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Please use this identifier to cite or link to this item: https://libeldoc.bsuir.by/handle/123456789/28096
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dc.contributor.authorDavidovski, A. G.-
dc.contributor.authorKaraneuski, K. M.-
dc.contributor.authorMezianaya, K.-
dc.contributor.authorYashin, K. D.-
dc.date.accessioned2017-11-27T13:51:40Z-
dc.date.available2017-11-27T13:51:40Z-
dc.date.issued2017-
dc.identifier.citationNervous crisis in gamers under the influence of computer media / Davidovski A. G. [et al] // BIG DATA and Advanced Analytics: collection of materials of the third international scientific and practical conference, Minsk, Belarus, May 3–4, 2017 / editorial board : М. Batura [et al.]. – Minsk : BSUIR, 2017. – С. 127-132.ru_RU
dc.identifier.urihttps://libeldoc.bsuir.by/handle/123456789/28096-
dc.description.abstractIt 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.ru_RU
dc.language.isoenru_RU
dc.publisherБГУИРru_RU
dc.subjectматериалы конференцийru_RU
dc.subjectaddictionru_RU
dc.subjectpsychologyru_RU
dc.subjectcomputersru_RU
dc.subjectgamblingru_RU
dc.subjectdreamsru_RU
dc.subjectmental healthru_RU
dc.titleNervous crisis in gamers under the influence of computer mediaru_RU
dc.typeСтатьяru_RU
Appears in Collections:BIG DATA and Advanced Analytics. Использование BIG DATA для оптимизации бизнеса и информационных технологий (2017)

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