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1,232 result(s) for "Pathological Internet Use"
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Psychometric property and measurement invariance of internet addiction test: the effect of socio-demographic and internet use variables
Background According to the validation literature on items of Young’s Internet Addiction Test (IAT), this study rephrased disputable items to improve the psychometric properties of this Chinese version of IAT and identify the presence of differential item function (DIF) among demographic and Internet use factors; detect the effect of demographic and Internet use factors on IAT after adjusting for DIF. Methods An online questionnaire was distributed to college students in Zhe Jiang province in two stage. The 1st phase study collected 384 valid responses to examine the quality of IAT items by using Rasch Model analysis and exploring factor analysis (EFA). The online questionnaire was modified according to the 1st phase study and distributed online for the 2nd phase study which collected a total of 1131 valid responses. The 2nd phase study applied confirmatory factor analysis (CFA) and a multiple indicator multiple causes (MIMIC) model to verify the construct of IAT, potential effect of covariates on IAT latent factors, as well as the effect of differential item functioning (DIF). Results Rasch model analysis in the 1st phase study indicated a 5-point rating scale was performed better, no sever misfit was found on item. The overall property of Chinese version IAT with the 5-point scale was good to excellent person and item separation (2.66 and 6.86). A three-factor model was identified by EFA. In the 2nd phase study, IAT 13 were detected with DIF for gender in MIMIC model. After correcting DIF effect, the significant demographic and Internet use factors on IAT were time spent online per day, year 3, year 2, general users. Conclusion Item improvement was efficient that the problematic items found in literature was performed good in this study. The overall psychometric property of this Chinese version IAT was good with limited DIF effect in one item. Item improvement on IAT13 was encouraged in the future study to avoid gender bias and benefit for epidemiology on PIU.
Mental Health Problems and Patterns of Self-Care Associated with the Use of Digital Devices among University Students
Background: Digital devices such as computers, laptops, television (TV) and mobile phones were originally designed to support human beings’ daily activities; however, they may produce several limitations as well as benefits. The main concern of the study was how the utilization of digital devices like laptops, computers and TVs affect the mental health of Nepal’s university students and what are the self-care practices utilized to manage problems?Method: 326 MPhil scholars of Nepal Open University (NOU) participated in this cross-sectional study. Digital devices pattern of use (i.e., TV, laptop and computer), mental health problems, and self-care practices among university students were assessed through a semi-structured questionnaire. Chi-square test and binary logistic regression were major statistical techniques used in the research.Results: The study’s researchers found the following mental health problems: depression (21.5%), loneliness (39.9%), anxiety (30.7%), and a loss of the sense of control (47.5%). Significant associations were found between sitting position with loneliness, age and anxiety and the daily use of computer with sense of control, loneliness, and anxiety. Additionally, computer use two to three times a week, laptop use in the evening and sitting on a chair or stool when using digital devices, stood as the main predictors respectively of the sense of control, loneliness, and depression. Few participants with mental health problems used medicine and meditation for self-care.Conclusion: The use of digital devices was associated with mental health problems. Patterns of using computers and the preferred time to use laptops were major contributing factors for one’s sense of control and loneliness, respectively. Therefore, an awareness programme concerning the use of digital devices and their effects on mental health should be communicated among university students.
Chinese University Students' Loneliness and Generalized Pathological Internet Use: A Longitudinal Cross-Lagged Analysis
We examined the reciprocal relationship between loneliness and generalized pathological Internet use (GPIU) with a sample of 361 (141 men and 220 women, Mage = 18.47 years) university freshmen in China. A fully cross-lagged panel design was used, in which loneliness and GPIU were assessed at 3 time points. The results were as follows: (a) GPIU had a higher level of stability than did loneliness, and (b) the relationship between loneliness and GPIU was dynamic and bidirectional. Specifically, loneliness positively predicted GPIU across time, GPIU at Time 2 (3 months after initial measurement) positively predicted loneliness at Time 3 (6 months after initial measurement), and the link between baseline loneliness and Time 3 loneliness was mediated by increased GPIU at Time 2. Our findings have implications for the treatment and prevention of GPIU in university freshmen.
Factor structure and a multiple indicators multiple cause model of internet addiction test: the effect of socio-demographic and internet use variables
Purpose: This study aimed to identify factor structure of a bilingual version (English and Malay) of Internet Addiction Test, a measure of severity on pathological Internet use (PIU); examine the measurement invariant by adding the socio-demographic and Internet use variables as covariates. Method: Pencil-paper questionnaire was distributed to undergraduates in Univerisiti Teknologi Malaysia (UTM). A total of 1120 valid responses were collected. EFA and CFA were first applied to identify the factor structure of IAT. Multiple indicator multiple cause (MIMIC) model was used to examine the differential item functioning (DIF) and the effect of covariates on the latent factors. Result: A four-factor model demonstrated moderate fit to the data for 17-item of IAT with significant high factor loading. Comparison of MIMIC model with and without DIF indicated that the most meaningful and significant DIF effect were on three items showing direct effect from Chinese to IAT18, IAT19 and IAT20. By controlling the DIF effect, some covariates still present the significant impact on latent factors of IAT, which were female, time spent online, effect on study, years of Internet use experience, general users, other users and Chinese. Conclusions: the risk factors of PIU were male, time spent online, years of Internet use experiences, game users, SNS users, perceived less effect on study. More research is encouraged to examine the racial group difference, including the risk of PIU and item response bias.
Relationship of Digital Game Addiction with Aggression and Anger in the Post COVID-19 Era: A Systematic Review and Meta-Analysis/Relacion de la adiccion a los juegos digitales con la agresividad y la ira en la era posterior a COVID-19: Una Revisio n Sistematica y Meta-Analisis/Relacao da adicao a jogos digitais com agressao e raiva na era pos-COVID-19: uma revisao sistematica e metaanalise
Descriptors: internet addiction disorder; aggression; anger; meta-analysis; COVID-19. 95%: [0.226; 0.836]) y moderadamente con la ira (r = 0.348; IC del 95%: [0.177; 0.518]). El analisis regional revelo que un estudio de Arabia Saudi tenia la correlacion mas fuerte (13 = 1.004, p<0.001), mientras que otros estudios realizados en Italia, Nepal, Singapur y Turquia tenian correlaciones comparativamente mas bajas. Las consecuencias de la ira tambien se correlacionaron moderadamente con la edad, teniendo los adolescentes mas jovenes las consecuencias mas negativas (3 = -0.0696, p=0.049). Conclusion. El meta-analisis muestra correlaciones positivas y significativas entre la adiccion a los juegos digitales, la agresion y la ira, lo que pone de relieve la importancia de realizar intervenciones lideradas por enfermeria en los adolescentes vulnerables con fin de promover la reduccion de las consecuencias negativas de la adiccion digital . Descritores: trastorno de adiccion a internet; agresion; ira; metaanalisis; COVID-19.
Problematic social media use in 3D? Relationships between traditional social media use, social virtual reality
This research expanded on prior work exploring the relationship between social media use, social support, and mental health by including the usage of social virtual reality (VR). In Study 1 (undergraduate students; n = 448) we examined divergent relationships between problematic social media use (e.g., Facebook, TikTok), total use, and users' mental health indicators (e.g., depression, anxiety, social isolation). To determine whether problematic social media use patterns extended to immersive 3-D environments, we sampled active social VR users (e.g., Rec Room) in Study 2 (n = 464). Problematic social VR use was related to decreased real-life social support ([beta] = -.62, 95%CI [-.80, -.44]), but not to VR social support ([beta] = -.06, 95%CI [-.25, .14]). Conversely, the amount of social VR use was only related to increased social VR ([beta] = .06, 95%CI [.04, .15]) but not to real-life social support ([beta] = -.02, 95%CI [-.05, .04]). Study 2 also revealed a finding that may be unique to the 3-D immersive environment: the amount of social VR use facilitated better mental health for VR users, but only through stronger perceived social support on social VR but not in real life. This result highlights the potential of immersive media to promote mental well-being by facilitating engaging and meaningful social interactions.
Internet addiction: reappraisal of an increasingly inadequate concept
This article re-examines the popular concept of Internet addiction, discusses the key problems associated with it, and proposes possible alternatives. The concept of Internet addiction is inadequate for several reasons. Addiction may be a correct designation only for the minority of individuals who meet the general criteria for addiction, and it needs to be better demarcated from various patterns of excessive or abnormal use. Addiction to the Internet as a medium does not exist, although the Internet as a medium may play an important role in making some behaviors addictive. The Internet can no longer be separated from other potentially overused media, such as text messaging and gaming platforms. Internet addiction is conceptually too heterogeneous because it pertains to a variety of very different behaviors. Internet addiction should be replaced by terms that refer to the specific behaviors (eg, gaming, gambling, or sexual activity), regardless of whether these are performed online or offline.
Internet addiction and sleep quality among medical students during the COVID-19 pandemic: A multinational cross-sectional survey
The emergence of the COVID-19 pandemic has affected the lives of many people, including medical students. The present study explored internet addiction and changes in sleep patterns among medical students during the pandemic and assessed the relationship between them. A cross-sectional study was carried out in seven countries, the Dominican Republic, Egypt, Guyana, India, Mexico, Pakistan, and Sudan, using a convenience sampling technique, an online survey comprising demographic details, information regarding COVID-19, the Pittsburgh Sleep Quality Index (PSQI), and the Internet Addiction Test (IAT). In total, 2749 participants completed the questionnaire. Of the total, 67.6% scored above 30 in the IAT, suggesting the presence of an Internet addiction, and 73.5% scored equal and above 5 in the PSQI, suggesting poor sleep quality. Internet addiction was found to be significant predictors of poor sleep quality, causing 13.2% of the variance in poor sleep quality. Participants who reported COVID-19 related symptoms had disturbed sleep and higher internet addiction levels when compared with those who did not. Participants who reported a diagnosis of COVID-19 reported poor sleep quality. Those living with a COVID-19 diagnosed patient reported higher internet addiction and worse sleep quality compared with those who did not have any COVID-19 patients in their surroundings. The results of this study suggest that internet addiction and poor sleep quality are two issues that require addressing amongst medical students. Medical training institutions should do their best to minimize their negative impact, particularly during the current COVID-19 pandemic.
Adolescent Internet gaming addiction and personality characteristics by game genre
With the emergence of a new concept called ‘Internet Gaming Disorder’ in DSM-5 and ICD-11, related research is underway around the globe. However, not enough literature on Internet gaming addiction has considered the diversity in game genres. Internet gaming addiction may take on a different form according to the particular characteristics of a game being played. To better understand adolescent Internet gaming addiction, this study sought to identify the differences in Internet gaming addiction and personality characteristics based on the game genre played. A total of 3,217 elementary and middle school students across Korea participated in the survey that included the Maladaptive Game Use Scale and the Adolescent Personality Questionnaire. ANOVA analysis revealed that Internet gaming addiction and personality characteristics varied according to the game genre played. In particular, post-hoc tests showed that Real-Time Strategy (RTS) and First-Person Shooter (FPS) game users have higher levels of tolerance, withdrawal, and neglect of everyday life compared to other genres such as Role-Playing Game (RPG), Racing, and Arcade/Shooting. Also, Internet gamers users of particular genres showed significantly lower self-esteem (Arcade/Shooting), conscientiousness (Racing), empathy (RPG), and sense of community (Racing and RTS) scores than comparison group. The implications of the study results were discussed with a special emphasis on Internet gaming addiction interventions.
Internet Gaming Addiction, Problematic Use of the Internet, and Sleep Problems: A Systematic Review
The effect of problematic use of the Internet on mental health, particularly depression among young people, has been established but without a probable model for the underlying mechanism. In this study, a model is presented to describe possible pathways for the linkage between Internet gaming addiction and depression possibly mediated by sleep problems. A systematic review was conducted to gather epidemiological evidence to support or refute the link between addictive Internet gaming, problematic Internet use, and sleep problems including insomnia and poor sleep quality. Seven studies were identified through a systematic literature search, of these three related to addictive Internet gaming and four on problematic Internet uses and sleep problems. Information was extracted and analysed systematically from each of the studies and tabulated as a summary. Results of the review suggest that additive gaming, particularly massively multiplayer online role-playing games MMORPG, might be associated with poorer quality of sleep. Results further indicated that problematic Internet use was associated with sleep problems including subjective insomnia and poor sleep quality.