Publication details

Problematika virtuálních drog ve vzorku studentů Masarykovy univerzity

Title in English The Issue of Virtual Drugs in The Sample of Masaryk University Students
Authors

KACHLÍK Petr ČUČKOVÁ Zuzana HAVELKOVÁ Marie MENŠÍK Pavel

Year of publication 2010
MU Faculty or unit

Faculty of Education

Citation
Description Using an anonymous questionnaire of 21 items were addressed and the 2475 full-time students from all 9 faculties of Masaryk University. Questions were focused on the game machines, computer or game console, the use of mobile phones, internet, gambling, eating disorders, financial loans, internet banking. The slot machine play during the life of one third of respondents, the winning fifth, computer games played in the lives of 80% of the file, time spent playing is usually one hour a day. Third of respondents used a mobile phone to make phone calls, half of them to send SMS, MMS, usually within 1 hour a day. Respondents use the Internet in 40% surf the Web, about 15% work in Web applications, by analogy with e-mail, or involved in some of the social networking, chatting tenth. On-line reference works and fun people usually spend 1-3 hours a day. More than three quarters of the risks encountered on the Internet, in particular, were viruses, worms and Trojan horses, spam, pirated software, the efforts of fraudulent elicitation of sensitive data (phising), presentation of racism and xenophobia. More than 40% of the group you have ever bet. In men predominated tips on sports scores, lottery numbers for women. Women admitted the occurrence of eating disorders, and both bulimia nervosa and anorexia, due to seek professional help. Due to the game and stakes you have ever borrowed about 3% of respondents. Almost three quarters of respondents use internet banking, usually several times a month. Nearly a third set she bought a more expensive consumer goods that are not necessarily needed, 5% took out a loan. Games and betting questioned often brought casual acquaintances and friends. The reason was mostly a curiosity, evoke pleasant feelings and the elimination of psychological stress, ev. quick financial gain. Availability of computers and the Internet is very easy for the respondents, the availability of gambling machines and relatively easy. Two thirds of respondents agree with the regular use of mobile phone more than an hour a day, a third scheduled game on PC or console more than an hour a day, experiment with the game on the machine, 40% are betting experiment, three quarters are surfing the Internet for more than an hour. Counseling and therapeutic services to the dependency behavior have used only about 1% of respondents. Most respondents considered the issue of virtual drugs as an important and think that she is Masaryk given sufficient attention.
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