Adapting to the new normal: Understanding the impact of COVID-19 on technology usage and human behaviour
Entertainment Computing,
Год журнала:
2024,
Номер
51, С. 100726 - 100726
Опубликована: Май 22, 2024
The
COVID-19
pandemic
has
spurred
increased
reliance
on
technology,
raising
concerns
about
excessive
screen
time
and
its
impact
human
behaviour.
This
study
provides
critical
insights
into
the
of
technology
usage,
daily
activities,
social
interactions
among
Australian
adults.
By
employing
Uses
Gratifications
Theory
(UGT)
as
a
theoretical
framework,
this
research
investigates
motivations
impacts
behind
these
changes.
Data
were
collected
using
cross-sectional
online
survey
in
middle
2020
(n:
515).
Bivariate
analyses
revealed
how
individuals
pursued
gratifications
during
pandemic,
linking
pursuits
to
socio-demographic
factors
resulting
behavioural
During
most
participants
preferred
digital
communication
tools,
spending
significant
media,
streaming
services,
text
messaging
while
increasing
their
use
meeting
platforms.
Traditional
forms
entertainment
declined
popularity,
whereas
tools
methods
deemed
essential,
indicative
evolving
societal
norms.
Those
aged
18–40,
students,
employed,
males,
singles/widows/divorcees,
non-parents
shifted
device
usage
toward
work
study,
41+
females
socialising
entertainment.
Younger
participants,
students
creation
mobile,
tablet,
PC
for
media
games,
older,
parent
opted
TV,
videos,
outdoor
activities.
Relationship
status
influenced
work-related
with
couples
more
likely
leave
home
work.
Students
perceived
less
productive
than
face-to-face,
unlike
employed
individuals.
These
findings
highlight
dynamic
nature
landscape,
highlighting
fundamental
roles
played
by
adaptability
crises.
Policymakers
researchers
should
carefully
consider
various
when
investigating
formulating
strategies
diverse
groups,
particularly
light
need
adapt
new
normal
pandemic.
Язык: Английский
Gender Disparities in Pandemic-Related Strains, Digital Coping Strategies, and Protective Mechanisms Among Rural-to-Urban Migrant Working Adolescents in China
Behavioral Sciences,
Год журнала:
2025,
Номер
15(1), С. 73 - 73
Опубликована: Янв. 16, 2025
The
COVID-19
pandemic
placed
significant
strains
on
daily
life,
particularly
affecting
vulnerable
groups
such
as
rural-to-urban
young
migrant
workers.
Based
General
Strain
Theory
(GST),
these
pandemic-related
lead
to
delinquent
copings,
including
excessive
Internet
use.
However,
the
association
between
challenges
faced
by
youth
and
their
digital
copings
has
yet
be
investigated.
GST
also
posits
that
some
conditioning
factors,
conventional
beliefs,
internal
resilience
life
satisfaction,
might
serve
protective
which
can
help
alleviate
disruptive
consequences
of
strains.
Utilizing
fourth
sweep
International
Self-Report
Delinquency
Survey
(ISRD4)
in
China
comprising
769
working
adolescents
aged
16
19,
who
did
not
attend
high
school,
present
study
examines
variations
strains,
frequent
use
for
gaming
social
media,
associations.
In
addition,
this
investigates
moderating
effect
three
factors:
satisfaction.
Results
indicated
economic
strain,
information
strain
health-related
significantly
influenced
coping
strategies,
with
notable
gender
differences.
Conventional
beliefs
served
a
moderator
males,
while
satisfaction
played
more
role
females.
Relevant
policy
implications
are
then
discussed.
Язык: Английский
Video Games That Educate: Breaking Gender Stereotypes and Promoting Gender Equality with a Serious Video Game
Information,
Год журнала:
2025,
Номер
16(3), С. 199 - 199
Опубликована: Март 4, 2025
By
incorporating
elements
such
as
storytelling,
problem-solving,
and
rewards,
serious
games
can
appeal
to
varied
users,
making
the
learning
process
more
experiential,
engaging,
enjoyable.
Gender
stereotyping
is
a
prevalent
social
problem
that
occurs
greater
or
lesser
extent
in
all
countries
cultures
around
world.
However,
it
present
certain
places
like
Latin
American
countries.
This
study
presents
evaluation
of
Kiddo,
game
raise
awareness
about
gender
stereotypes
among
school-aged
children
(10–13
years
old).
After
its
validation
with
teachers,
this
was
carried
out
210
students
public
school
Mexico.
conducting
pre-post
experiment
while
collecting
analytics
data,
we
explore
how
Kiddo
students’
stereotypes.
Results
show
statistically
significant
increase
addressed
game.
In
addition,
acceptance
video
game,
feelings
causes
players,
validity
design
an
educational
tool
including
requirements
class
duration
participants’
reading
ability.
provides
valuable
real-world
experience
safe
controlled
environment.
Язык: Английский
The psycho-social impact of video games on K12 Spanish students
Journal of New Approaches in Educational Research,
Год журнала:
2024,
Номер
13(1)
Опубликована: Авг. 26, 2024
Abstract
This
research
aims
to
study
the
psycho-social
impact
of
video
games
on
K12
students.
For
this,
a
probabilistic
topic
modelling
analysis
method
based
text
mining
approach
has
been
performed.
process
is
nodes’
connectivity
and
it
developed
through
K
Means
approach;
by
launching
Jenks-Breaks
algorithm.
The
sex
differences
are
calculated
according
nonlinear
dynamics
Hurst
exponent
multifractal
function
influence
time
with
application
Sobel
test.
results
show
which
most
used
their
students
four
categories:
(1)
boredom
sadness,
(2)
happiness
socialization,
(3)
immersion,
(4)
families'
conflicts.
There
significant
between
boys
girls
depending
they
use,
factor
that
increases
when
playing
more
than
two
hours
day.
boys,
like
FIFA
Fortnite
produce
higher
levels
immersion
family
conflict,
while
for
girls,
perceived
as
sources
greater
means
reinforce
friendship
camaraderie,
particularly
Brawl
Stars,
Rocket
League,
PKXD.
Язык: Английский
‘Gamers’ Crafted by Consumption: The Influence of Consumption on Gender Identities in Video Games
Comparative social research,
Год журнала:
2024,
Номер
unknown, С. 167 - 187
Опубликована: Ноя. 25, 2024
Язык: Английский
Translation, adaptation and validation of the German version of the Game User Experience Satisfaction Scale (GUESS-GA-18) for adolescents
Behaviour and Information Technology,
Год журнала:
2023,
Номер
43(7), С. 1401 - 1415
Опубликована: Май 15, 2023
The
short
version
of
the
Game
User
Experience
Satisfaction
Scale
(GUESS-18)
uses
nine
factors
to
assess
video
game
satisfaction.
As
games
play
an
important
role
for
children
and
adolescents,
aim
this
study
was
translate
adapt
adult
English
adolescent
German
(GUESS-GA-18)
validate
new
scale.
Translation
adaptation
were
done
in
a
participatory
process
with
Austrian
adolescents
two
consecutive
focus
group
sessions.
In
validation
401
fit
indices
demonstrated
good
model
confirmatory
factor
analysis
confirmed
nine-factor
structure
Internal
consistency
is
acceptable
(Cronbach's
alpha
=
.791).
Concurrent
validity
shows
that
GUESS-GA-18
measures
whether
like
game.
comprehensive
tool
iterative
development
studies
testing
player
experience
German-speaking
adolescents.
Язык: Английский
Screen time and quality of life in Austrian young adults
Journal of Public Health,
Год журнала:
2023,
Номер
unknown
Опубликована: Дек. 29, 2023
Abstract
Aim
This
study
aimed
to
investigate
the
screen-related
habits
and
quality
of
life
among
a
sample
young
Austrian
adults.
Subject
methods
A
cross-sectional
online
questionnaire
was
conducted,
assessing
using
World
Health
Organization
(WHO)
Quality
Life–BREF
questionnaire.
Participants
were
queried
about
their
physical
activity
levels
screen-based
activities,
including
social
media
engagement,
computer
or
mobile
phone
gaming,
on-demand
TV
series
watching.
Linear
regression
analysis
employed
explore
relationship
between
screen
time.
Additionally,
gender
differences
correlations
BMI
age
assessed.
Results
The
comprised
400
adults
aged
18
30.
Findings
revealed
negative
associations
usage,
as
well
watching
series.
Conversely,
positively
correlated
with
activity.
While
female
participants
exhibited
significantly
greater
engagement
games,
no
observed
in
levels.
Notably,
gaming
accounted
for
majority
Conclusion
Elevated
time
linked
decreased
life,
while
increased
associated
higher
life.
Gaming
emerged
predominant
Future
research
should
strategies
integrate
into
potentially
enhance
overall
Promoting
awareness
regarding
usage
across
various
devices
its
potential
adverse
effects
on
well-being
could
play
pivotal
role
fostering
improvements.
Язык: Английский