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WhatsApp has billions of users worldwide. Instead of paying a subscription fee, users provide their data for the use allowance. This data is used by Meta - the company behind WhatsApp - to obtain insights into user characteristics and monetize those insights. However, this data business model is among others criticized for fostering a loss of privacy that arises when platforms analyze user data, and for the use of design elements to attract users to the platform when they are not online or to extend their online time. Therefore, an increasing number of scientists are discussing whether other payment models are needed to overcome those disadvantages, like a monetary payment model. However, users would probably only pay for improved social media products. This paper provides an empirical basis for understanding the user perspective and, in particular, whether and how much users are willing to pay for improved social media products. For this, 2924 WhatsApp users' perspectives on this topic were investigated. They were asked whether and how much they are willing to pay money for a messenger/social media service when its quality would be improved. Variables potentially influencing Willingness to Pay (i.e., personality, sent/received messages) were studied as well. 47% of the participants were unwilling to pay for a healthier messenger service, and about a quarter were willing or stayed neutral. Further analysis revealed that more agreeable people were more willing to pay. Further: Higher Extraversion was associated with more sent/received messages, but the number of sent/received messages was not linked to Willingness to Pay. The present study shows that many users still are not willing to pay for social media (here messengers), which indicates that the advantages of paying for social media with money instead of with one's own data might need to be better communicated.
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AIMS: The present study investigated the potential links between Internet Use Disorder tendencies, well-being and the impact of COVID-19 on Internet usage patterns. METHOD: A sample of 2498 participants filled out the Compulsive Internet Use Scale (CIUS), the Satisfaction with Life Scale (SWLS; the cognitive facet of well-being) and the Sofalizing Scale which comprises the Online Displacement and Social Compensation dimensions. Participants were also asked to report the extent to which changes in Internet use occurred due to COVID-19 pandemic (i.e., reductions, no changes, increases). The present study comprised a survey study with cross-sectional character. RESULTS: The statistical analyses demonstrated that the aforementioned variables were robustly associated with each other. In a first mediation model, the association between higher levels of Internet Use Disorder and reduced well-being was partially mediated by the two dimensions of the Sofalizing scale called Online Displacement and Social Compensation. The results of the second mediation model showed that the relationship between changes in Internet use due to COVID-19 pandemic and well-being was fully mediated by CIUS scores, suggesting that increased Internet use due to the COVID-19 pandemic increased levels of Internet Use Disorder tendencies, which in turn decreased levels of well-being. DISCUSSION: The findings are discussed in the context of human social needs in a time of crisis, where meeting people in-person was restricted.
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COVID-19 , Humanos , COVID-19/epidemiologia , Uso da Internet , Estudos Transversais , Pandemias , Inquéritos e Questionários , InternetRESUMO
The present study aimed at investigating associations of both ideological attitudes and personal value types with the personality traits derived from the Affective Neuroscience Theory (ANT). For that, data of N = 626 (n = 403 men, n = 220 women, n = 3 identifying as neither a man nor a woman) participants of an online survey in the German language were analyzed. Relations of primary emotional traits derived from the ANT with Right-Wing Authoritarianism (RWA), Social Dominance Orientation (SDO), and personal value types, such as the higher-order value type dimensions "Conservation-Openness to Change" and "Self-Enhancement-Self-Transcendence", were examined by means of correlational analyses and structural equation modeling. Results revealed among others relations between low SEEKING, high ANGER and high RWA. Low CARE and high ANGER were associated with high SDO. Moreover, FEAR was related to the higher-order value type dimension ranging from Conservation to Openness to Change. ANGER was associated with the higher-order value type dimension ranging from Self-Enhancement to Self-Transcendence. The present results do not only expand knowledge on the personality traits associated with ideological attitudes and personal value types. Beyond this, considering the neuroanatomical, functional, and neurochemical correlates of the primary emotional traits SEEKING, ANGER, CARE, and FEAR, the present results may provide a roadmap for forthcoming studies aiming at examining biological correlates of ideological attitudes and personal value types, such as those works in the field of political neuroscience.
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Atitude , Emoções , Masculino , Humanos , Feminino , Autoritarismo , Predomínio Social , Inquéritos e Questionários , PolíticaRESUMO
INTRODUCTION: Excessive internet use can lead to problems for some individuals. The WHO has introduced Gaming Disorder in the International Classification of Diseases-11 (ICD-11). Previous research has shown that other internet applications can cause serious mental health problems as well. It is important to provide measures of prevention, early intervention and therapy for internet use disorders (IUDs). METHODS AND ANALYSIS: The study 'Stepped Care Approach for Problematic Internet use Treatment' is a randomised, two-arm, parallel-group, observer-blind trial. The aim of the study is to investigate if a stepped care approach is effective to reduce symptom severity for IUD. The sample is primarily recruited online with a focus on employees in companies with support of health insurances. After screening, the stepped care approach depends on the success of the previous step-that is, the successful reduction of criteria-and comprise: (1) app-intervention with questionnaires and feedback, (2) two telephone counsellings (duration: 50 min) based on motivational interviewing, (3) online therapy over 17 weeks (15 weekly group sessions, eight individual sessions) based on cognitive-behavioural therapy. A follow-up is conducted after 6 months. A total of 860 participants will be randomised. Hierarchical testing procedure is used to test the coprimary endpoints number of Diagnostic and Statistical Manual of Mental Disorders, fifth edition and ICD-11 criteria. Primary analysis will be performed with a sequential logit model. ETHICS AND DISSEMINATION: The study has been approved by the Ethics Committees of the Universities of Lübeck (file number: 21-068), Mainz (file number: 2021-15907) and Berlin (file number: 015.2021). Results will be reported in accordance to the CONSORT statement. If the approach is superior to the control condition, it may serve as part of treatment for IUD. TRIAL REGISTRATION NUMBER: DRKS00025994.
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Terapia Cognitivo-Comportamental , Entrevista Motivacional , Telemedicina , Humanos , Uso da Internet , Berlim , Internet , Resultado do Tratamento , Ensaios Clínicos Controlados Aleatórios como AssuntoRESUMO
BACKGROUND: Prevention in psychiatry provides a promising way to address the burden of mental illness. However, established approaches focus on specific diagnoses and do not address the heterogeneity and manifold potential outcomes of help-seeking populations that present at early recognition services. Conceptualizing the psychopathology manifested in help-seeking populations from a network perspective of interacting symptoms allows transdiagnostic investigations beyond binary disease categories. Furthermore, modern technologies such as smartphones facilitate the application of the Experience Sampling Method (ESM). OBJECTIVE: This study is a combination of ESM with network analyses to provide valid insights beyond the established assessment instruments in a help-seeking population. METHODS: We will examine 75 individuals (aged 18-40 years) of the help-seeking population of the Cologne early recognition center. For a maximally naturalistic sample, only minimal exclusion criteria will be applied. We will collect data for 14 days using a mobile app to assess 10 transdiagnostic symptoms (ie, depressive, anxious, and psychotic symptoms) as well as distress level 5 times a day. With these data, we will generate average group-level symptom networks and personalized symptom networks using a 2-step multilevel vector autoregressive model. Additionally, we will explore associations between symptom networks and sociodemographic, risk, and resilience factors, as well as psychosocial functioning. RESULTS: The protocol was designed in February 2020 and approved by the Ethics Committee of the University Hospital Cologne in October 2020. The protocol was reviewed and funded by the Köln Fortune program in September 2020. Data collection began in November 2020 and was completed in November 2021. Of the 258 participants who were screened, 93 (36%) fulfilled the inclusion criteria and were willing to participate in the study. Of these 93 participants, 86 (92%) completed the study. The first results are expected to be published in 2022. CONCLUSIONS: This study will provide insights about the feasibility and utility of the ESM in a help-seeking population of an early recognition center. Providing the first explorative phenotyping of transdiagnostic psychopathology in this population, our study will contribute to the innovation of early recognition in psychiatry. The results will help pave the way for prevention and targeted early intervention in a broader patient group, and thus, enable greater intended effects in alleviating the burden of psychiatric disorders. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): DERR1-10.2196/35206.
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The present study investigates the relationship between Gaming Disorder (GD) and individual differences in gaming motives and how they might differ between three groups of gamers. The first group stated to be professional gamers (n = 129; 2,49%), the second group consisted of non-professional gamers, who intended to become professional gamers (n = 646; 12,45%), and the third group included the remaining non-professional gamers (n = 4,412; 85,06%). Gaming motives were assessed via the Motives for Online Gaming Questionnaire (MOGQ), and GD was assessed with the Gaming Disorder Test (GDT). Results revealed that professional gamers and those intending to become professional were very similar regarding their gaming motive expressions. In contrast, non-professional gamers without esports ambitions scored significantly lower on all gaming motives, except for the recreational motive which was comparable across all groups. Several consistent gaming motive-GD associations appeared across the three gamer groups, with the most robust finding being that higher escapism motive expressions relate to greater GDT scores. The present study sheds light on an emerging field of research attempting to better understand competitive gaming in the context of esports.
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The present data set contains self-report data of German individuals participating in a longitudinal data assessment via online surveys conducted in the year preceeding the general elections in Germany. Data of N = 122 individuals are included in the data set. Those individuals participated in an initial, extensive survey between November 2020 and February 2021 (T1) as well as in a final survey after the general German elections, thus, between the end of September 2021 and October 2021 (T3). Of those individuals, n = 93 additionally participated in an intermediate survey in between the previously mentioned ones between the end of May and the end of June 2021 (T2). Next to the assessment of sociodemographic variables, information on (political) news consumption, such as the frequency of being confronted with counter-attitudinal news, and on political attitudes, for example via current voting intentions for one of the major German parties, were assessed in the initial survey (T1). In the intermediate survey (T2), participants provided information on recent political news consumption habits including the frequency of being confronted with counter-attitudinal news, current voting intentions for one of the major German parties, as well as on extraordinary events that happened recently and impacted their voting intentions. In the final survey (T3), sociodemographic variables and actual voting decisions in the general German elections in 2021 were assessed. Moreover, variables on recent political news consumption habits, including the frequency of being confronted with counter-attitudinal news, and extraordinary events that happened recently and impacted voting decisions were assessed. Finally, a detailed self-report questionnaire retrospectively assessing political news consumption for the time between participation in the initial survey (T1) and the final survey (T3) was completed by participants. Not only did this questionnaire assess which online and offline news channels (e.g., TV, print, news websites) participants used. Besides, the questionnaire included items on how many outlets per channel were used and the frequency of being confronted with counter-attitudinal news within each channel. This data set is provided alongside the present article to be used for further investigations of the stability of voting intentions, thus, political attitudes. Moreover, a content analysis of the open responses on which extraordinary events happened and impacted voting intentions/decisions can provide further knowledge on factors influencing voting intentions and their variability versus stability.
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BACKGROUND: 'Gaming Disorder' (GD) is now an officially recognized mental health disorder according to the World Health Organization (WHO) framework while 'Internet Gaming Disorder (IGD) remains as a tentative disorder as per the American Psychiatric Association (APA) framework. Although both GD and IGD reflect disordered gaming tendencies marked by excessive time spent gaming, little is known about the extent to which too much time spent gaming becomes particularly problematic. Moreover, emerging research has highlighted the need to further explore how both disordered gaming frameworks perform in the assessment and estimation of disordered gaming symptoms and related behaviors. METHODS: The primary aim of the present study was to shed light on the complex relationship between time spent gaming and disordered gaming and to provide prevalence estimates of disordered gaming across the WHO and APA frameworks. This study adopted an online survey methodology and a cross-sectional design in a large sample of 123,262 eligible gamers from 168 countries. RESULTS: The results obtained indicated that the prevalence rate of disordered gaming among the participants was smaller when assessed with the WHO framework (i.e., 1.96%) in comparison to the APA framework (i.e., 4.97%). Additionally, the relationship between time spent gaming and disordered gaming varied, and disordered gaming was associated on average with 34.53 h of gaming a week within the APA framework (i.e., with at least five criteria endorsed; higher gaming-time-averages for those endorsing more criteria) and an average of 40.13 h a week within the WHO framework (i.e., with all criteria endorsed). CONCLUSIONS: The relationship between weekly time spent gaming and disordered gaming is multifaceted and varies according to the diagnostic framework adopted. The results highlight the need for further refinement at the diagnostic level in regard to disordered gaming.
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Comportamento Aditivo , Jogos de Vídeo , Humanos , Comportamento Aditivo/epidemiologia , Comportamento Aditivo/psicologia , Estudos Transversais , Internet , Transtorno de Adição à InternetRESUMO
Disordered gaming has gained increased medical attention and was recently included in the eleventh International Classification of Diseases (ICD-11) by the World Health Organization (WHO) after its earlier inclusion in the Diagnostic and Statistical Manual of Mental Disorders (fifth revision) (DSM-5) as an emerging disorder by the American Psychiatric Association (APA). Although many studies have investigated associations between personality and disordered gaming, no previous research compared the differential associations between personality and disordered gaming with time spent gaming. Due to the novelty of the WHO diagnostic framework for disordered gaming, previous research focused mainly on the associations between personality and disordered gaming in relation to the APA framework. Beyond that, these studies are generally limited by small sample sizes and/or the lack of cross-cultural emphasis due to single-country sampling. To address these limitations, the present study aimed to investigate the associations between personality and gaming behavior in a large and culturally heterogeneous sample (N = 50,925) of individuals from 150 countries. The results obtained suggested that low conscientiousness and high neuroticism were robustly associated with disordered gaming across both the APA and WHO frameworks. Interestingly, personality associations with weekly time spent gaming were smaller. The findings of the present study suggest that personality is of higher importance to predict disordered gaming compared to weekly time spent gaming.
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Transtornos Disruptivos, de Controle do Impulso e da Conduta/psicologia , Transtorno de Adição à Internet/psicologia , Jogos e Brinquedos/psicologia , Feminino , Humanos , Masculino , Neuroticismo/fisiologia , Inquéritos e QuestionáriosRESUMO
BACKGROUND: Social communication via instant messaging (IM) and social networking (SN) apps makes up a large part of the time that smartphone users spend on their devices. Previous research has indicated that the excessive use of these apps is positively associated with problematic smartphone use behaviors. In particular, image-based SN apps, such as Instagram (Facebook Inc) and Snapchat (Snap Inc), have been shown to exert stronger detrimental effects than those exerted by traditional apps, such as Facebook (Facebook Inc) and Twitter (Twitter Inc). OBJECTIVE: In this study, we investigated the correlation between individuals' tendencies toward smartphone use disorder (SmUD) and objective measures of the frequency of smartphone usage. Additionally, we put to test the hypothesis that the pathway linking the frequency of actual smartphone usage to self-reported tendencies toward SmUD was mediated by the increased frequency of IM and SN app usage. METHODS: We recruited a sample of 124 adult smartphone users (females: 78/124, 62.9%; age: mean 23.84 years, SD 8.29 years) and collected objective information about the frequency of smartphone and SN app usage over 1 week. Participants also filled in a self-report measure for assessing the multiple components of tendencies toward SmUD. Bivariate associations were investigated by using Spearman correlation analyses. A parallel mediation analysis was conducted via multiple regression analysis. RESULTS: The frequency of smartphone usage, as well as the use of IM apps (Messenger, Telegram, and WhatsApp [Facebook Inc]), Facebook, and image-based apps (Instagram and Snapchat), had significant positive associations with at least 1 component of SmUD, and the cyberspace-oriented relationships factor exhibited the strongest associations overall. We found support for an indirect effect that linked actual smartphone usage to SmUD tendencies via the frequency of the use of image-based SN apps. CONCLUSIONS: Our novel results shed light on the factors that promote SmUD tendencies and essentially indicate that image-based SN apps seem to be more strongly associated with problematic smartphone behaviors compared to IM apps and traditional SN apps, such as Facebook.
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Aplicativos Móveis , Smartphone , Adulto , Comunicação , Feminino , Humanos , Autorrelato , Rede Social , Adulto JovemRESUMO
BACKGROUND: 'Gaming Disorder' (GD) has received increased medical attention and official recognition from both the American Psychiatric Association (APA) and the World Health Organization (WHO). Although these two medical organizations have independently developed promising clinical diagnostic frameworks to assess disordered gaming, little is known about how these frameworks compare at different psychometric levels in terms of producing consistent outcomes in the assessment of GD. METHODS: A sample of 1429 German gamers (Meanage = 29.74 years; SD = 12.37 years) completed an online survey including measures on different psychopathological symptoms (depression, loneliness and attention problems), gaming motives and disordered gaming according to the WHO and APA frameworks. RESULTS: The findings suggest the existence of minor discrepancies in the estimation of prevalence rates of GD according among the two frameworks. Nevertheless, both diagnostic frameworks are fairly consistent in the psychometric prediction of GD in relation to gaming motives and psychopathological symptoms. The findings underscore the role of key gaming motives as risk factors and protective factors across both diagnostic frameworks. Finally, the study provides support for the WHO diagnostic framework for GD and its measurement with the German Gaming Disorder Test (GDT). The findings and their implications are further discussed in terms of clinical relevance.
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The focus of the present work was on the association between commuting (business and private), life satisfaction, stress, and (over-) use of the Internet. Considering that digital devices are omnipresent in buses and trains, no study has yet investigated if commuting contributes to the development of Internet addiction. Overall, N = 5039 participants (N = 3477 females, age M = 26.79, SD = 10.68) took part in an online survey providing information regarding their commuting behavior, Internet addiction, personality, life satisfaction, and stress perception. Our findings are as follows: Personality seems to be less suitable to differentiate between commuter and non-commuter groups, which is possibly due to commuters often not having a choice but simply must accept offered job opportunities at distant locations. Second, the highest levels of satisfaction were found with income and lodging in the group commuting for business purposes. This might be related to the fact that commuting results in higher salaries (hence also better and more expensive housing style) due to having a job in another city which might exceed job opportunities at one's own living location. Third, within the business-commuters as well as in the private-commuter groups, females had significantly higher levels of stress than males. This association was not present in the non-commuter group. For females, commuting seems to be a higher burden and more stressful than for males, regardless of whether they commute for business or private reasons. Finally, we observed an association between higher stress perception (more negative attitude towards commuting) and Internet addiction. This finding suggests that some commuters try to compensate their perceived stress with increased Internet use.
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Comportamento Aditivo , Internet , Satisfação Pessoal , Meios de Transporte/estatística & dados numéricos , Adulto , Coleta de Dados , Feminino , Humanos , MasculinoRESUMO
Virtually everybody would agree that life satisfaction is of immense importance in everyday life. Thus, it is not surprising that a considerable amount of research using many different methodological approaches has investigated what the best predictors of life satisfaction are. In the present study, we have focused on several key potential influences on life satisfaction including bottom-up and top-down models, cross-cultural effects, and demographic variables. In four independent (large scale) surveys with sample sizes ranging from N = 488 to 40,297, we examined the associations between life satisfaction and various related variables. Our findings demonstrate that prediction of overall life satisfaction works best when including information about specific life satisfaction variables. From this perspective, satisfaction with leisure showed the highest impact on overall life satisfaction in our European samples. Personality was also robustly associated with life satisfaction, but only when life satisfaction variables were not included in the regression model. These findings could be replicated in all four independent samples, but it was also demonstrated that the relevance of life satisfaction variables changed under the influence of cross-cultural effects.
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The present study investigates, using a large sample (N=4852 participants; 51.71% males), how problematic Internet use (PIU) relates to general life satisfaction and distinct facets of everyday life such as job, leisure, and health. Data on Internet usage was gathered using a short form of the Young Internet Addiction Test. Life satisfaction was measured with standardized items taken from the socioeconomic panel (Germany). Highly significant associations were observed between PIU and the facets of life satisfaction, health and leisure. Of note, these associations between the mentioned facets of life satisfaction and PIU were significantly higher for females compared to males, although the reported total level of PIU was significantly lower for females. This suggests the presence of different thresholds for males and females with respect to negative effects on well-being due to PIU. The current study underlines the importance of including gender as a critical variable when investigating the association between life satisfaction and PIU.
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Comportamento Aditivo/psicologia , Internet , Satisfação Pessoal , Adolescente , Adulto , Idoso , Idoso de 80 Anos ou mais , Criança , Feminino , Alemanha , Humanos , Masculino , Pessoa de Meia-Idade , Fatores Sexuais , Adulto JovemRESUMO
Analogue zeitgebers such as wristwatches and alarm clocks are essential for structuring everyday life. Since the dawn of the digital revolution - particularly since the advent of the smartphone - mobile phones have increasingly replaced analogue zeitgebers as a means of telling time. This functionality may prove problematic, in that it may contribute to the overuse of digital media (e.g. when checking the time turns into extended use of other smartphone utilities, including Internet-based applications). Of N = 3084 participants, 45% reported wearing a wristwatch and 67% used an analogue alarm clock. We observed that participants who reported using analogue zeitgebers used their mobile-/smartphone significantly less. Use of analogue zeitgebers may prove a practical tool for therapeutic and preventative interventions for problematic Internet use in an increasingly digital age.