent socialisation in the digital age is acquiring qualitatively new characteristics and requires a rethinking of traditional approaches to its understanding and support, as well as in the formation of social competence among adolescents in educational organisations.
Abstract
Aim . To examine the psychological features of adolescent socialisation in the context of digitalisation as a significant sociocultural factor in personal development. The research focused on analysing the mechanisms of cyber-socialisation, the characteristics of digital practices, and their impact on adolescents’ social and personal development. Attention was paid to the potential for psychological and pedagogical interventions, as well as the genesis of socialisation. Methodology . A set of scientifically based methods, reliable and valid techniques was used. Descriptive statistics, normality testing, correlation analysis, variance analysis, Student’s t-test calculations for independent samples, structural psychological analysis methods, a method for assessing the degree of organization of correlation constellations and the nature of their configuration, and the express-χ2 method were used to process the quantitative data. Results . An empirical study identified differences in the sociopsychological characteristics of adolescents and young men, and established links between computer game genre preferences and socialisation parameters. The developed psychological and pedagogical program demonstrated effectiveness in compensating for the destructive influence of the digital environment, fostering tolerance, achievement motivation, and life-purpose orientations, reducing anxiety, and developing adolescent emotional intelligence. Attention is paid to the genesis of socialisation: the dynamics of the transition from externally regulated to internally determined socialisation is discussed, as well as the changing mechanisms and forms of socialisation in the modern context of digitalisation. The study confirmed that the process of adolescent socialisation in the digital age is acquiring qualitatively new characteristics and requires a rethinking of traditional approaches to its understanding and support. A comparison of schoolchildren and university students revealed differences in levels of tolerance, motivation, anxiety, and life-purpose orientations, indicating agerelated dynamics and the increasing complexity of social adaptation mechanisms. Genre preferences in computer games are particularly important, directly impacting risk-taking, achievement motivation, and a sense of psychological safety. At the same time, testing of a psychological and pedagogical program has shown that targeted support can mitigate the destructive effects of digitalisation, promote the development of emotional intelligence, and foster a stable sense of meaning. Research implications. The results of this study can be used in the practice of psychological and pedagogical support for adolescents in the context of digitalisation of the educational and social environment. The data obtained can be considered in the development and implementation of programs for the prevention of destructive forms of cyber socialization, as well as in the formation of social competence among adolescents in educational organisations. In addition to its theoretical and methodological significance, the study of the genesis of systems and systems with an embedded metasystem level also has a clear practical value, as it allows us to answer the questions of how metacognitive formations and processes are formed and what methods and tools can be used to influence this process.