The Relationship Between Technology Use and Problem Technology Use and Potential Psychosocial Mechanisms: Population-Based Telephone Survey in Community Adults During COVID-19

Aug 26, 2021Frontiers in psychology

How Technology Use and Problematic Technology Use Relate to Social and Psychological Factors in Adults During COVID-19

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Abstract

There were 66.2-81.8% increases in time use of social media or Internet games during COVID-19 compared to pre-COVID-19.

  • The estimated prevalence rate of (IGD) among gamers in the sample was 9.7%, higher than rates reported before COVID-19.
  • Significant associations were found between (SMA) and factors such as age, marital status, education levels, and COVID-19-related post-traumatic stress.
  • Time spent on Internet games was significantly associated with IGD, alongside boredom and emotional loneliness.
  • Boredom was identified as a positive mediator in the relationship between time spent on social media/Internet games and SMA/IGD.
  • Social loneliness negatively mediated the association between time spent on social media and SMA.

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Key numbers

66.2%
Increase in Social Media Use
Comparison of social media usage during COVID-19 vs. pre-COVID-19.
81.8%
Increase in Internet Gaming Use
Comparison of Internet gaming usage during COVID-19 vs. pre-COVID-19.
9.7%
Prevalence Rate
Estimated prevalence among Internet gamers during the pandemic.

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What this is

  • This research examines the impact of increased technology use during COVID-19 on () in Hong Kong adults.
  • It identifies the prevalence of () and () and explores psychosocial factors that mediate these relationships.
  • The study employs a population-based telephone survey to gather data on technology use and associated psychosocial statuses.

Essence

  • Prolonged technology use during COVID-19 is linked to increased and in Hong Kong adults. Factors such as boredom and loneliness mediate these relationships.

Key takeaways

  • Time spent on social media increased by 66.2% during COVID-19 compared to pre-COVID-19 levels. This significant rise in usage correlates with heightened symptoms.
  • Internet gaming time increased by 81.8% during the pandemic, with an estimated prevalence rate of 9.7%. This marks a notable rise from pre-COVID-19 estimates.
  • Boredom and emotional loneliness positively mediate the relationship between technology use and , indicating that increased screen time may exacerbate these psychosocial issues.

Caveats

  • The study's cross-sectional design limits the ability to establish causality between technology use and . Longitudinal studies are needed for better insights.
  • Self-reported data may introduce bias, affecting the accuracy of reported screen time and addiction symptoms.
  • The sample may not represent all demographics, as it excludes individuals without land-line telephones and those not at home during survey periods.

Definitions

  • Problem Technology Use (PTU): Addictive or problematic use of technology, including social media addiction (SMA) and Internet gaming disorder (IGD).
  • Social Media Addiction (SMA): A condition characterized by excessive use of social networking sites, fulfilling criteria such as mood modification and withdrawal symptoms.
  • Internet Gaming Disorder (IGD): A mental health condition involving persistent and recurrent use of the Internet for gaming, leading to significant impairment or distress.

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