Journal of Human Sport and Exercise - 2021 - Winter Conferences of Sports Science 2021
DOI: 10.14198/jhse.2021.16.proc3.38
|View full text |Cite
|
Sign up to set email alerts
|

Students’ physical and mental disorders: How to avoid victim behavior through exercise and sport

Abstract: The object of this paper is to study the negative impact of Internet sites on the psyche of young people, to identify the facts of unsafe use of the Internet by students leading to the development of cyber addiction and victim behavior. The article is aimed at studying the propensity for victim behavior among University students in Russia and Bulgaria and developing recommendations to shape the information security of students on the Internet in order to help reduce victim behavior. The methods of the research… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
0
0
2

Year Published

2021
2021
2021
2021

Publication Types

Select...
1

Relationship

0
1

Authors

Journals

citations
Cited by 1 publication
(2 citation statements)
references
References 5 publications
(5 reference statements)
0
0
0
2
Order By: Relevance
“…Considerando os achados de várias associações psiquiátricas, podemos ver diferentes opiniões sobre este assunto (SERGEEVA et al, 2020;KOSTYUNINA et al, 2021).…”
Section: Conceito De Vício Em Jogos Abordagens Para Entender O Víciounclassified
See 1 more Smart Citation
“…Considerando os achados de várias associações psiquiátricas, podemos ver diferentes opiniões sobre este assunto (SERGEEVA et al, 2020;KOSTYUNINA et al, 2021).…”
Section: Conceito De Vício Em Jogos Abordagens Para Entender O Víciounclassified
“…Os objetivos dentro do jogo são os componentes de um passatempo confortável durante o jogo. A gamificação deve atender às necessidades de cada um e ensinar algo (HOLLANDER, WONG, 1995;LESTER, 1994;PASTERNAK, 1997;ROSENTHAL, 1992;KOSTYUNINA et al, 2021). Começaremos examinando os principais componentes da gamificação:…”
Section: Gamificação Como Uma Ferramenta Para Superar O Vício Em Jogosunclassified