The table shows that the constructive unit of
motivation is specific to 42% of the subjects, in which
the motivation for success and attitude predominates.
The balance of internal and external interactions
underpins the balance of goals and relationships in
both the internal and external plans of the adolescent
who is addicted to computer games. Ideally, they
strive for collaborative creativity in all significant
activities and in resolving disagreements based on
internationalism and extroversion. The adolescent's
passion (eagerness for the goal and readiness to
sacrifice and forfeit themselves to achieve that goal)
has significant public relevance. However, when they
don't pay enough attention to themselves and are not
demanded by the public, they become a dispassionate
good-natured individual, dreamy, a fan of public
events, a constant activist of communities. Although
the extreme tension of spiritual and physical forces is
displayed in the choleric temperament on the
parameter of personal sensitivity, it appears as a
typical personal state on the constructiveness
parameter in terms of its activity - sanguine.
The destructive unit of motivation belongs to 26% of
subjects. The primary way and motive to enter into a
relationship is "no - no". That is, the mutual denial of
internal and external is a negative motive for
rejection, determining the stability of the adolescent,
the rhythm of slow development. In general, this
destructive relationship is the unity of motivation and
motivation for success in reality, expressed in two
different forms of complementary "adaptation"
(Igorevna, 2016).
The first is the inner world, i.e., the teenager who is
addicted to computer games, to oppress others, to
dominate others and himself based on the mutual
rejection of both his own and others' inner worlds.
The second form is the adaptation of the adolescent
to the moral views of others as well as to his personal
habits ensuring the stability of his lifestyle. The issue
of the interaction of internal and external is resolved
voluntarily and willingly, and sometimes
unpredictably.
Reconstructive motivation is typical for 20% of
subjects. The primary way (motive) to enter into a
relationship is "Yes-No", i.e., the desire to express the
importance and value of the individual is the
dominance of the reconstructive unity of motivation
and motivation to succeed when it's based on the
command of the mind, not the heart. The result of this
reconstructive motivation is usually manifested in the
attempt to "avoid" complex situations in the
emergence of sensitive issues related to the re-entry
into internal and external interactions. Spiritual
activity aimed at working on oneself, strong thoughts
aimed at improving one's self-efficacy, reflects the
adolescent as an internal but introverted individual,
i.e., appealing to his inner world. In adolescents with
a high level of addiction to computer games, self-
motivation is more important than motivation to
succeed; the reciprocal ratio prevails over the goal - it
is more important to understand oneself or some
abstract truth, and only then is the external world
taken into account. This is the reason for the general
focus on the types of activities (scientist, writer,
composer, sage, leftist) that take into account the fact
that work is performed in a secluded place.
The instructional unit of motivation belongs to 12%
of subjects. The primary way (motive) to enter into a
relationship is the "no-yes" motive, which implies the
denial of the inside to the outside. This form of
motivation is expressed not only in oneself but also in
relation to others: everyone must follow the
externally defined ideas, rules - norms, goals, etc., as
a guide. The instructive unity of attitude motivation
and success motivation is observed in the pursuit of
"competition". It is based on the fact that a teenager
addicted to computer games educates himself in the
external environment and recognises his importance
and value. But at the same time, the adolescent's goals
and attitudes are disproportionate: according to his
external perceptions, the goal, the results achieved,
prevail, which may depend not only on the conscious
attitude but also on the psychological state of the
situation. The psychological state is understood as an
instrumental value of a person, not a spiritual one.
4 CONCLUSION
Thus, in contrast to early school age, the dependence
on computer games in adolescence manifests in
relation to the gaming process. The gaming
environment and the ability to organise it serve as a
more convenient tool for meeting leadership needs in
terms of communication and interaction with their
peers. In games that reflect the social relationships of
adults, adolescents have the opportunity to master
behaviour and thus "join" the world of adult
relationships. This is why when a child prefers to play
in a team, they assume a certain position with its help.
Access to computer technology is only possible if
certain financial conditions are met. Children also
enjoy playing games whilst interacting with the
group. While teenage girls prefer games related to