Development of a method of psychological impact on target audiences of gamers using modern information technologies

Authors

DOI:

https://doi.org/10.15587/1729-4061.2025.332271

Keywords:

information technology, psychological impact, computer game, performance evaluation, target audience

Abstract

The object of research is the process of psychological influence on the target audience of gamers using information technologies. The problem of the lack of effective methods for assessing and correcting the psychophysiological state of players was solved. The proposed method of psychological influence on the target audience of gamers provides for the study of aspects of the use of interactive platforms in psychological operations and educational platforms based on gaming technologies. The features of the proposed method and the results obtained consist in taking into account the types of the target audience and influencing this audience by appropriate methods through the information content of a computer game. The method, which is based on the developed stochastic model, allows predicting the behavior of users of information technology – a computer game. The results of the study show that for the effective use of information technologies to increase the effect of psychological influence, it is necessary to adapt the information content to the peculiarities of perception of different types of gamers target audience. The proposed method provides in the dynamics of creating the prerequisites for the formation of a method of psychological influence on target audiences of gamers using modern information technologies. The developed method should be implemented in the following conditions for the use of information technologies: organizational (orientation on the desired audience); technical (requirements for computer equipment, software, etc.); social (introduction to game scenarios of the distribution of the game environment and game characters to different categories of social groups). The predicted psychological effects when using a computer game have been formed: emotional impact; increased motivation; formation of critical thinking; technical recommendations

Author Biographies

Serhii Yevseiev, National Technical University “Kharkiv Polytechnic Institute”

Doctor of Technical Sciences, Professor, Head of Department

Department of Cybersecurity

Stanislav Milevskyi, National Technical University “Kharkiv Polytechnic Institute”

Doctor of Technical Sciences, Associate Professor

Department of Cybersecurity

Yurii Pribyliev, National Defence University of Ukraine

Doctor of Technical Sciences, Professor

Department of Information Warfare

Yevhen Melenti, National Academy of the Security Service of Ukraine

PhD, Associate Professor

First Vice-Rector

Andriy Nalivayko, National Defence University of Ukraine

PhD, Associate Professor, Leading Researcher

Military and Strategic Research Centre

Serghii Bazarnyi, National Defence University of Ukraine

Doctor of Philosophy, Head of the Research Laboratory

Research Department of Development and Implementation of Strategic Communications

Oleksandr Morozov, National Defence University of Ukraine

Senior Researcher

Scientific and Methodological Centre for Organization and Coordination of Educational Activity

Iryna Kazak, National Technical University of Ukraine "Igor Sikorsky Kyiv Polytechnic Institute"

PhD, Associate Professor

Department of Chemical, Polymer and Silicate Engineering

Alla Hrebeniuk, National Academy of the Security Service of Ukraine

PhD, Senior Researcher

Scientific Laboratory

Oksana Ivashchenko, National Technical University “Kharkiv Polytechnic Institute”

PhD, Associate Professor

Department of Software Engineering and Management Intelligent Technologies

References

  1. Shmatko, O., Herasymov, S., Lysetskyi, Y., Yevseiev, S., Sievierinov, О., Voitko, T. et al. (2023). Development of the automated decision-making system synthesis method in the management of information security channels. Eastern-European Journal of Enterprise Technologies, 6 (9 (126)), 39–49. https://doi.org/10.15587/1729-4061.2023.293511
  2. Yevseiev, S., Hryshchuk, R., Molodetska, K., Nazarkevych, M., Hrytsyk, V., Milov, O. et al.; Yevseiev, S., Hryshchuk, R., Molodetska, K., Nazarkevych, M. (Eds.) (2022). Modeling of security systems for critical infrastructure facilities. Kharkiv: РС ТЕСHNOLOGY СЕNTЕR, 196. https://doi.org/10.15587/978-617-7319-57-2
  3. Herasymov, S., Tkachov, A., Bazarnyi, S. (2024). Complex method of determining the location of social network agents in the interests of information operations. Advanced Information Systems, 8 (1), 31–36. https://doi.org/10.20998/2522-9052.2024.1.04
  4. Sokulska, N., Huzyk, N., Kmin, V. (2023). Interactive educational content of a relevant educational environment in andragogy. Academic Notes Series Pedagogical Science, 1 (209). https://doi.org/10.36550/2415-7988-2022-1-209-383-389
  5. Seong, W., Hong, J. S., Kim, S., Kim, S. M., Han, D. H. (2019). Personality and Psychological Factors of Problematic Internet Gamers Seeking Hospital Treatment. Frontiers in Psychiatry, 10. https://doi.org/10.3389/fpsyt.2019.00583
  6. Herasymov, S., Yevseiev, S., Milevskyi, S., Balitskyi, N., Zaika, V., Povaliaiev, S. et al. (2024). Development of a method for automatic control of monitoring means for information protection objects. Eastern-European Journal of Enterprise Technologies, 6 (9 (132)), 25–38. https://doi.org/10.15587/1729-4061.2024.319058
  7. Li, J. (2023). Research on the effects of gaming on the brain. Theoretical and Natural Science, 6 (1), 247–251. https://doi.org/10.54254/2753-8818/6/20230242
  8. Zinovieva, T. (2024). Video Games As Deep Media: Challenges During The Russian-Ukrainian War. Obraz, 44 (1), 45–57. https://doi.org/10.21272/obraz.2024.1(44)-45-57
  9. Zamani, E., Chashmi, M., Hedayati, N. (2010). Effect of Addiction to Computer Games on Physical and Mental Health of Female and Male Students of Guidance School in City of Isfahan. Addiction & Health, 1 (2). Available at: https://ahj.kmu.ac.ir/article_84523.html
  10. Oscarido, J., Siswanto, Z. A., Maleke, D. A., Gunawan, A. A. S. (2023). The impact of competitive FPS video games on human’s decision-making skills. Procedia Computer Science, 216, 539–546. https://doi.org/10.1016/j.procs.2022.12.167
  11. Gackenbach, J. I. (2009). Video Game Play and Consciousness Development: A Replication and Extension. International Journal of Dream Research, 2 (1), 3–11. https://doi.org/10.11588/ijodr.2009.1.115
  12. Gaming Statistics. Academy of Animated Art. Available at: https://academyofanimatedart.com/gaming-statistics/
  13. De Rosa, O., D’Onofrio, P., Conte, F., De Luca, P., Schiavone, C., Lustro, A. et al. (2025). The impact of an action commercial video game on adult non-gamers psychological well-being, cognitive functioning, and sleep. Sleep Medicine, 129, 274–282. https://doi.org/10.1016/j.sleep.2025.03.002
  14. Monley, C. M., Liese, B. S., Oberleitner, L. M. (2023). Gamers’ and non-gamers’ perspectives on the development of problematic video game play. Current Psychology, 43 (1), 552–561. https://doi.org/10.1007/s12144-023-04278-w
  15. Bowditch, L., Chapman, J., Signal, T., Naweed, A. (2025). Gamers in Real Life: Internet Gamer Typologies and Their Association With Problematic Gaming and Health Outcomes. Human Behavior and Emerging Technologies, 2025 (1). https://doi.org/10.1155/hbe2/2368683
  16. Ngah, S., Rahi, S., Long, F., Gabarre, C., Rashid, A., Ngah, A. H. (2024). Future behavioural of console gamers and mobile gamers: are they differ? Quality & Quantity, 58 (6), 5531–5557. https://doi.org/10.1007/s11135-024-01895-w
  17. Videnovik, M., Vold, T., Kiønig, L., Madevska Bogdanova, A., Trajkovik, V. (2023). Game-based learning in computer science education: a scoping literature review. International Journal of STEM Education, 10 (1). https://doi.org/10.1186/s40594-023-00447-2
  18. Million copies, zero Russian: S.T.A.L.K.E.R. 2’s Ukrainian victory. Available at: https://euromaidanpress.com/2024/11/25/s-t-a-l-k-e-r-2-inside-the-making-of-ukraines-most-ambitious-video-game/
  19. Voitko, O., Solonnikov, V., Polyakova, E. (2022). SIR-model of distribution and taking into account of the results of the negative influence of information channels on public opinion. Modern Information Technologies in the Sphere of Security and Defence, 43 (1), 115–120. https://doi.org/10.33099/2311-7249/2022-43-1-115-120
  20. STALKER 2. GSC Game World. Available at: https://www.stalker2.com/uk
  21. Pro vnesennia zmin do Kryminalnoho kodeksu Ukrainy. Zakon Ukrainy No. 1183-VII. Verkhovna Rada Ukrainy. Available at: https://zakon.rada.gov.ua/laws/show/1183-18#Text
  22. Allied Joint Doctrine for Information Operations (AJP-10.1) (2023). NATO. Available at: https://www.gov.uk/government/publications/allied-joint-doctrine-for-information-operations-ajp-101
  23. Shmatko, O., Herasymov, S., Milevskyi, S., Balitskyi, N., Pohasii, S., Aleksieiev, M. et al. (2025). Development of a method for assessing the efficiency of technical systems’ computer dynamic simulators. Eastern-European Journal of Enterprise Technologies, 2 (9 (134)), 50–61. https://doi.org/10.15587/1729-4061.2025.327558
  24. Kyrychok, R., Laptiev, O., Lisnevskyi, R., Kozlovskyi, V., Klobukov, V. (2022). Development of a method for checking vulnerabilities of a corporate network using Bernstein transformations. Eastern-European Journal of Enterprise Technologies, 1 (9 (115)), 93–101. https://doi.org/10.15587/1729-4061.2022.253530
Development of a method of psychological impact on target audiences of gamers using modern information technologies

Downloads

Published

2025-06-25

How to Cite

Yevseiev, S., Milevskyi, S., Pribyliev, Y., Melenti, Y., Nalivayko, A., Bazarnyi, S., Morozov, O., Kazak, I., Hrebeniuk, A., & Ivashchenko, O. (2025). Development of a method of psychological impact on target audiences of gamers using modern information technologies. Eastern-European Journal of Enterprise Technologies, 3(9 (135), 55–64. https://doi.org/10.15587/1729-4061.2025.332271

Issue

Section

Information and controlling system