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EN
The article aims at arguing with the data from the presented study for the regulatory function of the human life idealization in adolescent and adult development. The data were obtained from the longitudinal study of 108 persons who were interviewed with Biographical Judgment Interview twice with 6-7 years periods between the consecutive interviewing. The data were used to test three hypotheses; (i) idealization of human life is performed each time when human life worth of living is referred to as an object in order to make choices of action which are significant for the life course; (ii) the object of this idealization belong to opaque ideals which may only be made partially clear by interpretation mediating between the mind operation and the object; and (Hi) interpretation of human life ideal may grow in adequacy with years. The data provide strong evidence for the true value of the hypotheses. They are implied by the broader theory of human individual development which opposes the mainstream conceptualizations inspired by biological model of ontogenetic development.
EN
The article presents a new theoretical and research approach to the problem of man's ludic activity in adulthood. The theoretical thread presents the authoress' personal concept of quasi-mythical in nature ludic behaviour, substitutive in regards to participation in the archaic living myth. What lies at their base are the 'mythos' type cognitive processes proper to the mind of man, complementary to processes of the logos type, and the 'mythical' way connected to them in which man refers to the surrounding world. Characteristic elements of contemporary forms of 'mythos' have been distinguished in relation to its archaic forms. The empirical strain concerns chosen fragments of the authoress' own research on young adults' (aged from 19 to 32) experiences of participation in cultural phenomena that belong to the mythos domain. The study comprised 91 participants of historical re-enactment, 88 fantasy readers and 91 rave participants. An attempt to carry out a typology of participation in ludic 'mythos'-type realms has been made on the basis of the identified dimensions of experience common to the three sub-cultures studied. The theoretical model of contemporary quasi-mythical behaviour has also undergone empirical verification.
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