2021
DOI: 10.1145/3449160
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The Complementary Nature of Perceived and Actual Time Spent Online in Measuring Digital Well-being

Abstract: As online platforms become ubiquitous, there is growing concern that their use can potentially lead to negative outcomes in users' personal lives, such as disrupted sleep and impacted social relationships. A central question in the literature studying these problematic effects is whether they are associated with the amount of time users spend on online platforms. This is often addressed by either analyzing self-reported measures of time spent online, which are generally inaccurate, or using objective metrics d… Show more

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Cited by 9 publications
(9 citation statements)
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“…One fundamental example of this concerns playtime. Evidence is rapidly accumulating that selfreport measures of digital technology use are often inaccurate (Parry et al 2021), and that this is true of games in particular (Kahn et al 2014;Mok and Anderson 2021;Johannes et al 2021b). The degree of inaccuracy may even be related to well-being, creating a possible confound for certain research questions (Sewall et al 2020).…”
Section: Harness Digital Trace Datamentioning
confidence: 99%
“…One fundamental example of this concerns playtime. Evidence is rapidly accumulating that selfreport measures of digital technology use are often inaccurate (Parry et al 2021), and that this is true of games in particular (Kahn et al 2014;Mok and Anderson 2021;Johannes et al 2021b). The degree of inaccuracy may even be related to well-being, creating a possible confound for certain research questions (Sewall et al 2020).…”
Section: Harness Digital Trace Datamentioning
confidence: 99%
“…As subjective data does not reflect the actual habit [18], we retrieve participants' actual app usage data through our developed Android app (Figure 1(a)). We used the Java class UsageStatsManager [9] to retrieve the foreground and background events' data, and to store it, we used the Google Firebase database.…”
Section: Data Collection Tool and Extraction Of Games App Usage Behav...mentioning
confidence: 99%
“…Some of these studies found a positive association of depression with problematic online gaming [24] and addiction to video gaming [5]. However, as subjective data does not present the actual app usage behavior [18], the findings of these studies may not unveil the exact relation. Researchers used objectively measured data for purposes such as exploring the feasibility of gamification in having a positive impact on sleep-wake [12], and exploring patterns in Game playing behavior [8].…”
Section: Introductionmentioning
confidence: 99%
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“…The Internet Addiction Questionnaire, for example, measures different dimensions of time spent on a platform, whether platform usage influences a user's life offline, or whether a user thinks about a platform while not using it [115]. Other studies adopt similar temporal, disconnection, and engagement-based measures of well-being and addiction [5,76], with more moralized discourses, such as the aforementioned time well spent movement, calling for personal reductions of certain negative types of user engagement.…”
Section: Introductionmentioning
confidence: 99%