scholarly journals Internet and computer games as the main kind of leisure activities for a modern junior student

Author(s):  
Anna Anatolyevna Konovalova ◽  
2006 ◽  
Vol 5 (3) ◽  
pp. 53-58 ◽  
Author(s):  
Roger K. C. Tan ◽  
Adrian David Cheok ◽  
James K. S. Teh

For better or worse, technological advancement has changed the world to the extent that at a professional level demands from the working executive required more hours either in the office or on business trips, on a social level the population (especially the younger generation) are glued to the computer either playing video games or surfing the internet. Traditional leisure activities, especially interaction with pets have been neglected or forgotten. This paper introduces Metazoa Ludens, a new computer mediated gaming system which allows pets to play new mixed reality computer games with humans via custom built technologies and applications. During the game-play the real pet chases after a physical movable bait in the real world within a predefined area; infra-red camera tracks the pets' movements and translates them into the virtual world of the system, corresponding them to the movement of a virtual pet avatar running after a virtual human avatar. The human player plays the game by controlling the human avatar's movements in the virtual world, this in turn relates to the movements of the physical movable bait in the real world which moves as the human avatar does. This unique way of playing computer game would give rise to a whole new way of mixed reality interaction between the pet owner and her pet thereby bringing technology and its influence on leisure and social activities to the next level


2017 ◽  
Vol 27 (5) ◽  
pp. 11-15 ◽  
Author(s):  
Neringa Strazdienė ◽  
Birutė Strukčinskienė ◽  
Alona Rauckienė-Michaelsson ◽  
Sigitas Griškonis

Children leisure time is usually decided by their immediate environment, i.e. their family. Therefore, leisure activities which are designed in a family and which enable children to discover pleasant experiences and motivate them to care of their own health are of extreme importance. The aim of the study was to highlight the peculiarities of the organization of leisure time activities in a family for elementary school students in the context of health education. The respondents of the study were 614 elementary school students from eight Western Lithuania schools and 604 of their parents. The study has shown that elementary school students rate their health more favourably than their parents. Almost half of the respondents- children (42.7%) have rated their health as very good and around the same number of children (45.3%) have rated it as good. One fifth of respondents- parents (20.7%) have rated the health of their children as very good and more than half of parents (62.3%) have said that the health of their children is good. The opinion of parents and their children on the issue of the time allocated for leisure activities has been discovered as being similar. Respondentschildren indicate that on weekdays their leisure time averages to 2.4 hours/day and at the weekends to 4.3 hours/day. Respondents-parents indicate that children’s leisure time on weekdays lasts for 2.2 hours/ day, and at the weekends it reaches 4.4 hours /day. It has been revealed that the longer the leisure time the children have, the better their health is. The majority of children (78%) believe that they have enough leisure time. Those, who assume that they do not have enough leisure time, and those, who are undecided, make almost one-fourth (24%). A third of elementary school students enjoy physically active forms of leisure time activities (going in for sports) while about a half of respondents-children prefer passive forms of leisure time activities (artistic activities, watching TV, playing computer games, reading books). Respondents- children point out that they devote on average 3.4 hours/day for passive forms of activities and 2.2.hours/day for physical active leisure activities. Their parents state that children spend 4.3 hours /day for passive activities and 1.8 hours/day for physical active leisure activities. Only about one-tenth of families engage themselves in mutual active forms of physical activities and play sports together. Therefore, the leisure time spent by children together with the family is not sufficiently active.


Author(s):  
Mariia Palchuk ◽  
Irina Kensitskaya

The types and forms of leisure activities are gradually transformed in modern conditions. It is caused by the objective conditions of modern life, such as informatization and value reorientation of people. The article is about student’s leisure, identifying activities that are preferred by student youth in their free time. During leisure time students prefer activities such as socializing with friends, listening to music, playing computer games, and reading books. Only 12% of students indicated that they doing exercised during leisure time. It is established that one of the most popular types of employment among students in modern conditions is e- sports. E-sports it is a new direction in the leisure activities of different age’s people and social status, a type of competitive activities and special practices of preparation for competitions based on computer or video games. E-sport is very popular among students but its development and implementation in leisure is just beginning. The reason for the negative attitude towards e-sports is the lack of physical activity. The positive impact of e-sports on the development of thought processes, logic, stability, independence, speed of reaction, attention, memory, development of teamwork and programming skills, the formation of general computer literacy is established. Prospects for further research are to determine the directions of formation positive attitude of students to use e-sports in the leisure process.


Author(s):  
Weronika Swierniak ◽  
Elzbieta Gos ◽  
Piotr Henryk Skarzynski ◽  
Natalia Czajka ◽  
Henryk Skarzynski

Exposure to loud music—due to widespread personal music players (PMPs) and noisy leisure activities—are major risk factors for noise induced hearing loss (NIHL) in adolescents. However, there is little evidence of the impact of noise on the hearing of younger children. This study aimed to explore an association between PMP use and hearing, and to identify other sources of noise among children. The study sample consisted of 1032 children aged 11–12 years old. Hearing thresholds were determined from 0.5 to 8 kHz. PMP use and other noise exposures were evaluated using a survey. We found that 82% of the children had a PMP, and 78% were exposed to noise when playing computer games. An audiometric notch was documented in 1.3% of the children. Only 11.5% of the children ever used hearing protection while engaged in noisy activities. We found no convincing evidence of an association between PMP use and hearing thresholds, although our results suggest that tinnitus may be an early sign of NIHL in young children. The study shows a need to provide children, their parents, and educators with knowledge of how to take care of hearing, including how to avoid and minimize noise exposure.


2019 ◽  
pp. 187-200
Author(s):  
Sylwia Polcyn

Against the background of civilizational development, the 21st century appears as a time of great opportunities of self-development and general progress but also as a time of various new leisure activities. Thanks to the society’s prosperity, as a consequence of scientific and technological research as well as technological progress, our lives have been improving on a daily basis, evolving towards “excellence”. A similar evolution has taken place in terms of leisure activities that have been known since antiquity. Some of them have slipped into oblivion, giving way to more interesting and controversial forms of leisure, including computer games. Computer games have become a part of our society; the role they have played in the 21st century is immense. Both children and teenagers are involved in this sort of pastime on a daily basis. To many of them, a day without their favourite game or virtual hero is hard to imagine. When asked about computer games, most adolescents will flood you with information on the subject. To children and teenagers, games are a source of lively colours, sounds and great opportunities. They offer a world beyond a child’s common experience. Games make a child feel needed. Most of all, computer games are more attractive and more easily accessible than other leisure activities.


2021 ◽  
pp. 64-75
Author(s):  
Софья Анатольевна Ломовская ◽  
Людмила Витальевна Потей

В последнее десятилетие доля молодежи среди населения России заметно сократилась. Тем не менее эта социальная группа и ее досуговая деятельность представляют особый интерес для исследований, нацеленных на выявление хобби и увлечений современных молодых людей и их связь с аддиктивным поведением. Рассматривается содержательная составляющая понятия «досуговая деятельность» в молодежной среде. Отмечается наличие противоречий в использовании синонимичных понятий «досуг» и «свободное время». Характеризуются принципиальные различия между понятиями «досуг», «хобби» и «увлечение». Затронут вопрос связи современных хобби и увлечений молодежи с развитием кибераддиктивного поведения. Приводятся результаты исследования, проведенного среди школьников г. Томска, о выявлении интересов современной молодежи и наличии/отсутствии или предрасположенности подростковой группы к интернет-зависимости в связи с их досуговой деятельностью. Выявлено, что практически половина респондентов не имеет конкретного хобби. Установлено, что с более высокой вероятностью появление кибераддикции свойственно тем, у кого нет хобби вовсе, а также тем, чья досуговая деятельность является пассивной. Выявлена широкая распространенность увлечения социальными сетями и компьютерными играми у школьников г. Томска, при этом у более чем половины респондентов отмечена предрасположенность к интернет-зависимому поведению, а у пятой части опрошенных кибераддиктивное поведение уже сформировано. Despite the fact that in the last decade the percentage of young people among the population in Russia has noticeably decreased, this social group and its leisure activities are of particular interest for research aimed at identifying the hobbies and interests of modern young people and their connection with addictive behavior. The article examines the content of the concept of “leisure activities” in the youth environment. The presence of contradictions in the use of the synonymous concepts of “leisure” and “free time” is noted. Characterized the fundamental differences between the concepts of “leisure”, “hobby” and “interests”. The authors also touch on the issue of the relationship between modern hobbies and interests of young people with the development of cyber-addictive behavior. Presented the results of a study conducted among schoolchildren in Tomsk on identifying the interests of modern youth and the presence/absence or predisposition of the teenage group to Internet addiction in connection with their leisure activities. Revealed that almost half of the respondents do not have a specific hobby. When analyzing the data obtained during the study, revealed that, with a higher probability, the emergence of cyber addiction is characteristic of those who have no hobbies at all, as well as those whose leisure activities are passive. Also revealed that schoolchildren in the city of Tomsk are addicted to social networks and computer games, with more than half of the respondents revealed a predisposition to Internet-addicted behavior, and one fifth of the respondents have already formed cyber-addicted behavior.


2017 ◽  
Vol 49 (2) ◽  
pp. 314-330
Author(s):  
Jelena Pesic ◽  
Marina Videnovic

In this paper, we explore high school students? intrapersonal experiences regarding their leisure activities, and whether it is justified, on the basis of their perception, to make a distinction between active and passive leisure. The data were collected by 24-hour time diary method (description of experiences regarding the stated activities) and the thematic content analysis method was applied. The comments embedded in students? descriptions (unit of analysis) were classified into four categories: aims/importance of activities, mental effort, motivational value and experience of engagement. The sample of 922 high school students was structured by the region, age (I-IV grade) and type of school (grammar and vocational schools). As expected, extracurricular activities and hobbies are significantly more often described as mentally demanding and important for the development of competencies and identity, compared to passive leisure activities - watching entertainment shows and movies, reading for pleasure, listening to music and playing computer games. For these latter activities, there are significantly more positive comments on their motivational value. There is no significant difference regarding the experience of engagement, partly because of the unexpectedly large number of positive comments on watching entertainment shows and movies. The implications of these findings are discussed from the perspective of positive youth development.


2021 ◽  
Vol 2 (1 (339)) ◽  
pp. 112-119
Author(s):  
Oleksii Beletskiy ◽  
◽  
Valentyna Zolotareva ◽  
Alina Bilenets ◽  
◽  
...  

The article reveals the features of the use of free time and its importance in the organization of extracurricular work. The essence and features of the influence of free time on the formation of the personality of children and adolescents in today's conditions are revealed. The factors of the problem of free time and its use in the organization of extracurricular work are considered. Some types of activity in the organization of leisure of modern youth are analyzed. The article reveals the value potential of free time as a factor in the formation of a child's moral consciousness. The role of free time is also revealed. The main causes of difficulties and inability to organize their leisure time are identified and listed. Among them, the main focus is on the dependence on TV, computer games ( including network, role-playing and Rpg-genre), social networks, as well as the influence of spontaneous "yard" companies. The article emphasizes the importance of leisure activities for further career choice (career guidance). The main idea of the article is the statement that the organization of free time should be carried out on the basis of the desires, interests, and inclinations of children and adolescents. A huge role in this is played by interest, voluntariness and rationality.


2020 ◽  
Vol 88 (1) ◽  
pp. 31-40
Author(s):  
Kadir Yıldız ◽  
Pınar Güzel ◽  
Melike Esentaş

AbstractThis study aims to examine the motivational factors that direct individuals to computer games in the process of evaluating leisure activities. The study is designed in descriptive and relational survey models, which are among the quantitative research patterns. A total of 1677 individuals participated in the study. A personal information form and the Computer Gaming Motivation Scale were used. An independent sample t-test, one-way analysis of variance, and Pearson correlation test were used to analyze the data. According to the results, there were significant differences in the concentration, entertainment, escape, learning, and socialization sub-dimensions of the participants in favor of the groups playing in Internet cafes. The findings indicate that when more time is spent with information and communication technologies, there is a decrease in concentration and an increase in entertainment and escape. Furthermore, when the relationship between the sub-dimensions of the scale was examined, positively moderate and high correlations were found among concentration, entertainment, escape, learning, and socialization. As a result, rapid technological changes and developments provide many opportunities for individuals. It is thought that individuals’ busy work lives and monotonous daily routines cause them to prefer easily accessible activities during their leisure time.


Author(s):  
Connie K. Porcaro ◽  
Clare Singer ◽  
Boris Djokic ◽  
Ali A. Danesh ◽  
Ruth Tappen ◽  
...  

Purpose Many aging individuals, even those who are healthy, report voice changes that can impact their ability to communicate as they once did. While this is commonly reported, most do not seek evaluation or management for this issue. The purpose of this study was to investigate the prevalence and differences in voice disorders in older adults, along with the effect of fatigue on their social interactions. Method This is a cross-sectional investigation of a community-dwelling sample of individuals aged 60 years or older. Participants completed the Questionnaire on Vocal Performance, the Social Engagement Index subset “Engagement in Social or Leisure Activities,” and the Fatigue Severity Scale. Results Results indicated 32.5% of the 332 participants reported symptoms of voice problems with no difference found between male and female respondents. A slight increase in report of voice problems was noted with each year of age. Participants who self-reported voice problems indicated less interaction in social activities involving communication than those who did not. Finally, as severity of self-reported voice problems increased, an increase was reported by the same individuals for signs of fatigue. Conclusions Voice problems and resulting decreased social interaction are commonly experienced by older individuals. Voice symptoms in older adults have been found to benefit from evidence-based treatment strategies. It is critical to provide education to encourage older individuals to seek appropriate evaluation and management for voice issues through a speech-language pathologist or medical professional.


Sign in / Sign up

Export Citation Format

Share Document