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1.
Based on protection motivation theory, this study aims to identify factors that influence the intention to decrease problematic smartphone game use, including the effects of a gaming habit and subjective norms. The research model is tested with a scenario‐based survey method. Players' perceived threat refers to the negative consequences (eg, reduced performance or social isolation) that are caused by problematic smartphone game use. The findings indicate that under high fear appeals, threat appraisal creates fearful emotions about suffering from the negative consequences, which further reduces the gaming habit and activates the intention to decrease use. Self‐efficacy in decreasing game playing, the response efficacy of decreasing usage in avoiding the threat and subjective norms effectively promote users' intention to decrease use. Moreover, response costs reduce the intention to decrease use. The findings provide insights into how to activate users' intention to decrease problematic use, and the resulting implications are discussed.  相似文献   

2.
As modern-day adolescents use the Internet on both personal computer (PC) and smartphone, this study examined the phenomenon of problematic internet use by taking account of Internet usage on both PC and smartphone together, based on the theoretical framework of substitution/complementarity of media use. For this, latent profile analysis, nonlinear canonical correlation analysis, and logistic/probit regression analyses were performed on 653 Korean adolescents. Latent profile analysis identified six classes of distinct problematic internet use patterns. In brief, two latent classes showed substituting patterns, two other classes showed complementing patterns, and the last two showed neither. According to nonlinear canonical correlation analysis, classification by latent profile analysis was mainly associated with individual variables such as ‘PC game,’ ‘instant messaging,’ ‘gender,’ and ‘decreased PC usage time.’ Further, logistic/probit regression analyses revealed that male adolescents were more likely to be included in the complementation class, because they played PC games more than female adolescents. Implications and limitations of the study are discussed.  相似文献   

3.
This research addressed two fundamental questions regarding self-concept, self-esteem, gender, race and information technology use. First, is technology use related to dimensions of self-concept and/or to self-esteem? Second, are there gender and/or race differences in self-concept, self-esteem and technology use? Approximately 500 youth, average age 12 years old, one-third of whom were African American and the remaining two-thirds were Caucasian American, completed multidimensional measures of self-concept, the Rosenberg (1965) self-esteem scale and measures of frequency of Internet use, Internet use for communication (email and instant messaging), videogame playing and cell phone use. Findings indicated that technology use predicted dimensions of selfconcept and self-esteem, with videogame playing having a negative influence, and Internet use having a positive influence on self-concept dimensions. Gender differences were observed on several self-concept dimensions but contrary to expectations not on the social self-concept dimension. Only one race difference was observed and this was in behavioral self-concept. Implications of the benefits and liabilities of youth’s current and future technology use are discussed.  相似文献   

4.
Problematic smartphone use is an important public health challenge and is linked with poor mental health outcomes. However, little is known about the mechanisms that maintain this behavior. We recruited a sample of 308 participants from Amazon’s Mechanical Turk labor market. Participants responded to standardized measures of problematic smartphone use, and frequency of smartphone use, depression and anxiety and possible mechanisms including behavioral activation, need for touch, fear of missing out (FoMO), and emotion regulation. Problematic smartphone use was most correlated with anxiety, need for touch and FoMO. The frequency of use was most correlated (inversely) with depression. In regression models, problematic smartphone use was associated with FoMO, depression (inversely), anxiety, and need for touch. Frequency of use was associated with need for touch, and (inversely) with depressive symptoms. Behavioral activation mediated associations between smartphone use (both problematic and usage frequency) and depression and anxiety symptoms. Emotional suppression also mediated the association between problematic smartphone use and anxiety. Results demonstrate the importance of social and tactile need fulfillment variables such as FoMO and need for touch as critical mechanisms that can explain problematic smartphone use and its association with depression and anxiety.  相似文献   

5.
This study integrates research on problematic Internet use to explore the cognitive and psychological predictors of negative consequences associated with playing massively multiplayer online games (MMOGs). Participants recruited from online discussion boards completed self-report measures on their online game-related cognitions and psychological condition, social skills, psychological well-being, and negative life outcomes associated with game playing. The results demonstrated the important roles that psychological dependency and deficient self-regulation play in negative consequences associated with online gaming. The results also indicated that psychological dependency on MMOGs was predicted by cognitive preference for a virtual life—a construct that is negatively related to social control skills.  相似文献   

6.
Research has suggested that negative emotions are associated with problematic Internet use. This study investigated the role of metacognitions as a mediator of the relationship between negative emotions and problematic Internet use. A sample of 97 university students completed the following questionnaires: Hospital Anxiety and Depression Scale, Boredom Proneness Scale, Metacognitions Questionnaire 30, and Internet Addiction Test. All dimensions of metacognition were found to be positively and significantly correlated with problematic Internet use. Positive and significant correlations were also observed between problematic Internet use and negative emotions (anxiety, depression and boredom). Structural equation modeling was used to test a mediation model in which negative emotions predicted metacognitions which in turn predicted problematic Internet use. The results supported the hypothesis that the relationship between negative emotions and problematic Internet use is fully mediated by metacognitions, suggesting that metacognitive theory may be relevant to understanding problematic Internet use. The implications of these findings are discussed.  相似文献   

7.
《Computers & Education》2013,60(4):1339-1349
Adolescents spend a substantial part of their leisure time with playing games and using social media such as Facebook. The present paper examines the link between adolescents' computer and Internet activities and computer literacy (defined as the ability to work with a computer efficiently). A cross-sectional study with N = 200 adolescents, aged 17 on average, was conducted. Hierarchical regression analyses showed that an increase in time spent playing games on a PC/Mac was related to higher scores on practical and theoretical computer knowledge. Moreover, practical computer knowledge was higher for adolescents who liked playing shooters, fantasy games, or Facebook-games. Frequency of social media use was associated with higher scores in practical computer knowledge. A bootstrap analysis indicated that this relationship was mediated by a decrease in computer anxiety, not by more positive attitudes toward the computer. Gender yielded substantial main effects on the media literacy variables but the associations between the computer and Internet activities and the literacy aspects were similar for boys and girls. This study is expected to encourage future longitudinal research on adolescents' incidental learning during leisure time computer and Internet activities.  相似文献   

8.
This study explored a telecommunication enterprise employees' Internet usage in the business world. A total of 680 employees voluntarily participated in this study. Data collection was conducted through its local telecommunication enterprise intranet and all entries were automatically collected in an electronic format as a spreadsheet. The research findings clearly indicated that the majority of the employees in the business world frequently used an emerging technology – Internet. Statistically significant differences in Internet usefulness and anxiety were found among different education levels, male and female employees, and age groups. Simultaneous multiple regression analyses revealed that the combined effect Internet enjoyment, anxiety, and efficacy contributed significantly to Internet usefulness; and the combined effect of Internet usefulness, enjoyment, and efficacy contributed significantly to Internet anxiety.  相似文献   

9.
The aim of this study was to apply the cognitive behavioral model of problematic Internet use to the context of online game use to obtain a better understanding of problematic use of online games and its negative consequences. In total, 597 online game playing adolescents aged 12–22 years participated in this study. Results showed that the cognitive behavioral model of problematic Internet use can also be used in the context of online game use. More specifically, preference for online social interaction, mood regulation and deficient self-regulation appeared to play an important role in predicting negative outcomes from problematic online game use. Together, these cognitions and behaviors explained 79% of the variance of negative outcomes scores. These findings can be used to develop strategies that aim at reducing problematic online game behavior and its negative consequences.  相似文献   

10.
The present research examined whether social anxiety moderates the potential relationship between conversation medium and interpersonal connectedness. Hypotheses predicted that individuals with high social anxiety would demonstrate greater interpersonal connectedness following instant messaging conversations; whereas, individuals with low social anxiety would report greater interpersonal connectedness following face-to-face and phone conversations. Undergraduate participants (N = 165) were randomly assigned to one of three conversation mediums (face-to-face, phone or instant messaging) during which they engaged in an interaction with an unfamiliar partner. Participants completed a measure of social anxiety before the interaction and measures of interpersonal connectedness prior to and following the interaction. Results revealed that level of social anxiety is a significant contingent condition for the association between type of conversation medium and attitude homophily (i.e., a measure of interpersonal connectedness). For individuals with low social anxiety, scores on the attitude homophily measure were significantly lower in the instant messaging condition, compared to the face-to-face and phone conditions.  相似文献   

11.
The purpose of the current study was to evaluate the efficacy of cognitive behavioral therapy (CBT) in combination with bupropion for treatment of problematic on-line game play in adolescents with co-morbid major depressive disorder. Sixty-five depressed adolescents with excessive on-line game play were randomly assigned to a CBT group (CBT-Med group (N = 32)) or a clinical control group (Med group (N = 33)). Measures of severity of internet use, depressive symptoms, anxiety symptoms, life satisfaction and school adaptation were assessed at baseline, after the 8 week intervention, and at the end of a 4 week follow-up post-treatment period. Young Internet Addiction Scale scores in the CBT-Med group were reduced compared to those of the Med group, but there was no significant difference in the change of depression scores between two groups. The mean anxiety scores in the CBT-Med group did not change while those in the Med group were increased. The mean life satisfaction scores in the CBT-Med group were increased compared to those of the Med group. CBT in combination with bupropion may be effective for the treatment of depressed adolescents with on-line game addiction, particularly in reducing on-line game play and anxiety, as well as in improving life satisfaction.  相似文献   

12.
Adolescents spend a substantial part of their leisure time with playing games and using social media such as Facebook. The present paper examines the link between adolescents' computer and Internet activities and computer literacy (defined as the ability to work with a computer efficiently). A cross-sectional study with N = 200 adolescents, aged 17 on average, was conducted. Hierarchical regression analyses showed that an increase in time spent playing games on a PC/Mac was related to higher scores on practical and theoretical computer knowledge. Moreover, practical computer knowledge was higher for adolescents who liked playing shooters, fantasy games, or Facebook-games. Frequency of social media use was associated with higher scores in practical computer knowledge. A bootstrap analysis indicated that this relationship was mediated by a decrease in computer anxiety, not by more positive attitudes toward the computer. Gender yielded substantial main effects on the media literacy variables but the associations between the computer and Internet activities and the literacy aspects were similar for boys and girls. This study is expected to encourage future longitudinal research on adolescents' incidental learning during leisure time computer and Internet activities.  相似文献   

13.
As the smartphone becomes an integral part of our lives, its value as a rich data source reaches an increasing potential. Several previous studies have used smartphone-derived data to discover relationships between user characteristics and different types of smartphone use. However, none tried to use smartphone data to capture an individual's social behavior into one profile, aimed at providing additional information for the diagnostic evaluation of social deficits. This study presents a novel way of combining different modalities of smartphone data for the creation of sociability profiles using a scoring mechanism that allows for easy addition and removal of data sources. Following installation of the smartphone application, data is being sampled in the background to allow for the assessment of spontaneous smartphone use. Sociability scores were based on the integration of social communication and social exploration scores derived from smartphone use and environmental data sampling (e.g., GPS and external Bluetooth signals). Finally, we have applied our Sociability model to create social profiles of ten test subjects as a baseline for future studies. This pilot study provided insight in the usability of the individual sociability scores for future smartphone application to provide longitudinal objective measures of normal and atypical human social behavioral profiles in their natural environment.  相似文献   

14.
Current approaches to measuring people’s everyday usage of technology-based media and other computer-related activities have proved to be problematic as they use varied outcome measures, fail to measure behavior in a broad range of technology-related domains and do not take into account recently developed types of technology including smartphones. In the present study, a wide variety of items, covering a range of up-to-date technology and media usage behaviors. Sixty-six items concerning technology and media usage, along with 18 additional items assessing attitudes toward technology, were administered to two independent samples of individuals, comprising 942 participants. Factor analyses were used to create 11 usage subscales representing smartphone usage, general social media usage, Internet searching, e-mailing, media sharing, text messaging, video gaming, online friendships, Facebook friendships, phone calling, and watching television in addition to four attitude-based subscales: positive attitudes, negative attitudes, technological anxiety/dependence, and attitudes toward task-switching. All subscales showed strong reliabilities and relationships between the subscales and pre-existing measures of daily media usage and Internet addiction were as predicted. Given the reliability and validity results, the new Media and Technology Usage and Attitudes Scale was suggested as a method of measuring media and technology involvement across a variety of types of research studies either as a single 60-item scale or any subset of the 15 subscales.  相似文献   

15.
This study examined teens’ use of socially interactive technologies (SITs), such as online social sites, cell phones/text messaging, and instant messaging (IM), and the role that social anxiety plays on how teens communicate with others (technologically or face-to-face). Participants included 280 high school students from a large western city. On average, 35–40% of teens reported using cell phones/text messaging and online social sites between 1 and 4 h daily, 24% reported using IMs 1–4 h daily and only 8% reported using email between 1 and 4 h daily. Females tended to use cell phones/text messaging and online social sites more so than did males. In assessing social anxiety, analyses revealed a positive relationship between social anxiety (not comfortable talking with others face-to-face) and (1) talking with others online and (2) talking with others via text messaging. In contrast, there was a positive relationship between the lack of social anxiety (feeling “comfortable” talking with others) and making friends online. Assessing gender differences and social anxiety also revealed significant differences. Results revealed females reported more social anxiety (not comfortable talking with others in person) than did males. In addition, females, more than males, reported feeling more comfortable using SITs (text messaging and online social sites only) rather than talking with others face-to-face.  相似文献   

16.
Recently maturing technologies for digital multimedia and the Internet exhibit a powerful synergy with the potential to provide a whole range of new applications and tools. Not only do multimedia and Internet technologies offer enhancements to one another, but their combination suggests entirely new communication paradigms. This paper reviews the state of the art in Internet multimedia from the perspectives of the developer, the network administrator, the content provider and the user, and then investigates some of the up-and-coming application areas: participatory publishing, enriched multimedia databases, integration of the WWW with broadcast media, and universal messaging systems. Remaining challenges, such as missing authoring features, multimedia information management, network latency, and browsing issues, are then discussed.  相似文献   

17.
In this research we examined the prediction of children’s body mass index (BMI), body weight, academic performance, social self-esteem and overall self-esteem from their IT (information technology) use, specifically, their Internet use, cell phone use and videogame playing, after controlling for the effects of gender, race, age and household income on these measures. Participants were 482 children whose average age was 12 years old. One-third was African American and two-thirds were Caucasian American. Results indicated that IT use did not predict BMI or body weight, contrary to one previous survey and the widespread belief that screen time is responsible for the obesity epidemic among our nation’s children. Instead, BMI and body weight were higher for African Americans, older children and children from lower income households. The sole and strong positive predictor of visual-spatial skills was videogame playing, which also predicted lower grade point averages (GPAs). Gender and Internet use predicted standardized test scores in reading skills. Females and children who used the Internet more had better reading skills than did males and children who used the Internet less, respectively. Implications of these findings for future research on the benefits and liabilities of IT use are discussed.  相似文献   

18.
By their nature, smartphones must have small screens, and that is one of their limitations. Many users have trouble reading information on the Internet on such small screens because Internet browsers are usually designed for computers that have larger screens than smartphones. This study evaluates the usability of alternative user interfaces when reading news articles on smartphones. An experiment was conducted involving 120 smartphone users who were asked to evaluate six types of user interfaces based on three methods (pop-up, full-screen, and auto-zooming) and two display orientations (horizontal, vertical) in one of two languages (English and Persian). The participants were assigned four typical tasks that users must perform to obtain information from the Internet, that is, finding, refinding, reading, and browsing; they were asked to conduct the tasks in random order. In addition, a questionnaire was used to measure the efficiency and effectiveness of the participants’ completion of the tasks, as well as their satisfaction, compatibility, and enjoyment of the undertakings. The results indicated that method, orientation, and language affected the actual usage and the time used. Based on the human factor experiment, the full-screen method was preferred in refinding and reading, whereas the pop-up method was preferred in browsing and finding. In terms of orientation, the vertical mode was preferred, and each user’s performance in the vertical mode was better in all tasks except browsing. Of interest, using the English language turned out to be more satisfying, enjoyable, and efficient to the Persian users who did the experiment in English as their second language.  相似文献   

19.
The number of online game players continues to grow, as well as the number of hours spent in online world. World of Warcraft (WoW) is one of the most popular Massively Multiplayer Online Role Playing Games (MMORPG). It is set in an elaborate fictional world, in which players achieve goals through interaction and mutual communication. The present study verified differences in experiencing loneliness (UCLA Loneliness Scale) and social anxiety (Social Phobia Inventory) in WoW players in online and real world (offline) since these two worlds and the functioning of the players in them differ. In the sample consisting of 161 players, it was found that players experience a significantly lower degree of loneliness and social anxiety in online than in real world. The lower degree of loneliness experienced was also associated with playing with friends and known people, with guild membership, as well as frequent communication with teammates through VoIP (Voice over Internet Protocol) services. The results suggest that WoW is a highly social environment that encourages cooperation, communication and friendship.  相似文献   

20.
This study was set to investigate the prevalence of problematic internet use (PIU) among college students and the possible factors related to this disorder. About 4400 college students, ranging from freshmen to juniors, from eight different universities in Wuhan, China were surveyed. Young's Diagnostic Questionnaire for Internet Addiction (YDQ) and the Zung Self-rating Depression Scale were used to define PIU and depression accordingly. Data was analysed with chi-squared testing and logistic regression. Out of the 3496 participants, 9.58% (male 13.54%, female 4.88%) met the criteria of PIU. Factors such as heavy internet use habits, poor academic achievement, lack of love from the family, etc. were found to be significantly associated with PIU. About 48.51% (1696) of the students were light internet users, who use the internet <5 h/week, while 16.36% (572) were heavy users who use it more than 15 h/week, though heavy users were more likely to develop PIU. Also, 25.53% of the students with depression developed PIU, in comparison with 8.91% of PIU among those without depression (p < 0.001). Being male, frequent internet use, poor academic achievement, poor family atmosphere and lack of love from parents were predictors of PIU among college students. The habit and purpose of using the internet is diverse, which influences the susceptibility of PIU as well. There was a correlation between depression and the development of PIU as well.  相似文献   

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