About the article
A.V. Finagina
The results of the theoretical analysis of the concepts of value orientations and the concept of value in modern socioculture and psychology are presented. An empirical study of terminal and instrumental values common in the subculture of gamers, with their subsequent interpretation, is described. Possible reasons for people's immersion in virtual reality are indicated. The question of the possible formation of new ways to achieve priority values among gamers is raised.
values, value orientations, gamer subculture, virtual reality, concepts.