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==Definition== under a computer craze one understands the forceful urge to be occupied daily (as often as possible, usually for hours) with the computer. The computer craze is to be separated an Internet craze or a play craze (computer games) similarly and not trivially from these special forms to.

Fat Text==Symptome and Indikatoren==Es is not easily the computer craze from the Internet craze and the play craze (computer games) to be separated, why a multiplicity of the indicators for several is valid. Increasingly the Internet craze and the play craze are understood as special cases of the computer craze. The moreover frequent use of the computer does not lead obligatorily to a craze. In the following some indicators are specified, which can point on a look for-similar condition or a craze. Meeting the following indicators too, should take place a more exact clarification. Here single indicators are not isolated to worth, but their sum total. Not each indicator arises with everyone/everyone.

  • The computer is not any longer switched off - to be able to use frequently with the reason the long boat times to reduce at at each time the computer.
  • "“Reserve thinking"” - most components (e.g. hardware) are to be able to compensate several times available around a loss immediately.
  • Everyday activities like meals are not e.g. isolated, but combines predominantly with the computer use (meals before the computer)
  • The demand e.g. with leisure meetings these in former times too leave over still time at the computer to spend.
  • To need short term calling off of social dates frequently with the reason peace and use of this "“won"” time before the computer.
  • Not or only with difficulty to switch off know - neither physically (the computer) nor mentally.
  • To possess "“hunters and collecting tank principle"” - it is bought or procured hard or software, is not really needed actually - often only the "“completeness half"” or around it.
  • temporal disorientation to measure loss of the ability the spent time before the computer or steer it
  • Loss of social contacts,
  • under the computer shifted day/night cycle

Circles of acquaintances

With hardly a craze the dark number is as high as with the computer craze - only few cases come into treatment. This may be a cause for it this problem in the society and in the medicine still relatively little attention finds. As is the case for all searched gives it to no "“typically addicted ones"”, however circles of acquaintances with increased craze potential crystallize.

Before development of their craze many concerning could be classified rather as loners and/or social contacts had already in the apron a smaller value than in the group of comparisons. A not insignificant part knows an above average intelligence and a very good general education up.

The portion of female addicted ones is worth mentioning only in the range of the Internet craze, otherwise it is a problem of which above all men concerns at present. The danger of a craze development is largest between 14 and 20 years.

Consequences

A computer craze can have frequently to a retreat into the virtual world to the consequence, particularly for problems in the everyday life and social difficulties can the computer world a "“spare world"” become, into which one can adjust oneself and also sometimes play in which one the heroes can.

This can end however in a vicious circle, since less and less social contacts are maintained and in such a way developing feeling of the isolation is suppressed by ever more frequent occupation with the computer. First a social, then increasingly also a physical safe-keeping draw follows. Loss of the job can be a further consequence, which is often regarded of many as "“release"”, since from now at more time with the "“hobby"” can be spent.

Therapy beginnings

As in many craze situations the assistance must come in the correct kind and way from the outside. It was shown that a sudden complete withdrawal does not lead to the desired results and one should select therefore rather the way of curing. Many classical methods function with the computer craze non on the contrary - they are frequently even counter productive.

It applies to induce the concerning to activities, which for it temporally first limits an interesting alternative offer. The temporal delimitation is not in particular at the beginning importantly over the addicted one the feeling to give it by force of the computer to move away to want. For the concerning it is further importantly that its surrounding field its interest area accepted and/or respected. Statements as "“you squat already again before the crate"” are counter productive in this connection, since they express a certain Verachtung before the activities of the addicted one and strengthen a withdrawing rather. Also artificially put on questions (e.g. over the computer) will entangle around the concerning into a discussion from the addicted one very fast as "“awkward attempt"” abgeblockt.

The first priority is to be attained therefore entrance to the concerning and this happens pretty often over the craze means, the computer. The addicted one experiences the computer as equipment, which does not give it somewhat which it otherwise to get believes. Or many social contacts were diminished, yet very probably partially a very much minted need after such exists. Also to consider it applies that many addicted ones of their environment see themselves rather under and therefore their challenge e.g. in computer games to see.

The addicted one it must become clear that its craze is not final and is possible a return to the normal life.

Health consequences

Apart from the social isolation it often comes by constant sitting to physical consequences like e.g.: Attitude damage, recovery of the musculature, etc., also the eyes takes damage by the constant view of the monitor. When using headphones is ear damage (by loud of noises; e.g.: Not to exclude shots). A computer craze can lead to predominance (lack of movement), in addition, to underweight. The latter effectuation by omitting meals, since during playing everything is often forgotten around. Further it can come to tiredness, sleep disturbances, physical cramping and headache (by low Bildwiederholfreqenz). In rare cases also epileptische accumulations stand in connection with a computer craze.

To clarify it is here that it does not have to come to the complaints stated above.

Research

Since November 2005 there are important medical realizations to the "“computer game craze"”. According to a study of the interdisciplinary craze research group of the citizens of Berlin excessive playing can lead to a craze. That resulted in a brain-physiological investigation of fifteen "“normal"” and fifteen "“excessive"” computer players. The scientists analyzed the brain activity of the pro gangs by EEG (Elektroenzephalographie). As excessive players one was classified, if one fulfilled at least three internationally recognized criteria for dependence (unstillbares demand, tolerance development, withdrawal symptoms, neglect of other interests, control loss, continuously excessive playing despite harmful consequences). Both groups (normal and excessive players) showed the researchers photos of neutral articles, beer or liquor bottles as well as fixed images from computer games. If a scene came from a computer game into the picture, the EEG values (electroencephalogram values) failed with excessive players very much more strongly than at the sight of neutral attractions or the motives for alcohol. These EEG samples, then summarize the scientists their study, are comparable with the reactions of alcohol-addicted (on alcohol pictures) or (on Cannabisbilder).

See also

  • Internet craze
  • Net culture
  • Wikipedia: Craze

Related links

http://www.isfb.org/Forschungsergebnisse.html


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