Abstract
In this article, recent years are characterized by the widespread introduction of scientific and technological achievements in the field of information and communication technologies into the life of the general population. This phenomenon, which some researchers call the "democratization of high technologies," certainly cannot but be assessed positively. This phenomenon, which some researchers call the "democratization of high technologies," certainly cannot but be assessed positively. Based on the study of analytical data, it can be argued that the media and products of the electronic entertainment industry at the present stage of development are able to stimulate both a short-term increase in the aggressiveness of the individual, and responding to unresolved internal conflicts that cannot be resolved in the real world due to a possible inadequate assessment by the social environment. The artificial or "virtual" world created by electronic games and information networks includes the full potential of the range of moral standards, as in real life, but if in real life "good" and "evil" exist in some dissolved form, and are not so obvious , then in the virtual world they are most often found in a "pure" form. This causes the inadequacy of the use of skills internalized in the personality of young people from the virtual world in the real world
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References
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