Introduction.
The point of this literature review is to gather information on my proposed research question, computer games and their relationship to sleep disturbances (nightmares) and sleep protection, by looking at online psychology databases. This study is important as it is imperative to discover if the things the majority people use on a day to day basis affect their sleep patterns. The literature being examined will be; Schredl, M., Anders, A., Hellriegel, S., & Rehm, A. (2008). Van den Bulck, J. (2004). Gackenbach, J., Ellerman, E., & Hall, C. (2011). And finally Gackenbach, J., Darlington, M., Ferguson, M., & Boyes, A. (2013). These literature pieces will attempt to support
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Nightmares are a type of sleep disruption, or parasomnia, characterized by frightening psychological content. Nightmares provoke a feeling of imminent physical danger with a sensation of being trapped or suffocated.
Main
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(2004). Had the same proposal question which was that the amount of media use, such as television watching and computer game playing related to nightmares and pleasant dreams. Along with Schredl et al (2008) Van den Bulck used a self-administrated questionnaire with a sample of first to fourth year students in fifteen secondary schools in Belgium. The final sample ended up being two thousand five hundred and forty six. During this researchers were present. The sample was asked to estimate weekly viewing by using like Van den Bulck, J. (2004) , a seven point scale number one being never and number seven being more than four times a week and then how much time they spent doing that activity. To get an estimate of an average monthly all these variables were multiplied. The same was done with television viewing using a five point scale. In relation to nightmares and pleasant dreams there wasn’t a change between the genders. 25% have nightmares monthly and 10% weekly in the first year group. The fourth year group had lower numbers of nightmares. With computer games, in the first year group 6% monthly and 6% weekly and the fourth year boys were just a bit lower in numbers. With girls they have little nightmares, 5% in first year and 4% in fourth year girls. In pleasant dreams, the boys tended to have more than girls with the girls having quite low percentages. In conclusion this study shows a positive relation towards the
Most men suffer from constant nightmares, some even feeling like they’re trapped in a loop of their traumatic
PBS’s, Nova What Are Dreams, is a forty-five-minute documentary about how different stages of sleep effect our dreams. Throughout the documentary, we also witness how dreaming is essential for making sense of the world around us. For nearly a century, many thought when one is asleep the brain is asleep as well. Yet not until technology advanced, did scientists begin examining sleeping patients to notice every ninety minutes their patients brain showed activity as if they were awake but were still unconscious.
He has nightmares every night, probably due to the choices he has made, due to careless behavior as seen in the first verse. When decisions haunt a person and affect parts of that person’s life such as sleep, there is no way one can pursue
Sleepless in American is a National Geographic documentary on the lack of sleep Americans are receiving each night. The film starts with the statistic that “40% of American adults are sleep deprived” and followed with different effects of sleep deprivation such as: weight gain, delayed reaction time, depression, anxiety, speeds the growth of cancer, and has been linked to Alzheimer’s disease. Although, there is no scientific evidence to support the need for sleep, it is an important process that allows our bodies to function properly. Several sleep studies have been performed to understand the effects sleep deprivation has on a person. The participants of the sleep trial only received four hours of sleep per night.
When children are in the middle of a stressful situation, they become a candidate for experiencing a terrifying dream. Staying the night away from home can cause a great
Nightmare is meaning to show the things we are scared/ afraid of facing our fear. King mentions how “we also go re-establish our feelings of essential normality”, which might mean that after watching horror we think about how the real world is (king, Why we crave. 1). Does he really want to make us think about why we over think the most precise thought.
Their article zeroes in on the effect of screen time on sleep among children and adolescents. Specifically, the article focuses on the negative effects of having
Dream-production mechanism tends to simulate stressful and threatening situations. By already experiencing a threat in a dream, we are at an advantage to perceive and avoid with threats in real life. (Trippitt slide, 14) “ Treats encountered in recurrent dreams would be particularly dangerous; most of the time the treat was sufficiently severe to jeopardize the subjects life or physical wellbeing” (Antonio Zadra, Sophie Desjardins, Eric Marcotte, 10) in the readings it says that six of eight predictions were reported by subjects to test the treat simulation theory. Each subject kept a journal of their dreams, most of the dreams found that there was an escape route to be found.
1. Introduction Starting from the ancient times humans has always been interested in strange phenomena of sleeping and dreams. Dreams can be explained psychologically as images of subconsciousness and feedback of neural processes in human's brain. For most of us, dreaming is something quite separate from normal life. When we wake up from being chased by a monster, or being on a date with a movie star, we realize with relief or disappointment that "it was just a dream."
Topic: How to fall asleep faster Organizational Patterns: Topical Specific Purpose: In order to help students live healthier lives and feel better in the morning. Primary Audience Outcome: I want my audience to learn new techniques and ways to help provide a good night’s rest. Thesis Statement: Providing ways to show students on how they can both physically and mentally prepare themselves when they head to sleep.
This essay would attempt to demonstrate that phobias, an unreasonable or unwarranted fear of an object, situation, person or place, can range from the most common to the strangest. (Kinder, 2013). One such phobia which falls within the strange category is somniphobia, the fear or dread of sleep. An article by Fritscher, 2014, showed that while psychologists cannot definitively explain what cause phobias, there are some theories which may explain why they are developed. They may be explained from various perspectives ranging from the behavioural, biological, cognitive, humanistic to psychodynamic.
And they can be emotionally intense, even though you might wake up totally calm” (Shamsian). Some people scream in their sleep and wake up crying which is evidence to how intense some people’s dreams are. Brains are extremely active when people are sleeping even if they don’t recognize it. People don’t think about what parts of the brain are being used and why they are being
I lie awake yet remained paralyzed. Sitting alone sandwiched between two cotton sheets I stare into the midnight abyss of my ceiling. From the corner of my room stands a single illuminated tv silently playing episodes of Grey's Anatomy. Breaking this moment of tension, I reach for my phone to see what time it is . Pressing the power button revealed my worst fear: it was 2 o’clock in the morning.
Can you remember the last dream you had? Maybe you could fly or were falling down an endless dark tunnel. Perhaps you were awakened by a horrific dream in the middle of the night. They are usually accompanied by muscle spasms and twitches of the entire body. Although these dreams occur while we are falling asleep, they interpret a completely different meaning.
In our time, technology has become one of our essential things in life; specifically video games. Video games are electronic system used to run games. They involve human interaction specially teenagers. Many researches have been done on the effects of video games showing that there is positive and negative impacts. As we know not all video games contain violent contents, but most of them are violent and mentally dangerous.