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EN
The article discusses the diagnostics and correction of computer game addiction among pupils of younger teenage age. The experience of work in the Belgorod region is described. To solve the problem in Belgorod region it was launched a project aimed at prevention of game addiction among teenagers. In the frames of the project the monitoring of identification of children’s game addiction was conducted. Monitoring helped to identify potential project participants – city schools, rural and village: rural schools Tavrovsky, Yakovlevskoye village school, and school №43 in Belgorod. Among the teachers of these educational establishments it was conducted a study to identify the characteristics of the socio-cultural environment of the education institution. The diagnostic tool for pupils of younger teenage age was selected. In preparation for diagnostics a training seminar for school administrators, deputy directors on educational work, teachers-psychologists, social teachers, teachers of educational organizations was held. Pilot study involved 878 people (parents, teachers, students in their early teenage years (5–7-th classes), among them 480 children. The study showed that more than half of the surveyed younger adolescent students have expressed different degrees of symptoms depending on computer games, as evidenced by the parents’ questionnaires. School education programmes are not effective enough in terms of working with children with addictions, teachers do not fully use the technology of work with such students. The analysis of the results and perspectives of the study is made. In order to prevent game addiction special work not only with students, but also with teachers and students’ parents should be organized. For teachers and parents training materials should be developed in the form of answers to the most frequently asked questions that they ask teachers on the subject of game addiction of children. For teenagers training materials should be developed in the form of advice for the teenager who is interested in a computer game.
PL
Młodzież jest coraz bardziej narażona na różnego rodzaju niebezpieczeństwa związane z korzystaniem z Internetu. Jednym z nich są gry komputerowe. Z pozoru niegroźne, jednak sama ich treść okazuje się być niedostosowana dla młodych umysłów, które nie do końca rozumieją świat i zachodzące z nim zjawiska. Najczęściej wybierane gry to takie, w których dominuje przemoc, agresja, sceny erotyczne, które mogą wypaczać obraz świata realnego w umyśle dziecka czy młodego człowieka. Artykuł przedstawia negatywne skutki korzystania z gier komputerowych, a także elementy zawarte w grach, które mogą powodować nieprawidłowości w zachowaniu młodzieży. Użytkownicy wybierają gry, gdzie scenariusz dotyczy zabijania i zdobywania dodatkowych mocy czy przedmiotów. Największą popularnością cieszą się gry sieciowe, gdzie użytkownik za cel ma zabicie innego użytkownika kryjącego się za ekranem komputera. Realność gry online jest większa, przez to także i doznania użytkowników ulegają intensyfikacji. Jedno z podstawowych pytań rodzących się w wyniku analizy struktury gier i ich wpływu na młodzież dotyczy działań rodziców w zakresie profilaktyki bezpieczeństwa swoich dzieci w czasie grania w gry komputerowe.
EN
Adolescents are a group especially susceptible to various hazards which emanate from the uncontrolled use of the Internet, among others computer-games. Harmless at first sight, their contents more often than not are not appropriate for the minds and understandings of young users, who lack the experience and knowledge to fully understand the surrounding world and its phenomena. The most popular games overflowing with violence, aggression and erotic scenes which tend to distort the picture of reality in the minds of young persons. This paper presents the negative effects of computer games as well as integral elements of video-games which may cause behavioral disorder in adolescents. The users show a preference for this kind of games, where the scenarios are based on „destroying enemies” and the acquisition of power and riches. The most popular games turn out to be interactive web games with basically one player attempting to kill their opponent on-line. Online-games evoke an intensified experience of reality, therefore the user’s experiences and emotions are magnified. Studying the structure of computer-games and their impact on the development of their juvenile users we can but highlight the parents’ importance to provide prophylactic education and show responsibility for the protection of their offspring from negative influences emanating from computer games.
EN
The article analyzes the significance of the diagnoses of Advisory Teams of Court Experts (ATCE) against minors addicted to the Internet and computer games and showing signs of social maladjustment. The purpose of the article is to assess the importance of the ATCE diagnoses in cases of minors revealing such symptoms. The research was based on the method of individual cases; two opinions were selected for analysis from among the few available. The technique of document analysis was used on the ATCE opinions. The main problem was to identify the role of the ATCE in diagnosing and designing interventions for minors with signs  of maladjustment and delinquency and overlapping addiction to the Internet and computer games. The analysis revealed the causes of abnormal behavior in minors and the mechanisms of disorders and made it possible to select adequate measures against them.
PL
W artykule podjęto analizy dotyczące znaczenia diagnozy Opiniodawczych Zespołów Sądowych Specjalistów (OZSS) wobec nieletnich uzależnionych od internetu oraz gier komputerowych i ujawniających cechy nieprzystosowania społecznego. Celem artykułu jest ocena znaczenia diagnozy dokonywanej w OZSS w przypadku nieletnich ujawniających takie symptomy. Badania oparto na metodzie indywidualnych przypadków – do analizy wybrano dwie opinie spośród nielicznych w tej tematyce. Zastosowano technikę analizy dokumentów – opinii OZSS. Głównym problemem było rozpoznanie roli OZSS w dokonywaniu diagnozy i projektowaniu oddziaływań wobec nieletnich z przejawami demoralizacji i nakładającego się uzależnienia od internetu i gier komputerowych. Dokonane analizy pozwoliły rozpoznać przyczyny nieprawidłowego zachowania nieletnich, wychwycić mechanizmy zaburzeń oraz dobrać wobec nich adekwatne środki.
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