This study was conducted to evaluate the influence of media devices on sleep quality in adolescents. Applying a descriptive design, the study was carried out with 9th, 10th and 11th grade students (N=392, 52.0% female, average age 16.04±0.86) who were attending Konya High School between the dates of January 18 and 22, 2016. Changes were seen to occur in the wake-up times of those who had either a television or a computer in their bedrooms (p<0.005, p<0.05, respectively). Overall, it was determined that the students who participated in the study had poor sleep quality (66.6%). A positive correlation was detected between the amount of time the adolescents spent watching TV, using the internet, and playing games on their mobile phone, and the wake-up times (r=0.154, p<0.005; r=0.152, p<0.005; r=0.258, p<0.001; r=0.232, p<0.001, respectively). A negative correlation was detected between playing computer/console games and listening to music and sleep duration in the adolescents (respectively, r=-0.149, p<0.005; r=-0.107, p<0.05). The results showed that as the adolescents spent more time with their media products (except TV watching), their sleep quality deteriorated. In adolescents, the duration and quality of sleep were found to be affected by certain aspects of media use. It is therefore recommended that families regulate the intended purpose and content of their children's media use and limit the time spent with media. Moreover, media products should be removed from their bedrooms. More training and intervention studies on sleep patterns and media literacy should be conducted with this study group.
Objective: The aim of this study is to evaluate the effect of computer game playing habits of university students on their sleep states. Design and Methods: The study was conducted cross-sectionally with the online survey method. Finding: In this study, it was determined that the students who played games for an average of ≥2 hours per day had later bedtime and later wake-up time, poorer sleep quality, and higher daytime sleepiness. It was found that as the level of game addiction increased, sleep quality decreased, the severity of daytime sleepiness increased, and the wake-up time shifted to a later time. Practice Implications: Nurses should develop effective intervention strategies involving technology management and sleep hygiene studies to reduce game-playing time of students.
Purpose
This study aims to examine the relationship between the quality of working lives and the perceived stress of health personnel working in a hospital specialized in physical medicine and rehabilitation services.
Design/methodology/approach
This descriptive correlational study was conducted with health personnel providing medical, sport and vocational rehabilitation in an education and research hospital. The Quality of Work Life Scale (QWLS) and the Perceived Stress Scale (PSS) questionnaires were used to collect data. Descriptive statistics were used for quantitative analysis.
Findings
There was a positive correlation between their stress scores on the QWLS and perceived stress on the PSS. The highest score on the QWLS was obtained from the dimension of working conditions (3.47), and the lowest score was obtained from the dimension of stress (1.34). The mean score on the PSS was 33.18 ± 3.29. No significant relationship was found between participants’ scores on the PSS and their demographic characteristics.
Practical implications
There is a need to improve the quality of rehabilitation providers’ working lives by reducing their work-related stress.
Originality/value
As rehabilitation personnel play an important role in protecting and promoting the health of vulnerable groups in the society, it is a main priority to examine the relationship between rehabilitation providers’ perceived stress and the quality of their working lives.
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