Volume 6, Issue 3, September 2018, Page: 67-71
Analysis of the Sleep Disorders in Students Under the Effect of Computer Games and Video Films
Kira Mezianaya, The Centre for Children’s Correctional and Development Training and Rehabilitation, Minsk, Belarus
Konstantin Karaneuski, Chair of Engineering Psychology and Ergonomics, Faculty of Computer Design, Belarusian State University of Informatics and Radioelectronics, Minsk, Belarus
Konstantin Yashin, Chair of Engineering Psychology and Ergonomics, Faculty of Computer Design, Belarusian State University of Informatics and Radioelectronics, Minsk, Belarus
Anatoly Davidovski, Chair of Engineering Psychology and Ergonomics, Faculty of Computer Design, Belarusian State University of Informatics and Radioelectronics, Minsk, Belarus
Received: Jul. 14, 2018;       Accepted: Aug. 1, 2018;       Published: Sep. 1, 2018
DOI: 10.11648/j.ajpn.20180603.13      View  458      Downloads  26
Abstract
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.
Keywords
Sleep Disorders, Computer Games, Movies, Anxiety Disorders
To cite this article
Kira Mezianaya, Konstantin Karaneuski, Konstantin Yashin, Anatoly Davidovski, Analysis of the Sleep Disorders in Students Under the Effect of Computer Games and Video Films, American Journal of Psychiatry and Neuroscience. Vol. 6, No. 3, 2018, pp. 67-71. doi: 10.11648/j.ajpn.20180603.13
Copyright
Copyright © 2018 Authors retain the copyright of this article.
This article is an open access article distributed under the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/) which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
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