Skip navigation
Please use this identifier to cite or link to this item: https://libeldoc.bsuir.by/handle/123456789/38634
Full metadata record
DC FieldValueLanguage
dc.contributor.authorMezianaya, K. N.-
dc.contributor.authorKaraneuski, K. M.-
dc.contributor.authorYashin, K. D.-
dc.contributor.authorDavidovski, A. G.-
dc.date.accessioned2020-03-03T09:01:41Z-
dc.date.available2020-03-03T09:01:41Z-
dc.date.issued2018-
dc.identifier.citationAnalysis of the Sleep Disorders in Students Under the Effect of Computer Games and Video Films / Kira Mezianaya [and other] // American Journal of Psychiatry and Neuroscience. – 2018. – Vol. 6, № 3. – P. 67-71. – DOI: 10.11648/j.ajpn.20180603.13.ru_RU
dc.identifier.urihttps://libeldoc.bsuir.by/handle/123456789/38634-
dc.description.abstractIntroduction 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..ru_RU
dc.language.isoenru_RU
dc.publisherScience Publishing Groupru_RU
dc.subjectпубликации ученыхru_RU
dc.subjectSleep Disordersru_RU
dc.subjectComputer Gamesru_RU
dc.subjectMoviesru_RU
dc.subjectAnxiety Disordersru_RU
dc.titleAnalysis of the Sleep Disorders in Students Under the Effect of Computer Games and Video Filmsru_RU
dc.typeСтатьяru_RU
Appears in Collections:Публикации в зарубежных изданиях

Files in This Item:
File Description SizeFormat 
Mezianaya_Analysis.pdf691.67 kBAdobe PDFView/Open
Show simple item record Google Scholar

Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.