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VIRTUAL TOBELIKNING INSON PSIXIKASIGA TASIRI

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MAQOLA ANNOTATSIYASI

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Living in virtual space is more dangerous than you think. The issue is so urgent and complex that it can be raised to the level of an unspoken problem. What for? First of all, let's face the facts. Today, every office worker in the world spends an average of 5-6 hours a day in front of a computer. This number doubles when you include phone calls, TV, internet and computer games. So, we spend equal half of the day to use modern information and communication tools. There is probably no need to prove that among young people, the Internet is the most popular means of communication after mobile phones. According to sociological studies, 22% of the world's population use the Internet every day. Another interesting fact: twenty of the hundred most viewed websites in the world today belong to the category of social networks, and another sixty are sites with social content in one way or another. In its background, not only the number of users of the Internet and especially social networks, but also the influence of these networks on people is clearly increasing

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# electronic# internet# mass communication# dependence# social consciousness# virtual existence# psychological influence of mass # neurolinguistic programming# electronic games

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Foydalanilgan adabiyotlar

1.O’G’Li, A. N. K. (2021). O’SMIRLARDA AXBOROT-PSIXOLOGIK XAVFSIZLIKNI TA’MINLASHNING IJTIMOIY-PSIXOLOGIK IMKONIYATLARI. Oriental renaissance: Innovative, educational, natural and social sciences, 1(5), 433-438.

2. Юсупова, О. С., & Умирова, С. М. Отношение формы и содержания в художественно-эстетическом выражении. Научный вестник scientific reports, 127.

3.Utanova, U. (2021). “KOMPYUTER AXBOROT MADANIYATI”- SUBMADANIYATNING VUJUDGA KELISHI. Камолиддин Беҳзод номидаги Миллий рассомлик ва дизайн институти АХБОРОТНОМАСИ илмий-амалий журнали, 5(03), 62-66.

4. Mohinur, D. (2021). USE OF MOBILE AND COMPUTER GAMES AS A PSYCHOLOGICAL TOOL TO SHAPE STUDENT LEARNING PROCESSES. Academicia Globe: Inderscience Research, 2(03), 10-13.

5. Otabaeva, F. T. (2019). TECHNOLOGY USING THE CASE-STUDY METHOD IN THE STUDY OF COMPUTER GRAPHICS. Scientific Bulletin of Namangan State University, 1(12), 348-355.

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