59 research outputs found

    How social media affects children at different ages – and how to protect them

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    A report from the UK’s communications regulator Ofcom confirms children are avid social media users. Some 99% of children aged three to 17 used the internet in 2021. YouTube was the most popular platform, with 89% of children using it

    Understanding Perceptions of Problematic Facebook Use: When People Experience Negative Life Impact and a Lack of Control

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    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

    Problematic smartphone use: investigating contemporary experiences using a convergent design

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    Internet-enabled smartphones are increasingly ubiquitous in the Western world. Research suggests a number of problems can result from mobile phone overuse, including dependence, dangerous and prohibited use. For over a decade, this has been measured by the Problematic Mobile Phone Use Questionnaire (PMPU-Q). Given the rapid developments in mobile technologies, changes of use patterns and possible problematic and addictive use, the aim of the present study was to investigate and validate an updated contemporary version of the PMPU-Q (PMPU-Q-R). A mixed methods convergent design was employed, including a psychometric survey (N = 512) alongside qualitative focus groups (N = 21), to elicit experiences and perceptions of problematic smartphone use. The results suggest the PMPU-Q-R factor structure can be updated to include smartphone dependence, dangerous driving, and antisocial smartphone use factors. Theories of problematic mobile phone use require consideration of the ubiquity and indispensability of smartphones in the present day and age, particularly regarding use whilst driving and in social interactions

    Social networking sites and addiction: ten lessons learned

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    Online social networking sites (SNSs) have gained increasing popularity in the last decade, with individuals engaging in SNSs to connect with others who share similar interests. The perceived need to be online may result in compulsive use of SNSs, which in extreme cases may result in symptoms and consequences traditionally associated with substance-related addictions. In order to present new insights into online social networking and addiction, in this paper, 10 lessons learned concerning online social networking sites and addiction based on the insights derived from recent empirical research will be presented. These are: (i) social networking and social media use are not the same; (ii) social networking is eclectic; (iii) social networking is a way of being; (iv) individuals can become addicted to using social networking sites; (v) Facebook addiction is only one example of SNS addiction; (vi) fear of missing out (FOMO) may be part of SNS addiction; (vii) smartphone addiction may be part of SNS addiction; (viii) nomophobia may be part of SNS addiction; (ix) there are sociodemographic differences in SNS addiction; and (x) there are methodological problems with research to date. These are discussed in turn. Recommendations for research and clinical applications are provided

    The Internet addiction components model and personality: Establishing construct validity via a nomological network

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    There is growing concern over excessive and sometimes problematic Internet use. Drawing upon the framework of the components model of addiction (Griffiths, 2005), Internet addiction appears as behavioural addiction characterised by the following symptoms: salience, withdrawal, tolerance, mood modification, relapse and conflict. A number of factors have been associated with an increased risk for Internet addiction, including personality traits. The overall aim of this study was to establish the association between personality traits and the Internet addiction components model in order to develop a theoretical framework via a nomological network. Internet addiction and personality traits were assessed in two independent samples of 3,105 adolescents in the Netherlands and 2,257 university students in England. The results indicate that low agreeableness and high neuroticism/low emotional stability are associated the Internet addiction components factor in both samples. However, low conscientiousness and low resourcefulness predicted it in the adolescent sample only. The implications include the usage of the Internet addiction components model as parsimonious tool for the initial screening of potential clients in mental health institutes, and identifying populations at risk through their personality traits which may prove advantageous for the initiation of targeted preventions efforts

    The evolution of Internet addiction: A global perspective

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    Kimberly Young’s early work on Internet addiction (IA)has been pioneering and her early writings on the topic inspired many others to carry out research in the area. Young's (2015) recent paper on the 'evolution of Internet addiction' featured very little European research, and did not consider the main international evidence that has contributed to our current knowledge about the conceptualization, epidemiology, etiology, and course of Internet-related disorders. This short commentary paper elaborates on important literature omitted by Young that the present authors believe may be of use to researchers. We also address statements made in Young’s (2015) commentary that are incorrect (and therefore misleading) and not systematically substantiated by empirical evidence

    Measuring Female Gaming: Gamer Profile, Predictors, Prevalence, and Characteristics From Psychological and Gender Perspectives

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    Research investigating female gaming is relatively scarce, and past research has demonstrated that men are more likely to be problematic gamers. Few studies have focused on female gamers in community samples, and those that have been published have mainly collected qualitative data in Europe. There is case study evidence suggesting clinicians are increasingly treating problem female gamers. The aim of this study is threefold: (i) to establish an international female gamer profile, (ii) to determine predictors associated with perceived internet gaming disorder (IGD), and (iii) to identify those who are potentially at risk of developing gaming addiction and its characteristics by applying a quantitative approach. A cross-sectional online survey was applied through international gaming forums recruiting 625 female gamers, assessing sociodemographics, gaming devices used and play genres, and a set of questionnaires on gaming [e.g., problem online gaming (e.g., the nine-item short-form scale to assess IGD: IGDS9-SF), female stereotypes (e.g., sex role stereotyping scale), and psychological symptoms (e.g., Symptom CheckList-27-plus)]. Female gamers from all continents reported the use of all videogames, especially popular online games using computers and consoles. The proportion of gamers with potential IGD was one per cent. Regression analyses identified several risk factors for increased scores on the IGDS9-SF, namely having achievement and social motivations, embodied presence and identification with the avatar, hostility and social phobia together with negative body image, playing Multiplayer Online Battle Arena games, Massively Multiplayer Online Role-Playing Games, and First-Person-Shooter games. Findings contribute to filling the gap in knowledge on female gaming, to aid in the applicability of problematic gaming measurements in female gamers, especially those who are at risk of problematic gaming. The purpose of this study is to enhance the validity of the current measures to diagnose problem gaming appropriately in both genders

    Assessing Internet addiction using the parsimonious Internet addiction components model - a preliminary study [forthcoming]

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    Internet usage has grown exponentially over the last decade. Research indicates that excessive Internet use can lead to symptoms associated with addiction. To date, assessment of potential Internet addiction has varied regarding populations studied and instruments used, making reliable prevalence estimations difficult. To overcome the present problems a preliminary study was conducted testing a parsimonious Internet addiction components model based on Griffiths’ addiction components (2005), including salience, mood modification, tolerance, withdrawal, conflict, and relapse. Two validated measures of Internet addiction were used (Compulsive Internet Use Scale [CIUS], Meerkerk et al., 2009, and Assessment for Internet and Computer Game Addiction Scale [AICA-S], Beutel et al., 2010) in two independent samples (ns = 3,105 and 2,257). The fit of the model was analysed using Confirmatory Factor Analysis. Results indicate that the Internet addiction components model fits the data in both samples well. The two sample/two instrument approach provides converging evidence concerning the degree to which the components model can organize the self-reported behavioural components of Internet addiction. Recommendations for future research include a more detailed assessment of tolerance as addiction component

    MMORPG gaming and hostility predict internet addiction symptoms in adolescents: an empirical multilevel longitudinal study

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    Internet addiction (IA) has become an increasingly researched topic. In the present study, IA symptoms in adolescents were investigated longitudinally with specific focus on the individual’s hostility, gaming use (of Massively Multiplayer Online Role Playing Games [MMORPGs]) and gaming on the classroom level (calculated using the percentage of MMORPG players within classes). The sample comprised 648 Greek adolescents who were assessed over a two-year period (aged 16-18 years). IA symptoms were assessed with the Internet Addiction Test (IAT), and hostility with the relevant subscale of the Symptom Checklist-90 (SCL-90). A three-level hierarchical linear model was used to differentiate individual and classroom-level influences on IA symptoms at age 16 years and over time. MMORPG gamers and more hostile adolescents presented more symptoms of IA. However, being a member of a classroom with a higher percentage of MMORPG gamers appeared to be a protective factor for IA. These longitudinal data emphasize the importance of contextual factors at the level of the classroom in determining differences in IA symptoms during adolescence
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