Metacognition, Desire Thinking, and Problematic Social Media Use: Investigating Effects of Active and Passive Engagement in Facebook and Instagram Users
Andrew Allen,
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Geraldine Sanders‐Westerhof,
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Azin Khodadadi
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et al.
Scandinavian Journal of Psychology,
Journal Year:
2025,
Volume and Issue:
unknown
Published: April 30, 2025
ABSTRACT
The
current
study
aimed
to
improve
the
understanding
of
cognitive
and
metacognitive
processes
underlying
problematic
social
media
use
(
PSMU
)
by
comparing
active
passive
user
engagement
contrasting
Facebook
Instagram
users.
model
desire
thinking
MCMDT
was
utilized
explore
these
distinctions
within
a
community
sample
337
participants
(64%
female,
M
age
=
36.10).
Participants
completed
self‐report
measures
assess
their
processes,
patterns,
engagement.
demonstrated
robust
fit
across
all
scenarios,
with
most
optimal
for
χ
2
(3)
0.850,
p
0.838,
CFI
1.000,
RMSEA
0.000,
SRMR
0.0062,
variance
explained
59.4%),
least
users
1.151,
0.765,
0.0206,
45.9%).
initiation
elaboration
stages
were
supported,
but
pathological
amplification
stage
not.
As
expected,
showed
better
than
users,
had
more
pronounced
verbal
perseveration
VP
activation
during
stage.
Contrary
expectations,
did
not
display
imaginal
prefiguration
IP
Facebook.
These
results
enhance
driving
,
which
may
contribute
developing
targeted
interventions.
Future
research
should
investigate
how
interact
influence
later
various
populations
contexts.
Language: Английский
Examining Anxiety and Insomnia in Internship Students and Their Association with Internet Gaming Disorder
Journal of Clinical Medicine,
Journal Year:
2024,
Volume and Issue:
13(14), P. 4054 - 4054
Published: July 11, 2024
Background:
Internships
are
a
mandatory
graduation
requirement
to
help
medical
students
transition
the
work
environment.
Some
individuals
prone
anxiety
in
an
unfamiliar
environment,
which
is
public
concern
among
young
adults.
Here,
we
investigated
mechanism
between
internet
gaming
disorder
and
insomnia
internship
students.
Methods:
A
convenient
sample
of
267
was
collected
cross-sectional
study
module
17
July
27
December
2022.
The
survey
contained
7-item
Generalized
Anxiety
Disorder
(GAD-7),
Athens
Insomnia
Scale
(AIS),
Internet
Gaming
Scale—Short-Form
(IGDS9-SF).
association
estimated
using
Pearson’s
correlations,
network
analysis
performed
characterize
these
associations.
Results:
Our
results
indicate
that
about
60%
participants
exhibited
mild
severe
insomnia,
while
2.28%
showed
symptoms
disorder.
Also,
found
moderate
insomnia.
An
item-level
indicated
GAD_1
“feeling
anxious”
GAD_5
“unable
sit
still”
essential
for
gaming,
GAD_2
“uncontrollable
worrying”
crucial
This
interplay
items,
supported
by
our
centrality
analysis,
where
depicted
high
centrality.
Conclusions:
We
rates
selected
At
same
time,
low
could
be
attributed
lack
time
entertainment
increased
awareness
its
risks.
Given
findings,
risk
should
emphasized.
Language: Английский