diplomsko delo univerzitetnega študijskega programa Varstvoslovje
Abstract
Razvoj računalnikov je od konca 20. in na začetku 21. stoletja strmo narasel. Računalnike danes uporabljamo na vseh področjih. Mladostniki jih največkrat uporabljajo med preživljanjem prostega časa za igranje računalniških iger. Tako kot računalniki so se tudi računalniške igre skozi čas razvijale, da bi zadovoljile potrebe najbolj zahtevnih uporabnikov. Tako lahko danes vsak dobi igro po svojem okusu. Igre, ki so grafično izjemne, igre z zanimivo zgodbo in izzivi. Omogočajo vživetje v virtualno vlogo, kjer se izgubi stik z realnostjo in časom. Tako se lahko meja prekomernega igranja hitro prestopi, kar vodi v zasvojenost. Problem nastane, ko zasvojenost posega v vsakdanje življenje mladostnikov. Poleg tega, da preživijo več ur za ekrani, postanejo nemirni in agresivni. Še večji vpliv ima na mladostnike, ki so introvertirani, torej z notranje usmerjeno osebnostjo. Ta tip osebnosti je bolj dovzeten za zasvojenost. Da do zasvojenosti ne bi prišlo, pa imajo velik vpliv starši. Z omejevanjem časa, ki ga mladostnik nameni za igranje, veliko pripomorejo k preprečevanju zasvojenosti. Pomembno je tudi, da jim pokažejo več načinov preživljanja prostega časa. S tem se tudi mladostniki naučijo bolje strukturirati prosti čas. Ker je igranje računalniških iger večinoma na slabem glasu, smo se pri prebiranju literature osredotočili tudi na nekatere pozitivne lastnosti. Računalniške igre zmanjšujejo stres, saj predstavljajo spodbude in izzive za mladostnike, ki teh nimajo v realnem življenju. Prav tako zmanjšujejo stres, če se od mladostnika v življenju pričakuje preveč. Ker vedno več mladostnikov preživi prosti čas ob igranju računalniških iger in se pri tem zabava, so raziskovalci začeli raziskovati možnost vpeljevanja iger na področje učenja. Mladostniki se ob igranju lahko tudi na zabaven in zanimiv način učijo učnih snovi.
Keywords
računalniške igre;mladostniki;zasvojenost;osebnost;vedenje;diplomske naloge;
Data
Language: |
Slovenian |
Year of publishing: |
2017 |
Typology: |
2.11 - Undergraduate Thesis |
Organization: |
UM FVV - Faculty of Criminal Justice |
Publisher: |
[R. Grudina] |
UDC: |
159.9(043.2) |
COBISS: |
3421418
|
Views: |
949 |
Downloads: |
173 |
Average score: |
0 (0 votes) |
Metadata: |
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Other data
Secondary language: |
English |
Secondary title: |
The impact of personality on behaviour when playing computer games |
Secondary abstract: |
The development of computers has been increasingly rapid since the end of the 20th and the beginning of the 21st century. Computers are being used everywhere and young people mostly spend their free time playing computer games. But the development of computers promoted the development of games in order to meet the needs of the most demanding users. As a result, there is a game available for every taste. Some games are graphically advanced, while others have interesting plots and challenges. Moreover, they enable players to identify themselves with the role, which may lead to losing touch with reality and time. Excessive gameplay may quickly turn into addiction, which gradually starts to interfere with everyday life of young people. They not only spend several hours staring at the screen – they become restless and aggressive. Introverted adolescents are even more prone to such reactions and also to addiction. It is important to note that parents play a crucial role in prevention, especially by limiting the time an adolescent may spend playing computer games. Another important measure is to offer various ways of spending free time, which in turn helps adolescents learn how to manage it in a structured way. Due to the fact that gaming has a rather bad reputation, the focus of the literature research was to explore some of its positive aspects. Computer games reduce stress because they provide encouragement and challenges to adolescent who lack them in real life. They have the same effect on adolescents who are stressed due to high parental expectations. The number of adolescents playing computer games and having fun in the process is rising, which is why researchers have started to explore possibilities to introduce games in education. This could be a way for young people to learn the school content in a fun and interesting manner. |
Secondary keywords: |
computer games;adolescents;addiction;personality;behaviour; |
URN: |
URN:SI:UM: |
Type (COBISS): |
Bachelor thesis/paper |
Thesis comment: |
Univ. v Mariboru, Fak. za varnostne vede |
Pages: |
IV, 40 str. |
ID: |
10865447 |