Abstract
Problem Statement: Much has been documented concerning addictive behavior in modern society, but its still requires to explore the opportunities of computer modelling system as preventing method of addictive behavior of the personResearch Questions: Computer modelling pretend to fulfill the needs of addictive person and cope with his internal conflict which brings him to game addiction.Purpose of the Study: One of the widespread types of addictive behavior is the game addiction. Full immersion in game creates effect of participation in a certain virtual reality. The purpose of this research is to investigate theoretical and practical aspects of game addiction, what type of psychological trauma occurs among game players.Research Methods: In the present study we used content analysis and method of semantic analysis of cognitive constructs to search for the opportunities of computer modelling as preventing method in work with game addictive persons.Findings: The findings of present study shows that virtual reality environment can be a training field of learning to cope with psychological trauma and stressful situations which causes the addictive behavior of the gamer.Conclusions: As a result of content analysis we can conclude that the virtual reality of the addictive person recreates the stressful and traumatic situations, where the gamer can fulfill his needs and finish unfinished psychological issues. The collected data allow us to make recommendations to create special psychological game for addictive persons with the purpose of successful copyingwith traumatic events.