National Repository of Grey Literature 2 records found  Search took 0.01 seconds. 
Motivation to quit smoking among manual workers: research in manufacturing industry
Riegrová, Kateřina ; Kulhánek, Adam (advisor) ; Kočvarová, Linda (referee)
Background: Smoking cessation is still a debatable topic in addiction services as well as in other circles of the professional public. The use of tobacco products is examined both in clients of addiction services and in the general population. Many studies that deal with the use of tobacco products are focused on specific groups in the general population (e. g. pregnant women, Roma and people in prison). However, if we wanted to focus on the part of the population in the Czech Republic which is specific working in blue-collar professions, we would find a very limited number of resources. Objectives: The main target of the research was mapped the motivation to quit smoking among manual workers who work in industrial production. This goal was mapped through questions that focused on motivational factors, level of motivation to quit smoking, attempts to quit smoking, and reasons for relapse. The secondary goal was to verify the interest of production workers in the employer's smoking cessation support program. The main intention was to find out how many employees would participate in the program if the employer would offer to them. This secondary goal was also related to the mapping of the use of professional services by employees in case they were informed about them. Methods: The research was...
Online gaming addiction: Does the frequent playing affect player's lifestyle?
Riegrová, Kateřina ; Vacek, Jaroslav (advisor) ; Vondráčková, Petra (referee)
This thesis deals with online computer games and their influence on the lifestyle of players. The work is divided into 2 parts ─ theoretical and research. The theoretical part describes the basic information about the history of computer games and the Internet, the distribution of computer games, addictive behavior on the Internet and computer games as well as problems that can cause excessive use of computers. In the research part, I tried to find answers to research questions. The aim of the study was to determine whether excessive gaming affect health, spare time, work performance, school performance, relationships with family and friends, and other areas of everyday life. To collect data, I used both quantitative and qualitative methods. Using the questionnaire, respondents were split into two groups. In first there was those who fulfill criteria for dependence or addiction risk, and in the second, on the other hand, those who do not meet these criteria. Then I chose semi-structured interviews, with which I examined all the data related to lifestyle of gamers.In quantitative part of the research, I chose the method of survey, when I posted the questionnaire on the website and asked players to complete it. Overall I gained 59 respondents. The average age of the subjects was 22 years. The age...

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