22,208 research outputs found
Types of smartphone usage and problematic smartphone use among adolescents: A review of literature
This review aimed to provide an overview of the influence of social and process smartphone use on problematic smartphone use (PSU) among adolescents aged between 10-24 years old. Social smartphone use comprises three types of smartphone features: social networking sites, chatting/texting/instant messaging, and video/phone calls. On the other hand, categories of process smartphone use include watching videos/television/movies, web surfing, playing games, listening to music/podcasts/radio, and educational learning. There were 42 studies with a total of 139,389 adolescents met the criteria for inclusion after a thorough search of academic databases. Overall, the evidence from the studies included in this review revealed that chatting/texting, video/phone calls, watching videos/television/movies and music/podcasts/radio were positively and significantly linked to and predicted problematic smartphone use. Social networking sites use, instant messaging, gaming, web surfing and educational learning yielded inconsistent results. They could have a positive or negative relationship with PSU and play a role in predicting PSU. More research is needed for music/podcasts/radio and video/phone calls because the results are still scarce
Understanding Perceptions of Problematic Facebook Use: When People Experience Negative Life Impact and a Lack of Control
While many people use social network sites to connect with friends and
family, some feel that their use is problematic, seriously affecting their
sleep, work, or life. Pairing a survey of 20,000 Facebook users measuring
perceptions of problematic use with behavioral and demographic data, we
examined Facebook activities associated with problematic use as well as the
kinds of people most likely to experience it. People who feel their use is
problematic are more likely to be younger, male, and going through a major life
event such as a breakup. They spend more time on the platform, particularly at
night, and spend proportionally more time looking at profiles and less time
browsing their News Feeds. They also message their friends more frequently.
While they are more likely to respond to notifications, they are also more
likely to deactivate their accounts, perhaps in an effort to better manage
their time. Further, they are more likely to have seen content about social
media or phone addiction. Notably, people reporting problematic use rate the
site as more valuable to them, highlighting the complex relationship between
technology use and well-being. A better understanding of problematic Facebook
use can inform the design of context-appropriate and supportive tools to help
people become more in control.Comment: CHI 201
Video gaming in a hyperconnected world : a cross-sectional study of heavy gaming, problematic gaming symptoms, and online socializing in adolescents
Aims: Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. Methods: We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality. Results: We identified two types of heavy gaming classes that differed in probability of online social interaction. Classes with more online social interaction reported fewer problematic gaming symptoms than those with less online social interaction. Most adolescents estimated to be in heavy gaming classes had more depressive symptoms than normative classes. Male non-social gamers had more social anxiety. Female social gamers had less social anxiety and loneliness, but lower self-esteem. Friendship quality attenuated depression in some male social gamers, but strengthened associations with loneliness in some male non-social gamers. Conclusions: In adolescents, symptoms of video game addiction depend not only on video game play but also on concurrent levels of online communication, and those who are very socially active online report fewer symptoms of game addiction
Connecting to Students: Launching Instant Messaging Reference at Binghamton University
Binghamton University Libraries implemented an IM reference service using the Trillian client to monitor multiple IM accounts at two distinct reference service points. This paper addresses the process and practical considerations of implementing the service including selection of the appropriate software, creation of IM accounts for each service, development of a staffing schedule, and training of reference staff. Also included is an outline of future plans for improving IM services for students and academic library users
Forget-me-not: History-less Mobile Messaging
Text messaging has long been a popular activity, and today
smartphone apps enable users to choose from a plethora of
mobile messaging applications. While we know a lot about
SMS practices, we know less about practices of messaging
applications. In this paper, we take a first step to explore
one ubiquitous aspect of mobile messaging – messaging
history. We designed, built, and trialled a mobile messaging
application without history—named forget-me-not. The
two-week trial showed that history-less messaging no
longer supports chit-chat as seen in e.g. WhatsApp, but is
still considered conversational and more ‘engaging’.
Participants expressed being lenient and relaxed about what
they wrote. Removing the history allowed us to gain
insights into what uses history has in other mobile
messaging applications, such as planning events, allowing
for distractions, and maintaining multiple conversation
threads
Rhythms of social interaction: messaging within a massive online network
We have analyzed the fully-anonymized headers of 362 million messages
exchanged by 4.2 million users of Facebook, an online social network of college
students, during a 26 month interval. The data reveal a number of strong daily
and weekly regularities which provide insights into the time use of college
students and their social lives, including seasonal variations. We also
examined how factors such as school affiliation and informal online friend
lists affect the observed behavior and temporal patterns. Finally, we show that
Facebook users appear to be clustered by school with respect to their temporal
messaging patterns
Networked Individualism of Urban Residents: Discovering the Communicative Ecology in Inner-City Apartment Buildings
Certain patterns of interaction between people point to networks as an adequate conceptual model to characterise some aspects of social relationships mediated or facilitated by information and communication technology. Wellman proposes a shift from groups to networks and describes the ambivalent nature inherent in an ego-centric yet still well-connected portfolio of sociability with the term ‘networked individualism’. In this paper we use qualitative data from an action research study of social networks of residents in three inner-city apartment buildings in Australia to provide empirical grounding for the theoretical concept of networked individualism. However, this model focuses on network interaction rather than collective interaction. We propose ‘communicative ecology’ as a concept which integrates the three dimensions of "online and offline", "global and local" as well as "collective and networked". We present our research on three layers of interpretation (technical, social and discursive) to deliver a rich description of the communicative ecology we found, that is, the way residents negotiate membership, trust, privacy, reciprocity, permeability and social roles in person-to-person mediated and direct relationships. We find that residents seamlessly traverse between online and offline communication; local communication and interaction maintains a more prominent position than global or geographically dispersed communication; and residents follow a dual approach which allows them to switch between collective and networked interaction depending on purpose and context
The Double-edged Sword: A Mixed Methods Study of the Interplay between Bipolar Disorder and Technology Use
Human behavior is increasingly reflected or acted out through technology. This is of particular salience when it comes to changes in behavior associated with serious mental illnesses including schizophrenia and bipolar disorder. Early detection is crucial for these conditions but presently very challenging to achieve. Potentially, characteristics of these conditions\u27 traits and symptoms, at both idiosyncratic and collective levels, may be detectable through technology use patterns. In bipolar disorder specifically, initial evidence associates changes in mood with changes in technology-mediated communication patterns. However much less is known about how people with bipolar disorder use technology more generally in their lives, how they view their technology use in relation to their illness, and, perhaps most crucially, the causal relationship (if any exists) between their technology use and their disease. To address these uncertainties, we conducted a survey of people with bipolar disorder (N = 84). Our results indicate that technology use varies markedly with changes in mood and that technology use broadly may have potential as an early warning signal of mood episodes. We also find that technology for many of these participants is a double-edged sword: acting as both a culprit that can trigger or exacerbate symptoms as well as a support mechanism for recovery. These findings have implications for the design of both early warning systems and technology-mediated interventions
An Empirical Study on Android for Saving Non-shared Data on Public Storage
With millions of apps that can be downloaded from official or third-party
market, Android has become one of the most popular mobile platforms today.
These apps help people in all kinds of ways and thus have access to lots of
user's data that in general fall into three categories: sensitive data, data to
be shared with other apps, and non-sensitive data not to be shared with others.
For the first and second type of data, Android has provided very good storage
models: an app's private sensitive data are saved to its private folder that
can only be access by the app itself, and the data to be shared are saved to
public storage (either the external SD card or the emulated SD card area on
internal FLASH memory). But for the last type, i.e., an app's non-sensitive and
non-shared data, there is a big problem in Android's current storage model
which essentially encourages an app to save its non-sensitive data to shared
public storage that can be accessed by other apps. At first glance, it seems no
problem to do so, as those data are non-sensitive after all, but it implicitly
assumes that app developers could correctly identify all sensitive data and
prevent all possible information leakage from private-but-non-sensitive data.
In this paper, we will demonstrate that this is an invalid assumption with a
thorough survey on information leaks of those apps that had followed Android's
recommended storage model for non-sensitive data. Our studies showed that
highly sensitive information from billions of users can be easily hacked by
exploiting the mentioned problematic storage model. Although our empirical
studies are based on a limited set of apps, the identified problems are never
isolated or accidental bugs of those apps being investigated. On the contrary,
the problem is rooted from the vulnerable storage model recommended by Android.
To mitigate the threat, we also propose a defense framework
The F@ Framework of Designing Awareness Mechanisms in Instant Messaging
This paper presents our research on awareness support in Instant Messaging (IM). The paper starts with a brief overview of empirical study of IM, using an online survey and face-to-face interviews to identify user needs for awareness support. The study identified a need for supporting four aspects of awareness, awareness of multiple concurrent conversations, conversational awareness, presence awareness of a group conversation, and visibility of moment-to-moment listeners and viewers. Based on the empirical study and existing research on awareness, we have developed the F@ (read as fat) framework of awareness. F@ comprises of the abstract level and the concrete level. The former includes an in-depth description of various awareness aspects in IM, whilst the latter utilises temporal logic to formalise fundamental time-related awareness aspects. F@ helps developers gain a better understanding of awareness and thereby design usable mechanisms to support awareness. Applying F@, we have designed several mechanisms to support various aspect of awareness in IM
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