S.E Shibanov, S.V.
Kozulya, A.V. Yezhov, M.S. Ivanov, A.M. Chelombitsky
Crimean State Medical
University, Ukraine
COMPARATIVE CHARACTERISTICS OF
AGGRESSIVENESS AND REACTIVE ANXIETY FACTORS IN PERSONS USING PERSONAL COMPUTERS
FOR STUDIES AND PLAYING
State-of-the-art changed computer from an ordinary “computing machine”
into universal, commonly used softwired instrument to cope with diverse tasks.
Unfortunately, there appeared many problems associated with person-computer
interaction. In particular, practicing psychiatrists cite data on increased
amount of patients whose general complaints relate to a computer effect.
Besides psychological difficulties resulting from person-computer
interaction, there exist changes in different organs and systems, e.g. risk of
myopia development increases; electromagnetic field damages the nervous system;
manipulation with a keyboard results in progressive load on articulations of
hand; working in sitting position over a long period of time leads to
congestion of blood in small pelvis organs and in the lower extremities.
Problem of safe use of computers by children and adolescents is rather
actual, as the process of their growth and development is not completed, but
sensitivity to unfavourable environmental effects is increased. Therefore, any
kind of activity associated with PC should agree with their age-related
characteristics. Particularly, it concerns duration, multiplicity, and strict
following hygienic standards.
The purpose of the given work is to study the dynamics of reactive
anxiety and aggressiveness factors in different variants of computer application
(studies and playing games).
While investigating the problem, 64 young males at the age of from 13 to
19 years were tested. 32 of them are the students of technical school who use
PC during studies. Volunteers were proposed to be tested before and after 1-
hour practical training at the computer class. The second group also includes
32 persons, who were the visitors of arcade. They were tested after 1-hour
playing.
For this purpose, Bass-Dark and Spilberg-Khanin standard inquirers were
used. In the group where PC was used for studying, the following characteristic
changes took place: reactive anxiety factor rises by 16,8 percent, indirect
aggression factor rises by 6,6 percent, and sense of guilt increases by 3,7
percent. Such changes, probably, are connected with the fact that the students
worked with PC by virtue of necessity to fulfill the task of a teacher. And the
work under dictated conditions naturally increases the indirect aggression
factor. Besides, as the grade depended on the work, the student experienced
anxiety for its result and sense of guilt in case of mission failure.
Following 1- hour playing “Counter Strike”, arcade’s visitors showed
reliable rise of two indices: reactive anxiety and irritability. The changes
average 7,6 and 4,2 percent respectively. These can be explained by tiredness
and tension simultaneously with the aim at success resulting in increase of
irritability. Undoubtedly, there also present feeling of uneasiness for the
virtual “battle” outcome.
As against the work, playing process resulted in reliable decrease of a
number of indices. Regardless of the fact that the adolescents used game
program inclusive acts of force, there was noted lowering of physical
aggression by 10,3 percent, jealousy -
by 9,7 percent, sense of guilt – by 7,8 percent, and aggressiveness
factor – by 3,2 percent. Therefore, due to found satisfaction, removal of
excess psychoemotional stress, and thanks to stress-protective effect, playing
process with use of PC has less marked influence upon the adolescents’ psyche
than the process of study. This conclusion is also confirmed by downtrend of
indirect and verbal aggressiveness, negativism, and animosity factors in players.
CONCLUSIONS
1.
Both studying and playing processes
with use of personal computer result in reliable changes in emotional state of
adolescents. However, the process of work with PC caused more pronounced
negative changes than playing process.
2.
Growth of anxiety and aggressiveness
factors in both kinds of activity indicate that any kind of interaction with PC
is not physiologic one, it causes negative changes in psyche, and it is
necessary to limit PC use as far as possible.
3.
As computer equipment becomes an integral
part of the human vital space, it is necessary to continue the research of
different aspects of interaction of an individual with PC with the purpose of
elaboration of new and perfection of existing hygienic norms.
4.
Questions of computer technologies
support and development having been examined only from the point of view of
utilitarian use should be reviewed as regards mental health of people.
5.
There is a need to develop
preventive programs, rehabilitation centers, and groups of support. New areas
of study should include development of standard diagnostic instruments to
detect cyber-dependent individuals and evaluate their level of health to
understand in future the impact of computer on other persistent habits
(alcoholism, gaming, complexes, etc.) and psychiatric status (depression, level
of rapt attention).