scholarly journals TO THE QUESTION ABOUT COMPUTER DEPENDENCE

2021 ◽  
Vol 7 (4(38)) ◽  
pp. 16-18
Author(s):  
Nasiba Alizhanovna Abdukhalikova

This article is based on the report of the author of an all-institute seminar dedicated to the preliminary defense of the dissertation topic «Ethical education as a factor in preventing Internet addiction.» Internet addiction is understood here as the excessive computer enthusiasm of young people. The popularization of digital high-tech computer technologies creates addictions to computers, which leads to pathological disorders, as well as other diseases. In this regard, the authors seek to analyze the essence and content of computer addiction.

2021 ◽  
Vol 10 (44) ◽  
pp. 48-60
Author(s):  
Yuliia Asieieva ◽  
Constantine Aymedov ◽  
Serhii Horishchak ◽  
Sergii Mierlich ◽  
Konstiantyn Riabukhin

The work is devoted to the study of the problem of dependence on cyberspace of young people. Experts increasingly believe that cyber-addiction is a pathological urge or disease that belongs to the category of non-chemical dependencies and has its own nosology, etiology, pathogenesis and requires prevention, treatment and psycho-correction. Thanks to the analysis of scientific achievements, their actual types were determined, a comprehensive model of classification was built taking into account socially accepted, pathological and cyber-addiction; the stages of cyber-addiction formation are separated. Thanks to the developed and tested method «Test-questionnaire for detecting cyber-addiction», it was found that the most typical addictions for young people are: computer addiction, Internet addiction, game addiction and gadget addiction; girls are more typical: cyber communicative addiction and selfitis. When considering age characteristics, it was found that the highest rates of 3rd degree of addiction are among people aged 19 to 21, a more even distribution of 2nd and 3rd degrees of addiction among people aged 14 to 15 years. Due to the factor analysis of the obtained results, it was established that an addict can have not one dependence, but several, although each of them may have a different degree of manifestation.


2019 ◽  
Vol 6 (2) ◽  
pp. 62-74
Author(s):  
Ivana Markov Čikić ◽  
Aleksandar Ivanovski

Summary One cannot write about the relationship of young people and current sports stars in modern society without having previously studied the processes of mediation and globalisation of sport, and the transformation of traditional social values. The goal of the science and practice engaged in sports and education of young people is a constant quest for preserving universal ethical values and reconciling them with the modern-day social processes. This paper will present the result of a survey conducted with adolescents in five different Serbian cities in order to find the answer to the question if sportspersons were their favourite television role-models. According to the results of our survey, 45% of adolescents do not have a favourite TV personality and do not know for sure who that could be. Novak Đoković, who would be the choice of adults for a role model of the young, with 63.2% according to the survey conducted by the Ministry of Youth and Sports, scored 3.81% in our survey with adolescents who would chose Novak Đoković as their favourite TV personality. The necessity of raising media literacy of young people with the aim of clear identification of sports role models who are going to improve their quality of life still remains an open issue for further research on this course.


2021 ◽  
Author(s):  
Bettina Moltrecht ◽  
Praveetha Patalay ◽  
Holly Alice Bear ◽  
Jessica Deighton ◽  
Julian Edbrooke-Childs

BACKGROUND Digital interventions, including mobile apps represent promising means to provide effective mental health support to young people. Despite the increased availability of mental health apps, there is a significant gap for this age group, especially for younger children. Research investigating the effectiveness and development process of child mental health apps is limited, and the field faces persistent issues in relation to low user up-take and engagement, which is assumed to be a result of lacking interdisciplinary approaches. OBJECTIVE We present the development and design process of a new mental health app for children that targets their emotion regulation abilities. We describe the creation of a new interdisciplinary development framework, to guide the design process, and explain how each activity informed different app features. METHODS The first two stages of the framework employed a variety of methods, including: 1) classroom observations, 2) public-engagement events with the target group (N=21), 3) synthesis of the existing evidence as part of a meta-analysis, 4) a series of co-design and participatory workshops with young users (N=33), clinicians (N=7), researchers (N=12), app developers (N=1) , designers (N=2), and lastly 5) testing of the first high-tech prototype (N=15). RESULTS For the interdisciplinary framework we drew on methods derived from the medical research council framework for complex interventions, the patient-clinician-framework and Druin’s cooperative inquiry. The classroom observations, public-engagement events, and synthesis of the existing evidence informed the first key pillars of the app and wireframes. Subsequently, a series of workshops shaped and reshaped the content and app features, including games, psychoeducational films, and practice modules. Based on the prototype testing sessions we made further adjustments to improve the app. CONCLUSIONS Although mobile apps could be highly suitable to support young people’s mental health on a wider scale, there is little guidance on how these interventions could be designed. The involvement of the different methods and especially the young users was very valuable. We hope that the interdisciplinary framework and multiple methods that we applied will be helpful to others who are also aiming to develop suitable apps for young people.


2021 ◽  
Vol 1 (194) ◽  
pp. 51-56
Author(s):  
Alla Ryzhanova ◽  
◽  
Nanuli Potomkina ◽  

The article analysis the world experience of the negative impact of Internet on young people. Summarizing foreign experience of Internet dependence prevention, we note that the most dangerous impact of Internet dependence on the socialization of young people in the world are: deteriorating relationships with family and friends, mood swings, aimless cyber surfing, «toxic communication», virtual shopping and virtual shopping. In turn, the analysis and further systematization of foreign experience of preventive and corrective measures in different countries and regions of humanity that first entered the information society, gave grounds to identify such areas as: preparation of the social environment for preventive work (national preventive and educational approach (USA, Japan); creation of specialized centers for comprehensive prevention through professional information, counseling social institutions and establishments that are forced to participate in prevention (USA, Netherlands, Taiwan), preparation for prevention of the family, which is perceived as capable of overcoming or, accordingly, preventing Internet addiction in all its manifestations (Japan, Taiwan), preparation for prevention Teachers of schools (Russia) Direct prevention of Internet addiction of young people, which is realized through the general development of human personality, spiritual improvement, intellectual dynamics, psychological education for self-regulation of youth, diversification of leisure (Canada, Netherlands, Russia, Taiwan).


2014 ◽  
Vol 5 (4) ◽  
pp. 132-139
Author(s):  
Vlada Viktorovna Titova ◽  
Aleksandr Lazarevich Katkov ◽  
Daniil Nikolaevich Chugunov

The article examines the main causes and mechanisms of Internet and video game addiction providing a detailed description of the characteristics of social groups most vulnerable to addiction, as well as the clinical and psychopathological symptoms allowing for the verification of computer addiction. Special attention is paid to the methods for the rapid psychological diagnosis of computer addiction as well as to identifying predisposition through the use of large-scale testing of young people. The Internet for computer addicts is practically a perfect way to quickly fill almost any unfulfilled needs, including the need for security, respect, love, recognition, and self-actualization. This explains the fact that the social groups most vulnerable to Internet addiction are adolescents, among which the prevalence of Internet addicts in some regions is estimated to be up to 38%, studies report. We conducted a survey of humanities and non-humanities students in St. Petersburg. The total sample size was 120 people, of whom 60 persons were humanities students and 60 people, students at technical universities. On average, the subjects were aged 22 to 23. 100 % of the subjects had a computer and free internet access. The article details the results of the study and analyzed. The key element of this paper is a model for computer addiction psychotherapy based on the concept of achieving high levels of psychological health, developing an ability to avoid using drugs, as well as the model for preventing Internet addiction among risk groups.


2011 ◽  
Vol 26 (S2) ◽  
pp. 83-83 ◽  
Author(s):  
L. Domokos ◽  
C. Cretu ◽  
H. Nagy ◽  
A. Mihai

Internet addiction is an excessive, ingrained habit and a thoughtless on-line/offline computer usage which can be divided into three subgroups related with games, web pages with sexual contents or email and internet chat programs. The causal factors of this trouble are still debated.AimsThe purpose of our study is to survey the habits of teenagers concerning the use of internet and furthermore to investigate the frequency of internet addiction and its predisposing factors.Material and methodsWe investigated the habits of high school students (n = 154) in the county of Mureş using questionnaires (Internet Addiction Test).ResultsYoung people spend daily an average of 3 hours and 38 minutes in front of a computer. 45% of the boys spend daily more than two hours with computer games while 74, 53% of the girls chat daily. 3, 41% of the adolescents think that they spend a lot of time on the net and their learning and school problems are a result of this. 9,3% of the teenage boys spend daily more than 4 hours 20 minutes in front of a computer (weekly 30 hours), what is qualified as dependence according to the American specialists. There is a strong correlation between internet addiction and parents divorce.ConclusionsThe rate of young people addicted to internet gains considerable importance. Moreover this addiction is associated with other addictions so there would be a serious need for health education programs already in high schools.


Author(s):  
N. Kirichenko

The relevance of the study of this problem is that information and computer technologies contribute to the development of digital society, based on the development of human resources that are intellectual capital.  Information and computer technology affect the development of machines that replaced people and gave rise to "technological unemployment."  The purpose of the study is to show how the information revolution of the twenty-first century contributes to the reduction of labor as a result of progressive robotization.  The technologies that are used today to replace people are different; the need for human resources is reduced thanks to robots, computers and other high-tech gadgets.  Methods of theoretical analysis - deduction and induction, historical and logical, comparative and structural-genetic analysis, information method, which contribute to the insight into the essence of the phenomenon under study as a complex phenomenon and dynamic process.  Results: It has been proven that, thanks to various well-known developments in information-computer technologies and robotics, many experts believe that society is at an early stage of the new industrial (post-industrial) revolution, which in the future can change the way people live and work just like  200 years ago made a steam engine.  Technological unemployment is one of the main reasons for the increase in the overall unemployment rate in Western countries over the past 30 years.  Although to some extent this is due to the demographic revolution and the changing structure of the economy in many countries, the development of information and computer technologies, as well as other types of automation and the Internet have played a significant role, especially since 2000.  Findings.  We have shown that many jobs with cheap labor can disappear, because the digital society focuses on the development of human (intellectual) resources.  The world is turning into a digital society and the world is ruled by a figure based on intelligence, intelligence, algorithms, digitalization.  The digital society consists of a set of algorithms that are controlled by information and computer technologies that penetrate digital management, which is based on intellectual-rational force represented by human resources.  It is human resources that develop robotics, artificial intelligence, computerization, mechanization, robotization, which are based on robotics, artificial intelligence.  These varieties of digital society will accelerate the potential for long-term productivity gains through intellectualization.  Practical recommendations - to develop a small business that rests on the network of intelligent platforms, in connection with which to create jobs on the Internet and create new types of employment.


Author(s):  
Raisa Yu. Ovchinnikova ◽  

The article shows that the study of design process as a special activity in graphic design is an art history problem and requires special research methods. It is scientific methodology that makes it pos-sible to achieve reliability in art history knowledge. Attention is drawn to the fact that since the 1960s the methodology of systems theory and activity theory has been a keynote for the development of the design process knowledge in various schools of graphic design. This methodology meets academic criteria and has not lost its value in our days. Based on the principles of this methodology the article analyzes different types of the graphic design process. The objective processes associated with the use of computer technologies in design appear to be the norm and the paradigm of functioning in modern graphic design. Thus, the idea of existence of numerous computer-aided design types is justified. The design objectives of diverse complexity serve here as criteria. On the basis of these objectives traditional, original, and innovative designs are out-lined and comparatively analyzed in the article. It is noted that computer technologies, first, act as an effective tool for the implementation of the forms envisioned by the designer. Second, a computer can be regarded as a creative partner, an agent. Computer technologies possess a unique set of properties and features that open up new opportunities for a creative practice in the field of graphic design. The boundaries of the design practice are changing, and new areas of collective creativity are being estab-lished. In this case the graphic design process is a process that involves efforts of many people. So, individual creativity of professional designers appears to be replaced by the collaboration of interdisci-plinary experts. It is also noted that the growth of computer-aided technologies is too fast for graphic designers to develop a theoretical understanding of them. It results in the duality of assessing the role of methodol-ogy and experience in the graphic design process. On the one hand, the use of design methodology improves efficiency of the design process in comparison with the approach based on experience. On the other hand, there occurs the “extraction” of methodology from the design practice. Research meth-ods of the graphic design process are created under the influence of not only intradisciplinary process-es but also with a view to the messages from other areas of academic knowledge. An example is the use of synergy as a special way of understanding empirical facts accumulated in various fields of aca-demic knowledge. Namely, computer-aided design reveals the non-linearity, a large variety of forms. Herewith, any calculations applied to a huge number of graphic elements change the visual result, creating a new version of the form. It is noted that the use of high-tech computer technologies is quite specific about training designers.


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