Ontological modeling of the psychological field of a play

Oleg Khairulin
{"title":"Ontological modeling of the psychological field of a play","authors":"Oleg Khairulin","doi":"10.35774/pis2023.02.106","DOIUrl":null,"url":null,"abstract":"The problems of checking and experimental verification for new knowledge remain relevant since foundation and development of scientific psychology. Historical evidence of this is the long and permanent methodological disagreements between the leading psychological branches (such as behaviorism, psychoanalysis, gestalt psychology, psychosynthesis, activity psychology, cognitive psychology, psychophysiology, coaching) and most other psychological branches. The absence of a methodological architectonics universal for psychology, an optimal design of checking and experimental verification for new scientific knowledge causes deserved criticism and comments on the objectivity of psychological research. The problems of checking and verifying new psychological knowledge are primarily associated with the dominance of the laboratory-experimental method in science; presumption of a causal model of scientific rationality; neglect of the possibilities of the intelligible multidisciplinary mode for scientific objectivism; perceived as secondary potentials and advantages of postnonclassical scientific rationality as well as factors of volatility of changes in social experience, features of the post-industrial (information) society and postmodern reality. The expressive features of the psychological research for actual objects of scientific knowledge are related to the fact that the most complex objects are phenomena that in the scientific sense are of fundamental importance as cultural universals, objects of the intelligible reality of eternal entities (Aristotle, Averoes (Ibn Rushd), I. Kant, J.-F. Herbart , E. Husserl, etc.). For example: communication, labor, socialization, intersubjectiveness, power, emergentness, creativity, collective knowledge, love, civilization, game, synchrony, moral act, disposition, social value, group reflection, collective unconscious, command spirit, attractiveness, trust, discourse, narrative and other. Also, these objects have an important region-generative value (E. Huserl), expressive epistemological (M. Foucault), cultural-historical (L. Vygotsky) and diachronic (F. de Saussure) aspects of scientific knowledge. The gnoseological content and volume, other features of cultural universals, similar to the games phenomenon, objectively complicate the content and choice of scientific research criteria, the standards for the representativeness of the empirical sample, the content, order and protocols of valid data correlation. Under such conditions, the presumption and dominance of the classical naturalistic experimental method (natural or laboratory experiment) is a untrustworthy and conditionally reliable methodological basis. The presented objective problems of modern systems of empirical verification for the results of psychological research, in particular, the problems of the game, require the search for more reliable foundations for the methodological program of verification for scientific knowledge. Important aspects of such a search are also the need to take into account the characteristics of the post-industrial (information) society and postmodern reality in psychological cognition, to use the advantages of postnonclassical scientific rationality. The important scientific contribution is the universality of such a program in relation to promising psychological research, as well as, if necessary, to the revision of existing scientific knowledge. The implementation of such tasks (on the example of the reconstruction for the games psychological field) makes it possible to use the status and role of a psychological tool for a methodological facility, which is ontological designing (the names “formal ontologization” and “ontological engineering” are used synonymously). In the circumstances of psychological research, ontological designing is a specially organized intelligible descriptive method for experimental verification of the results of psychological research. The product of applying the methodology of ontological designing in the circumstances of the games psychological research is the formation of an epistemological intelligible substrate – a descriptive cognitive field of the scientific object “game” with a verification function for this field. Because of the formation for a games psychological research on the basis of ontological designing and the universal norms of the categorical matrix for modern socio-humanitarian theory (the levels of “concrete”, “single”, “special”, “general” and “universal”), epistemic, hermeneutic heredity of psychological knowledge, rational empiricism is also possible. In the framework of the our research, ontological designing is: a) the psychological method of descriptive reconstruction of scientific knowledge; b) a facility of verifying the results of a psychological research for the scientific object “game”; c) a productive program for completing the games psychological research as a universal, a fundamental polyphenomenon that has a distinct non-spatial and timeless socio-psychological genesis, a complex structure and functionalism; d) the thinking style of a modern scientist for a socio-humanitarian profile in the circumstances of fleeting changes in empirical material; e) a facility for creating an architectonic intelligible model-matrix of a cognitively full-weighted, harmoniously structured, optimally exhaustive, logically balanced, hermeneutical coherent, epistemically relevant, constructively understandable games psychological field. The scientific basis for the methodological modernization of the norms for verifying the results of the games psychological research based on ontological designing is the approaches that implement the program of philosophical apriorism and logicism, the methodological positions of analytical philosophy, postnonclassical-oriented principles, approaches, facilities, tools and standards of psychological knowledge. The ontological model of the games psychological field includes five levels for scientific empirical conceptualization: 1) the level of the concrete, one-time empirical natural science fact of the hic et nunc game (a naturalistic empirical fact established “here and now” through the latest, fresh natural or laboratory experiment); 2) the level of the single, separate games manifestations in its epistemic, cultural-historical empiricism (the experience of empirical facts “here and now” – experiment, the results of past naturalistic facts available to the researcher); 3) the level of the distinctive, special explications of the games invariants, depending on the different ontogenetic conditions of such a manifestation (age dependencies; features of human development, stages of his socialization, social and professional self-realization, etc.); 4) the level of the general, common attributes and modes of the games explications, present in each fact of the entire play-based empiricism of the current and previous cultural-historical range accessible to the researcher; 5) the level of the universal – the level of attributes of the games phenomenon, which do not depend on existential, primarily chronological, spatial, situational prerequisites and are inherent in any, even imaginary, simulated, probable the games manifestation. Such foundations make it possible to synchronize the diachronic and synchronous aspects of the historical-rational process of the scientific knowledge for the game in a general research program. The formalized structural composition and regularities of construction of the ontological model of the subject games area is based on an established set of entities connected by various relationships (thesaurus, term/concept, attribute of a concept, relation of concepts, class/set of terms/concepts, axioms/rules/constraints of concepts and their relations, instance, etc.). On the range of research conceptualization, according to the levels of the categorical matrix, such an designing order is optimally suitable for creating an architectonic intelligible model-matrix of the psychological field of the Game.","PeriodicalId":380512,"journal":{"name":"Psihologìâ ì suspìlʹstvo","volume":"43 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Psihologìâ ì suspìlʹstvo","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.35774/pis2023.02.106","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

The problems of checking and experimental verification for new knowledge remain relevant since foundation and development of scientific psychology. Historical evidence of this is the long and permanent methodological disagreements between the leading psychological branches (such as behaviorism, psychoanalysis, gestalt psychology, psychosynthesis, activity psychology, cognitive psychology, psychophysiology, coaching) and most other psychological branches. The absence of a methodological architectonics universal for psychology, an optimal design of checking and experimental verification for new scientific knowledge causes deserved criticism and comments on the objectivity of psychological research. The problems of checking and verifying new psychological knowledge are primarily associated with the dominance of the laboratory-experimental method in science; presumption of a causal model of scientific rationality; neglect of the possibilities of the intelligible multidisciplinary mode for scientific objectivism; perceived as secondary potentials and advantages of postnonclassical scientific rationality as well as factors of volatility of changes in social experience, features of the post-industrial (information) society and postmodern reality. The expressive features of the psychological research for actual objects of scientific knowledge are related to the fact that the most complex objects are phenomena that in the scientific sense are of fundamental importance as cultural universals, objects of the intelligible reality of eternal entities (Aristotle, Averoes (Ibn Rushd), I. Kant, J.-F. Herbart , E. Husserl, etc.). For example: communication, labor, socialization, intersubjectiveness, power, emergentness, creativity, collective knowledge, love, civilization, game, synchrony, moral act, disposition, social value, group reflection, collective unconscious, command spirit, attractiveness, trust, discourse, narrative and other. Also, these objects have an important region-generative value (E. Huserl), expressive epistemological (M. Foucault), cultural-historical (L. Vygotsky) and diachronic (F. de Saussure) aspects of scientific knowledge. The gnoseological content and volume, other features of cultural universals, similar to the games phenomenon, objectively complicate the content and choice of scientific research criteria, the standards for the representativeness of the empirical sample, the content, order and protocols of valid data correlation. Under such conditions, the presumption and dominance of the classical naturalistic experimental method (natural or laboratory experiment) is a untrustworthy and conditionally reliable methodological basis. The presented objective problems of modern systems of empirical verification for the results of psychological research, in particular, the problems of the game, require the search for more reliable foundations for the methodological program of verification for scientific knowledge. Important aspects of such a search are also the need to take into account the characteristics of the post-industrial (information) society and postmodern reality in psychological cognition, to use the advantages of postnonclassical scientific rationality. The important scientific contribution is the universality of such a program in relation to promising psychological research, as well as, if necessary, to the revision of existing scientific knowledge. The implementation of such tasks (on the example of the reconstruction for the games psychological field) makes it possible to use the status and role of a psychological tool for a methodological facility, which is ontological designing (the names “formal ontologization” and “ontological engineering” are used synonymously). In the circumstances of psychological research, ontological designing is a specially organized intelligible descriptive method for experimental verification of the results of psychological research. The product of applying the methodology of ontological designing in the circumstances of the games psychological research is the formation of an epistemological intelligible substrate – a descriptive cognitive field of the scientific object “game” with a verification function for this field. Because of the formation for a games psychological research on the basis of ontological designing and the universal norms of the categorical matrix for modern socio-humanitarian theory (the levels of “concrete”, “single”, “special”, “general” and “universal”), epistemic, hermeneutic heredity of psychological knowledge, rational empiricism is also possible. In the framework of the our research, ontological designing is: a) the psychological method of descriptive reconstruction of scientific knowledge; b) a facility of verifying the results of a psychological research for the scientific object “game”; c) a productive program for completing the games psychological research as a universal, a fundamental polyphenomenon that has a distinct non-spatial and timeless socio-psychological genesis, a complex structure and functionalism; d) the thinking style of a modern scientist for a socio-humanitarian profile in the circumstances of fleeting changes in empirical material; e) a facility for creating an architectonic intelligible model-matrix of a cognitively full-weighted, harmoniously structured, optimally exhaustive, logically balanced, hermeneutical coherent, epistemically relevant, constructively understandable games psychological field. The scientific basis for the methodological modernization of the norms for verifying the results of the games psychological research based on ontological designing is the approaches that implement the program of philosophical apriorism and logicism, the methodological positions of analytical philosophy, postnonclassical-oriented principles, approaches, facilities, tools and standards of psychological knowledge. The ontological model of the games psychological field includes five levels for scientific empirical conceptualization: 1) the level of the concrete, one-time empirical natural science fact of the hic et nunc game (a naturalistic empirical fact established “here and now” through the latest, fresh natural or laboratory experiment); 2) the level of the single, separate games manifestations in its epistemic, cultural-historical empiricism (the experience of empirical facts “here and now” – experiment, the results of past naturalistic facts available to the researcher); 3) the level of the distinctive, special explications of the games invariants, depending on the different ontogenetic conditions of such a manifestation (age dependencies; features of human development, stages of his socialization, social and professional self-realization, etc.); 4) the level of the general, common attributes and modes of the games explications, present in each fact of the entire play-based empiricism of the current and previous cultural-historical range accessible to the researcher; 5) the level of the universal – the level of attributes of the games phenomenon, which do not depend on existential, primarily chronological, spatial, situational prerequisites and are inherent in any, even imaginary, simulated, probable the games manifestation. Such foundations make it possible to synchronize the diachronic and synchronous aspects of the historical-rational process of the scientific knowledge for the game in a general research program. The formalized structural composition and regularities of construction of the ontological model of the subject games area is based on an established set of entities connected by various relationships (thesaurus, term/concept, attribute of a concept, relation of concepts, class/set of terms/concepts, axioms/rules/constraints of concepts and their relations, instance, etc.). On the range of research conceptualization, according to the levels of the categorical matrix, such an designing order is optimally suitable for creating an architectonic intelligible model-matrix of the psychological field of the Game.
戏剧心理场的本体论建模
在我们的研究框架中,本体设计是指a) 对科学知识进行描述性重构的心理学方法;b) 对 "游戏 "这一科学对象的心理学研究成果进行验证的工具;c) 将游戏心理学研究作为一种普遍的、基本的多现象来完成的生产程序,这种多现象具有独特的非空间性和永恒的社会心理学成因、复杂的结构和功能主义;d) 在经验材料稍纵即逝的变化情况下,现代科学家对社会人文概况的思考方式; e) 创建一个认知上全面加权、结构和谐、优化详尽、逻辑平衡、诠释学上连贯、认识论上相关、 建设性可理解的游戏心理学领域的建筑学可理解模型矩阵的能力。基于本体论设计的游戏心理学研究成果验证规范现代化方法论的科学基础,是实施哲学先验主义和逻辑主义方案的方法、分析哲学的方法论立场、后非经典导向的心理学知识原则、方法、设施、工具和标准。游戏心理学领域的本体论模型包括科学经验概念化的五个层次:1) 具体的、一次性的自然科学经验事实--"此时此地 "的游戏(通过最新的、新鲜的自然或实验室实验确立的自然主义经验事实);2) 单个的、独立的游戏在其认识论、文化史经验论中的表现("此时此地 "的经验事实体验--实验,研究者可获得的过去的自然主义事实的结果);3) 游戏不变量的独特、特殊阐释层面,取决于这种表现形式的不同本体论条件(年龄依 赖性;人类发展的特征、人类社会化的阶段、社会和职业自我实现等); 4) 游戏不变量的独特、特殊阐释层面,取决于这种表现形式的不同本体论条件(年龄依 赖性;人类发展的特征、人类社会化的阶段、社会和职业自我实现等)。4)游戏阐释的一般、共同属性和模式层面,存在于研究者所能接触到的当前和以往文 化历史范围内以游戏为基础的经验主义的每一个事实中;5)普遍性层面--游戏现象的属性 层面,这些属性不依赖于存在的、主要是时间、空间、情景方面的先决条件,而是任何游戏表 现,甚至是想象的、模拟的、可能的游戏表现所固有的。有了这些基础,就有可能在总体研究计划中同步进行游戏科学知识的历史理性过程的非同步和同步方面。游戏学科领域本体论模型的形式化结构组成和规律性构建是建立在一系列由各种关系(词库、术语/概念、概念的属性、概念的关系、术语/概念的类/集、概念及其关系的公理/规则/约束、实例等)连接起来的既定实体基础之上的。在研究概念化的范围内,根据分类矩阵的层次,这样的设计顺序最适合于创建游戏心理领域的可理解建筑模型矩阵。
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