The benefits of using social network sites (SNS) have spurred heated debate in academia and popular culture alike. This study sought to address the debate by formulating a new, nuanced framework highlighting two conceptual distinctions: (a) preference for versus problem in one's interpersonal relations, and (b) SNS use versus the benefits of such use. Mixed-effects meta-analysis was performed in 178 independent samples from seven regions worldwide (n ϭ 108,068; age range ϭ 13-68). Eligible studies were those that examined an association between at least one common proxy measure of the socially rich (vs. poor; i.e., extraversion, social anxiety, or loneliness) and a criterion measure (i.e., SNS use or online social capital). The results revealed a complex picture. SNS use was positively correlated with both extraversion and social anxiety, although the social anxiety-SNS use correlation was significant for adult samples rather than adolescent samples. Online social capital was positively correlated with extraversion but inversely correlated with loneliness. Our conclusion is that extraverted individuals use SNS to enhance their opportunities for social interactions and can acquire more online social resources, whereas adults who are socially anxious use SNS to compensate for their social deficits but such effort is unrelated to online social resource accumulation. Individuals who feel lonely tend to obtain few such resources. However, most of the studies examined the leisure use of Facebook. We advocate more thorough testing of our hypotheses in future research on therapeutic SNS use and/or the use of SNS other than Facebook. Public Significance StatementScholars and social critics have been debating whether social network sites are of greater benefit to those who acquire more or less social resources in face-to-face interactions. This meta-analysis seeks to inform the debate by proposing a nuanced perspective that differentiates between preference for and problem in interpersonal relations, and between social network site use and the benefits of such use.
Since the inclusion of gaming disorder in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) as a condition for further study, there has been an increasing consensus that problematic gaming can be detrimental to mental health, yet efforts in preventing such problems from emerging have been limited. To address this gap, we developed the Game Over Intervention (GOI), a parent-based program designed based on the frameworks of ecological systems theory and self-determination theory. This study aimed to test the efficacy of the new program using the method of a randomized controlled trial, with the control condition being a program for effective learning. Participants were the parents of upper primary school students, with 163 (77% women; Mage = 42.70) and 199 (83% women; Mage = 41.82) partaking in the intervention and the control conditions, respectively. Participants rated their children’s gaming time, exposure to violent video games, and symptoms of gaming disorder at three time points: baseline, one week after intervention, and three months after intervention. The results indicate a general reduction in these three criteria across the three-month period. Our study provides tentative evidence demonstrating the effectiveness of the GOI in mitigating some gaming-related problems.
The Coronavirus Disease-2019 (COVID-19) has exerted an impact on not only individuals who have contracted the virus but also the general public. This study compared the mental health condition of residents in the epicenter province of Hubei with that of other Chinese residents during the initial stage of the COVID-19 outbreak, and to examine emerging issues revolving around health disparities in disease prevention. A survey was administered in February 2020 to 433 Chinese adults spanning 28 regions across China. Participants residing in Hubei reported lower levels of affective and cognitive well-being than those in other regions. Perceived behavioral control and healthy lifestyle maintenance were associated with both dimensions of well-being and sleep quality for all participants. Income level was positively associated with facemask use and healthy lifestyle maintenance. These results indicate that Hubei residents reported poorer mental health than those of other regions, but perceived behavioral control and healthy lifestyle maintenance correlate with better mental health across regions. The likelihood of undertaking preventive measures for COVID-19 tends to be greater among residents with higher income, reflecting the need to address the oft-neglected concerns of health disparities in preventing this highly contagious novel disease.
Internet gaming disorder and risky online behavior (e.g., cyberbullying, exposure to online violent content) have emerged as serious problems in the digital age. Prevalence rates range from 4% to 40% across the globe, with Asia being one of the hardest-hit regions. To address these pressing problems, our team designed the Wise IT-use (WIT) program, a universal prevention program that (a) enhances students’ awareness of Internet gaming disorder and an array of common risky online behaviors, and (b) equips them with sufficient knowledge to handle such problems. The WIT program design was based on gamification principles and flow theory to enhance users’ motivation and learning experience. A program evaluation study was conducted to assess the social impact of this program in mitigating symptoms of Internet gaming disorder and risky online behavior, and in bolstering emotional well-being. The participants were 248 students aged 7 to 13 from four primary schools in various regions of Hong Kong. They completed validated questionnaires 1 month before and 2 months after participating in the program to evaluate changes in their symptoms of Internet gaming disorder, the frequency with which they displayed risky online behaviors, and their ratings of emotional well-being across the period. The results revealed that both the symptoms of Internet gaming disorder and the proportion of students at risk of the disorder were reduced after the program. The changes observed in students were related to higher levels of positive affect and lower levels of negative affect. Evidence from this study indicates that Internet gaming disorder and risky online behavior are detrimental to the emotional well-being of Hong Kong primary school students. More importantly, the findings demonstrate that our newly developed WIT program can have a social impact in successfully mitigating the symptoms of Internet gaming disorder and enhancing emotional well-being over time. The implications of these findings for the program’s broader impact on society and culture are discussed.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.