BMC psychology

How Problematic Facebook and Video Game Use Occur Together and Relate to Mental Health Issues in Teenagers

Updated

Abstract

A total of 1342 high school students were enrolled, revealing a 28.3% prevalence of and 13% of .

  • 31.3% of participants experienced either Problematic Facebook Use or Problematic Video Game Use as a singular issue.
  • 5% of participants exhibited co-occurring Problematic Facebook and Video Game Use.
  • Severe depression is associated with a higher risk of co-occurrence (adjusted odds ratio = 4.527).
  • Anxiety is linked to increased risk for co-occurring behaviors (adjusted odds ratio = 4.216).
  • Male gender is significantly related to the co-occurrence of these addictive behaviors (adjusted odds ratio = 4.130).
  • Problematic internet use and moderate depression are also risk factors for the co-occurrence.

Simplified

Key numbers

28.3%
Prevalence of
Percentage of adolescents exhibiting problematic use.
13%
Prevalence of
Percentage of adolescents exhibiting problematic use.
5%
Co-occurrence of both behaviors
Percentage of adolescents with both Problematic Facebook and Video Game Use.

Full Text

What this is

  • This research examines the prevalence of and among Tunisian adolescents.
  • It identifies risk factors associated with the co-occurrence of these behaviors, including mental health issues.
  • The study involved 1342 high school students in Sousse, Tunisia, using structured questionnaires for data collection.

Essence

  • was found in 28.3% of adolescents, while 13% exhibited . The co-occurrence of both behaviors was linked to severe depression, anxiety, male gender, and problematic internet use.

Key takeaways

  • The prevalence of was 28.3%, and was 13%. This indicates a significant level of digital addiction among adolescents.
  • Co-occurrence of both problematic behaviors was observed in 5% of participants, suggesting a notable overlap in digital addiction patterns.
  • Risk factors for co-occurrence included severe depression (AOR = 4.527), anxiety (AOR = 4.216), and male gender (AOR = 4.130), highlighting the need for targeted interventions.

Caveats

  • The cross-sectional design limits causal interpretations of the relationships between digital addiction and mental health disorders.
  • The study focused solely on public school adolescents, potentially excluding those in private schools or out of school.
  • Self-reported data may introduce bias, as participants might underreport or exaggerate their behaviors due to social stigma.

Definitions

  • Problematic Facebook Use: Excessive use of Facebook leading to negative consequences, assessed by the Bergen Scale.
  • Problematic Video Game Use: Excessive engagement in video gaming resulting in adverse effects, measured by the Lemmens Scale.

Simplified

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