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首页> 外文期刊>American Journal of Psychiatry and Neuroscience >Analysis of the Sleep Disorders in Students Under the Effect of Computer Games and Video Films
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Analysis of the Sleep Disorders in Students Under the Effect of Computer Games and Video Films

机译:电脑游戏和视频电影对学生睡眠障碍的影响分析

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Introduction and wide use of information technologies in all spheres of human life including for the purpose of entertainment has led to the emergence and spread of various types of Internet addiction. Numerous studies have established the effect of the nature of activity in the virtual world on the state of the human mental condition. In our research was conducted analysis of the sleep disorders in technical university students, who use computer games and video films for recreation and entertainment. We have researched in the sleep disorder mechanisms in technical university students, who use computer games and video films for recreation and entertainment. The authors of the article K. N. Meziyanaya, K. D. Yashin, K. M. Karaneuski developed the questionnaire "Method of Screening Diagnostics of Computer Addiction and its Influence on Physical and Mental Health" to study of formation of sleep disorders [1]. Interviews with 142 2nd to 5th year students studying in one of the technical universities of Minsk city were conducted in order to study the formation of sleep disorders under the influence of the computer media environment: males - 119 (84.4%), females - 23 (16.2%). The average age of respondents was 19.7 (±1.5) years. The average duration of the virtual world use was 9 (±2) years. It is established that 101 students (71.1% of the number of respondents) are forced to wake up from fear and anxiety. The statistical relationship is shown between the symptom of sleep disturbance: they say in a dream "I just dream it" and the symptom: duration of stay in the virtual world 40 or more hours per week. χ2 criterion = 5.63; p = 0.05. The relationship between combining computer games with watching movies and waking up from fear and anxiety is found, χ2 criterion = 4.38, p = 0.05. The findings suggest that the continued use of computer games in combination with viewing video films contributes to the development of malfunction of the organization and maintenance of sleep. The results testify to the correlation between a sleep disorder and a prolonged stay in the virtual world, which can contribute to predicting the formation of anxiety disorders.
机译:信息技术在人类生活的各个领域中的引入和广泛使用,包括出于娱乐目的,导致了各种类型的网络成瘾的出现和传播。许多研究已经建立了虚拟世界中活动性质对人类精神状态的影响。在我们的研究中,对使用计算机游戏和视频电影进行娱乐和娱乐的技术专业大学生的睡眠障碍进行了分析。我们已经研究了技术大学生的睡眠障碍机制,他们使用计算机游戏和视频电影进行娱乐和娱乐。文章K. N. Meziyanaya,K。D. Yashin,K。M. Karaneuski的作者开发了调查表“计算机成瘾诊断筛查方法及其对身心健康的影响”,以研究睡眠障碍的形成[1]。为了研究在计算机媒体环境影响下睡眠障碍的形成,对在明斯克市一所技术大学学习的142名2至5年级学生进行了访谈:男性-119(84.4%),女性-23( 16.2%)。受访者的平均年龄为19.7(±1.5)岁。虚拟世界平均使用时间为9(±2)年。事实证明,有101名学生(占受访者总数的71.1%)被迫从恐惧和焦虑中醒来。统计关系显示在睡眠障碍的症状(他们在梦中说“我只是做梦”)和症状:在虚拟世界中的停留时间每周40个小时或更长时间之间。 χ2准则= 5.63; p = 0.05。发现将计算机游戏与观看电影结合起来并从恐惧和焦虑中醒来的关系,χ2准则= 4.38,p = 0.05。研究结果表明,继续使用计算机游戏与观看视频电影相结合,会导致组织功能障碍的发展和睡眠的维持。结果证明了睡眠障碍与虚拟世界中长时间逗留之间的相关性,这可以有助于预测焦虑症的形成。

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