Screen time and quality of life in Austrian young adults DOI Creative Commons
Verena Steiner‐Hofbauer, Beate Schrank, Gloria Mittmann

и другие.

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

Adapting to the new normal: Understanding the impact of COVID-19 on technology usage and human behaviour DOI Creative Commons
Saqib Nawaz, Jahar Bhowmik, Tanya Linden

и другие.

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

Процитировано

4

Gender Disparities in Pandemic-Related Strains, Digital Coping Strategies, and Protective Mechanisms Among Rural-to-Urban Migrant Working Adolescents in China DOI Creative Commons

X.L. Jia,

Hua Zhong, Qian Wang

и другие.

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

Процитировано

0

Video Games That Educate: Breaking Gender Stereotypes and Promoting Gender Equality with a Serious Video Game DOI Creative Commons
Alma Gloria Barrera Yañez, Cristina Alonso‐Fernández, Baltasar Fernández‐Manjón

и другие.

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

Процитировано

0

The psycho-social impact of video games on K12 Spanish students DOI Creative Commons
Esteban Vázquez Cano, Mercedes Quero-Gervilla, María del Pilar Quicios García

и другие.

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

Процитировано

0

‘Gamers’ Crafted by Consumption: The Influence of Consumption on Gender Identities in Video Games DOI
Kamilla Knutsen Steinnes

Comparative social research, Год журнала: 2024, Номер unknown, С. 167 - 187

Опубликована: Ноя. 25, 2024

Язык: Английский

Процитировано

0

Translation, adaptation and validation of the German version of the Game User Experience Satisfaction Scale (GUESS-GA-18) for adolescents DOI Creative Commons
Gloria Mittmann, Vanessa Zehetner, Ina Krammer

и другие.

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

Процитировано

1

Screen time and quality of life in Austrian young adults DOI Creative Commons
Verena Steiner‐Hofbauer, Beate Schrank, Gloria Mittmann

и другие.

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

Процитировано

0