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Wyświetlanie 1-2 z 2
Tytuł:
Unmasking a potential crisis: An exploration of gaming addiction and depression in adolescents and young adults through a cross-sectional survey
Autorzy:
Samaranada, Vimukthi Asahara
Perera, Shishanthi Anuradha
Kanchana, Koralage Tanika Gayani
Griffiths, Mark D
Powiązania:
https://bibliotekanauki.pl/articles/29432045.pdf
Data publikacji:
2023-12
Wydawca:
Towarzystwo Pomocy Doraźnej
Tematy:
Gaming disorder
gaming addiction
videogames
depression
Sri Lanka
Opis:
INTRODUCTION: Gaming disorder is defined as a pattern of gaming behaviour characterised by impaired control over gaming, prioritisation of gaming over other activities to the point where gaming takes precedence over other interests and daily activities, and persistence or escalation of gaming despite negative consequences. Given the increasing global interest in videogames, particularly among adolescents and young adults, this study investigated the prevalence of gaming disorder and its associated factors among Sri Lankan adolescents and young adults, with a focus on factors associated with gaming addiction. MATERIALS AND METHODS: A cross-sectional survey was conducted involving 401 Sri Lankan adolescents and young adults who played video games, through an anonymous online survey using snowball sampling. The survey comprised four sections: demographic data, influencing factors for game playing, the seven-item Game Addiction Scale and a validated depression scale (nine-item Patient Health Questionnaire). SPSS IBM (version 27) was used for data analysis, which includes means, standard deviations, frequencies, percentages, Pearson’s correlation and chi-square tests. RESULTS: A total of 401 gamers participated, comprising adolescents (10-18 years; 9.5%) and young adults (19-35 years; 90.5%). The majority were non-gaming addicts (71.57%), and among the gaming addicts, 8.48% were classified as monothetic gaming addicts, while 19.5% were classified polythetic gaming addicts. Slightly more males were game addicts (52.63%) than females. There was a low positive correlation between videogame addiction and depression (r=0.321). More than half of the sample believed that visual triggers (58.6%) and frequent reward systems (56.1%) influenced their gameplay. There was a significant association (p <0.05) between gaming addiction and the three observed characteristics: visual triggers, audio triggers, and frequent rewards. CONCLUSIONS: Just under one-tenth of the study population sampled was classified as having a gaming addiction, with males having a slightly higher prevalence than females. The positive correlation between gaming disorder and depression suggests a consequential and potentially life-threatening outcome, wherein depression emerges as a serious consequence of addiction to gaming. When the structural characteristics of videogames, such as auditory, visual and frequent reward systems were considered, game addicts were more influenced by them.
Źródło:
Critical Care Innovations; 2023, 6, 4; 34-47
2545-2533
Pojawia się w:
Critical Care Innovations
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Impact of sanitary restrictions related to the COVID-19 pandemic on the quality of life of the Sri Lankan population.
Autorzy:
Kanchana, Koralage Tanika Gayani
Youhasan, Punithalingam
Powiązania:
https://bibliotekanauki.pl/articles/2054908.pdf
Data publikacji:
2022-06-30
Wydawca:
Towarzystwo Pomocy Doraźnej
Tematy:
COVID-19
prevention & control
work-life balance
baseline survey
Sri Lanka
Opis:
INTRODUCTION: Coronavirus disease 2019 (COVID-19) is a relatively new disease in Sri Lanka and across the world. It has had a significant impact on all aspects of human life, contributing to a decline in public health. Due to an increasing number of reported and suspected cases, the quality of life in many communities has deteriorated. This study aimed to determine the public perception regarding COVID-19 prevention and work-life balance during the COVID 19 pandemic period in Sri Lanka. MATERIAL AND METHODS: It is a descriptive cross-sectional study. A cross-sectional online survey of 648 Sri Lankan citizens was conducted from the 30th of April 2020 to the 17th of January 2021. Participants were identified through the snowball sampling method. A pre-tested questionnaire was used for data collection which consisted of details of demographic characteristics, COVID-19 prevention measures, and work-life balance during the curfew period. Descriptive statistics were employed in the data analysis. RESULTS: Regarding COVID-19 prevention, 94% of the participants perceived that COVID-19 is highly contagious, and 93% believed that there is no proper established treatment plan for COVID 19. The majority of the participants rated self-quarantine (98.9%) and washing hands frequently (81.9%) as an effective measure for preventing COVID- 19. 96.8% of participants accepted to cooperate with self-quarantine if they were found to have fever and cough. The social stigma was reported as a major constrain for expressing travel history. In the aspect of work-life balance, the majority of the participants were economically unstable (53.2%) and spending time happily with their families (94.8%) during the COVID-19 curfew (lockdown) period. 95.4% of the participants have not broken any laws (laws related to curfew/ quarantine) during the COVID-19 epidemic in Sri Lanka. The monotone of activities was identified as a major cause for increasing stress during the COVID-19 lockdown period. CONCLUSIONS: The findings indicated that Sri Lankans who participated in the survey have an acceptable level of awareness in COVID-19 prevention measures, and that monotony of sedentary life was the leading cause of stress throughout the lockdown period.
Źródło:
Critical Care Innovations; 2022, 5, 2; 29-39
2545-2533
Pojawia się w:
Critical Care Innovations
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-2 z 2

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