Nervous crisis in gamers under the influence of computer media

Abstract

It was established that 36.2% of respondents used to spend 40 or more hours a week in the virtual world. The majority of the respondents, 90.8%, is fond of computer games and devote to it about 55% of the time on average (100% is the total time spent at the computer). 78 students (54.9%) wake up due to fear and anxiety. The analysis showed that the number of people to wake up due to fear and anxiety among the users who combine computer games with watch- ing movies is credibly higher: the criterion χ2 = 5.83. The article presents the dream description of one of the respondents

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