| Literature DB >> 29788762 |
Seung-Yup Lee1, Donghwan Lee2, Cho Rong Nam3, Da Yea Kim2, Sera Park4, Jun-Gun Kwon4, Yong-Sil Kweon1, Youngjo Lee5, Dai Jin Kim6, Jung-Seok Choi3,7.
Abstract
Background and objectives The ubiquitous Internet connections by smartphones weakened the traditional boundaries between computers and mobile phones. We sought to explore whether smartphone-related problems differ from those of computer use according to gender using latent class analysis (LCA). Methods After informed consents, 555 Korean middle-school students completed surveys on gaming, Internet use, and smartphone usage patterns. They also completed various psychosocial instruments. LCA was performed for the whole group and by gender. In addition to ANOVA and χ2 tests, post-hoc tests were conducted to examine differences among the LCA subgroups. Results In the whole group (n = 555), four subtypes were identified: dual-problem users (49.5%), problematic Internet users (7.7%), problematic smartphone users (32.1%), and "healthy" users (10.6%). Dual-problem users scored highest for addictive behaviors and other psychopathologies. The gender-stratified LCA revealed three subtypes for each gender. With dual-problem and healthy subgroup as common, problematic Internet subgroup was classified in the males, whereas problematic smartphone subgroup was classified in the females in the gender-stratified LCA. Thus, distinct patterns were observed according to gender with higher proportion of dual-problem present in males. While gaming was associated with problematic Internet use in males, aggression and impulsivity demonstrated associations with problematic smartphone use in females. Conclusions An increase in the number of digital media-related problems was associated with worse outcomes in various psychosocial scales. Gaming may play a crucial role in males solely displaying Internet-related problems. The heightened impulsivity and aggression seen in our female problematic smartphone users requires further research.Entities:
Keywords: Internet; addiction; game; gender; latent class analysis; smartphone
Mesh:
Year: 2018 PMID: 29788762 PMCID: PMC6174601 DOI: 10.1556/2006.7.2018.28
Source DB: PubMed Journal: J Behav Addict ISSN: 2062-5871 Impact factor: 6.756
Indicators of fit for models in the whole subjects (N = 555)
| Model | BIC | AIC | BLRT |
|---|---|---|---|
| Two classes | 614.6392 | 571.4495 | .001 |
| Three classes | 583.8394 | 519.0549 | .001 |
| Four classes | 496.7950 | .001 | |
| Five classes | 607.9873 | 500.0131 | .390 |
Note. Bold value represents the lowest BIC value and signifies that the model composed by four class is most fit. AIC: Akaike information criterion; BIC: Bayesian information criterion; BLRT: Bootstrap Likelihood Ratio Test.
.Latent class analysis of the whole subjects. SAS: Smartphone Addiction Scale; IAT: Internet Addiction Test
Interclass comparison of the whole subjects (N = 555)
| Variables | Dual ( | Internet ( | Smartphone ( | Healthy ( | Post hoc | ||
|---|---|---|---|---|---|---|---|
| Psychosocial measures | |||||||
| Internet Addiction Test | 42.8 (12.0) | 35.8 (9.8) | 23.8 (2.8) | 21.1 (1.2) | <.001 | 203.9 | D > I > S ≒ H |
| Smartphone Addiction Scale | 92.6 (25.1) | 46.5 (4.3) | 80.7 (23.5) | 46.0 (4.0) | <.001 | 108.4 | D > S > I ≒ H |
| BIS Scale | 17.8 (3.6) | 15.6 (3.5) | 17.5 (3.7) | 15.7 (4.1) | <.001 | 8.6 | D ≒ S > H ≒ I |
| Total BAS Scale | 30.1 (8.1) | 26.5 (10.3) | 27.5 (9.1) | 24.6 (9.7) | <.001 | 8.3 | D > S ≒ H |
| BAS-R | 12.2 (3.5) | 10.8 (4.3) | 11.6 (4.0) | 10.0 (4.3) | <.001 | 6.3 | D ≒ S > H |
| BAS-DG | 8.9 (2.7) | 8.0 (3.2) | 8.1 (3.0) | 7.7 (3.4) | .003 | 4.7 | D > S ≒ H |
| BAS-F | 9.0 (2.8) | 7.7 (3.2) | 7.8 (2.9) | 6.9 (3.0) | <.001 | 11.3 | D > S ≒ I ≒ H |
| BDI | 8.9 (8.2) | 2.8 (3.6) | 7.6 (7.6) | 4.2 (6.9) | <.001 | 11.6 | D ≒ S > H ≒ I |
| BAI | 8.9 (9.7) | 2.7 (4.1) | 5.0 (7.2) | 2.2 (4.3) | <.001 | 18.2 | D > S ≒ I ≒ H |
| Barratt Impulsiveness Scale | 65.8 (7.2) | 61.5 (7.7) | 62.7 (8.3) | 57.1 (9.8) | <.001 | 21.4 | D > S ≒ I > H |
| CASS-S | 21.7 (12.5) | 14.3 (12.0) | 15.1 (11.4) | 11.5 (11.5) | <.001 | 18.7 | D > S ≒ I ≒ H |
| AQ | 70.4 (19.7) | 52.4 (16.3) | 60.1 (18.9) | 48.0 (11.7) | <.001 | 32.0 | D > S ≒ I ≒ H, S > H |
| AX | 56.2 (10.3) | 49.5 (12.9) | 51.8 (11.1) | 47.1 (12.1) | <.001 | 15.2 | D > S ≒ I ≒ H, S > H |
| Patterns survey | |||||||
| Gaming hours per play (A) | 1.8 (1.7) | 2.3 (1.6) | 0.9 (1.0) | 0.6 (0.8) | <.001 | 25.6 | I ≒ D > S ≒ H |
| Weekday daily gaming hours (A) | 1.3 (1.5) | 2.0 (1.9) | 0.6 (1.0) | 0.4 (0.9) | <.001 | 23.1 | I > D > S ≒ H |
| Weekend daily gaming hours (A) | 2.5 (2.5) | 3.1 (2.9) | 1.1 (1.5) | 0.7 (1.3) | <.001 | 25.2 | I ≒ D > S ≒ H |
| Internet café as the main gaming place | 0.2 (0.4) | 0.1 (0.3) | 0.1 (0.3) | 0.2 (0.4) | .018 | 10.1 | D > S |
| Non-gaming Internet usage hours per use (A) | 1.5 (1.1) | 1.2 (0.9) | 1.4 (1.4) | 0.9 (0.8) | .004 | 4.4 | D ≒ S > H |
| Weekday daily non-gaming Internet hours (A) | 1.3 (1.2) | 1.0 (0.8) | 1.0 (1.0) | 1.0 (1.5) | .011 | 3.8 | D > S |
| Weekend daily non-gaming Internet hours (A) | 1.7 (1.5) | 1.1 (1.1) | 1.4 (1.4) | 1.1 (1.1) | .002 | 4.9 | D > H |
| Use Internet whenever possible | 0.2 (0.4) | 0.2 (0.4) | 0.1 (0.3) | 0.1 (0.3) | .002 | 14.5 | D > S ≒ H |
| Use smartphone whenever possible | 0.5 (0.5) | 0.3 (0.4) | 0.5 (0.5) | 0.2 (0.4) | <.001 | 26.0 | D ≒ S > H, S > I |
Note. A: average; AQ: Aggression Questionnaire; AX: Anger Expression Scale; BDI: Beck Depression Inventory; BAI: Beck Anxiety Inventory; BIS: Behavioral Inhibition System; BAS: Behavioral Activation System (R: reward responsiveness; DG: drive to pursuit goals; F: fun-seeking); CASS-S: Conners-Wells’ Adolescent Self-Report Scale – short version; D: dual-problematic group; H: healthy group; I: Internet problem group; S: smartphone problem group.
Psychosocial and digital media-related variables of the participants
| Mean ( | ||||
|---|---|---|---|---|
| Characteristics | Total | Male | Female | |
| Demographic variables | ||||
| Age | 13.9 (0.3) | 13.9 (0.3) | 13.9 (0.4) | .214 |
| Monthly household income | .107 | |||
| <$940 | 22 (5.7) | 11 (5.0) | 11 (6.8) | |
| $940–1,880 | 32 (8.4) | 17 (7.7) | 15 (9.2) | |
| $1,880–2,820 | 57 (14.9) | 37 (16.8) | 20 (12.3) | |
| $2,820–3,760 | 84 (21.9) | 47 (21.4) | 37 (22.7) | |
| $3,760–4,700 | 53 (13.8) | 24 (10.9) | 29 (17.8) | |
| $4,700–5,640 | 46 (12.0) | 30 (13.6) | 16 (9.8) | |
| $5,640–6,580 | 33 (8.6) | 15 (6.8) | 18 (11.0) | |
| ≥$6,580 | 56 (14.6) | 39 (17.7) | 17 (10.4) | |
| Alcohol (+) | 0.04 (0.2) | 0.06 (0.2) | 0.02 (0.1) | .050 |
| Smoking (+) | 0.02 (0.1) | 0.02 (0.1) | 0.01 (0.1) | .614 |
| Psychiatric treatment history (+) | 0.02 (0.1) | 0.03 (0.2) | 0.01 (0.1) | .154 |
| Psychosocial variables | ||||
| Behavioral Inhibition System | 17.3 (3.7) | 16.5 (3.3) | 18.3 (3.9) | <.001 |
| Behavioral Activation System Scales | 28.4 (9.0) | 27.5 (9.5) | 29.4 (8.3) | .017 |
| Beck Depression Inventory | 7.5 (7.8) | 5.7 (6.5) | 9.5 (8.7) | <.001 |
| Beck Anxiety Inventory | 6.5 (8.6) | 5.7 (7.6) | 7.3 (9.5) | .034 |
| CASS-S | 17.9 (12.6) | 18.3 (13.2) | 17.4 (11.9) | .422 |
| Barratt Impulsiveness Scale | 63.6 (8.3) | 63.6 (7.9) | 63.5 (8.8) | .910 |
| Aggression Questionnaires | 59.0 (20.0) | 57.5 (21.0) | 60.6 (18.6) | .070 |
| State–Trait Anger Expression Inventory | 53.3 (11.4) | 51.9 (12.3) | 54.8 (10.2) | .003 |
| Digital media-related variables | ||||
| Internet Addiction Test | 33.9 (13.1) | 36.4 (13.1) | 31.0 (12.5) | <.001 |
| Smartphone Addiction Scale | 80.1 (28.0) | 74.9 (24.2) | 85.9 (30.7) | <.001 |
| Weekday non-gaming Internet hours per day (A) | 1.1 (1.1) | 1.0 (0.9) | 1.3 (1.4) | <.001 |
| Weekend non-gaming Internet hours per day (A) | 1.5 (1.4) | 1.2 (1.1) | 1.9 (1.7) | <.001 |
| Non-gaming Internet usage hours per use | 1.4 (1.2) | 1.2 (1.2) | 1.6 (1.2) | <.001 |
| Weekday smartphone usage hours per day (A) | 2.9 (2.5) | 2.5 (2.0) | 3.4 (2.8) | <.001 |
| Weekend smartphone usage hours per day (A) | 3.8 (3.0) | 3.1 (2.5) | 4.6 (3.3) | <.001 |
| Weekday gaming hours per day (A) | 1.0 (1.4) | 1.5 (1.5) | 0.5 (1.0) | <.001 |
| Weekend gaming hours per day (A) | 1.9 (2.3) | 2.8 (2.2) | 0.8 (1.8) | <.001 |
| Gaming hours per play | 1.4 (1.5) | 2.0 (1.4) | 0.7 (1.4) | <.001 |
Note. A: average; CASS-S: Conners-Wells’ Adolescent Self-Report Scale – short version; SD: standard deviation.
Frequency (%).
Indicators of fit for models in the males and the females
| Model | BIC | AIC | BLRT |
|---|---|---|---|
| Males ( | |||
| Two classes | 330.7431 | 293.8733 | .009 |
| Three classes | 206.6174 | .001 | |
| Four classes | 268.2498 | 194.5103 | .004 |
| Females ( | |||
| Two classes | 250.5642 | 214.9573 | .001 |
| Three classes | 176.7522 | .001 | |
| Four classes | 240.8185 | 169.6049 | .030 |
Note. Bold values represent the lowest BIC values and signify that the models composed by three class are most fit. AIC: Akaike information criterion; BIC: Bayesian information criterion; BLRT: Bootstrap Likelihood Ratio Test.
.Latent class analysis of the males and the females. SAS: Smartphone Addiction Scale; IAT: Internet Addiction Test
Interclass comparison of the males (n = 295)
| Variables | Dual ( | Internet ( | Healthy ( | Post hoc | ||
|---|---|---|---|---|---|---|
| Psychosocial measures | ||||||
| Internet Addiction Test | 39.4 (13.0) | 30.6 (10.0) | 20.2 (0.4) | <.001 | 26.3 | D > I > H |
| Smartphone Addiction Scale | 86.2 (19.4) | 48.4 (5.1) | 42.2 (0.4) | <.001 | 163.8 | D > I ≒ H |
| BIS Scale | 17.0 (3.2) | 15.3 (3.4) | 15.8 (3.4) | .001 | 6.9 | D > I |
| Total BAS Scale | 28.6 (9.0) | 25.0 (9.5) | 23.9 (12.6) | .008 | 4.9 | D > I |
| BAS-R | 11.6 (3.7) | 10.4 (4.3) | 9.1 (4.7) | .011 | 4.5 | D > H |
| BAS-DG | 8.5 (2.9) | 7.5 (3.2) | 7.6 (4.3) | .042 | 3.2 | D > I |
| BAS-F | 8.5 (3.0) | 7.2 (2.9) | 7.2 (3.8) | .002 | 6.2 | D > I |
| BDI | 6.9 (6.9) | 2.9 (4.0) | 2.5 (6.1) | <.001 | 12.1 | D > I ≒ H |
| BAI | 7.1 (8.2) | 2.7 (4.8) | 0.9 (2.3) | <.001 | 12.2 | D > I ≒ H |
| Barratt Impulsiveness Scale | 64.9 (7.3) | 60.0 (8.3) | 62.7 (10.0) | <.001 | 10.8 | D > I |
| CASS-S | 20.7 (13.1) | 11.5 (9.8) | 16.8 (18.6) | <.001 | 13.7 | D > I |
| AQ | 66.2 (21.1) | 52.3 (14.8) | 48.9 (15.3) | <.001 | 16.3 | D > I ≒ H |
| AX | 53.3 (11.6) | 48.7 (12.6) | 46.9 (15.8) | .008 | 5.0 | D > I |
| Patterns survey | ||||||
| Gaming hours per play (A) | 2.1 (1.4) | 2.1 (1.4) | 0.8 (1.0) | .003 | 5.9 | D ≒ I > H |
| Weekday daily gaming hours (A) | 1.5 (1.4) | 1.7 (1.9) | 0.5 (0.9) | .034 | 3.4 | I > H |
| Weekend daily gaming hours (A) | 3.0 (2.1) | 2.7 (2.5) | 1.0 (1.5) | .007 | 5.0 | D ≒ I > H |
| Internet café as the main gaming place | 0.3 (0.5) | 0.2 (0.4) | 0.2 (0.4) | .029 | 7.1 | D > I |
| Non-gaming Internet usage hours per use (A) | 1.2 (1.3) | 1.0 (0.9) | 0.7 (0.6) | .158 | 1.9 | – |
| Weekday daily non-gaming Internet hours (A) | 1.0 (0.9) | 0.8 (0.8) | 1.0 (0.9) | .268 | 1.3 | – |
| Weekend daily non-gaming Internet hours (A) | 1.3 (1.2) | 0.9 (1.0) | 1.4 (1.2) | .032 | 3.5 | D > I |
| Use Internet whenever possible | 0.2 (0.4) | 0.2 (0.4) | 0.2 (0.4) | .466 | 1.5 | – |
| Use smartphone whenever possible | 0.4 (0.5) | 0.3 (0.5) | 0.2 (0.4) | .017 | 8.1 | D > I |
Note. A: average; AQ: Aggression Questionnaire; AX: Anger Expression Scale; BDI: Beck Depression Inventory; BAI: Beck Anxiety Inventory; BIS: Behavioral Inhibition System; BAS: Behavioral Activation System (R: reward responsiveness; DG: drive to pursuit goals; F: fun-seeking); CASS-S: Conners-Wells’ Adolescent Self-Report Scale – short version; D: dual-problematic group; H: healthy group; I: Internet problem group.
Interclass comparison of the females (n = 260)
| Variables | Dual ( | Smartphone ( | Healthy ( | Post hoc | ||
|---|---|---|---|---|---|---|
| Psychosocial measures | ||||||
| Internet Addiction Test | 42.9 (13.2) | 24.6 (3.4) | 21.4 (1.3) | <.001 | 156.6 | D > S ≒ H |
| Smartphone Addiction Scale | 104.2 (29.2) | 83.0 (24.3) | 47.0 (4.3) | <.001 | 70.3 | D > S > H |
| BIS Scale | 19.2 (3.9) | 17.9 (3.7) | 17.2 (4.4) | .014 | 4.3 | D > S ≒ H |
| Total BAS Scale | 31.6 (7.5) | 28.4 (8.5) | 26.9 (8.3) | .003 | 5.9 | D > S ≒ H |
| BAS-R | 12.9 (3.5) | 11.9 (3.8) | 11.2 (3.9) | .038 | 3.3 | – |
| BAS-DG | 9.3 (2.7) | 8.3 (2.8) | 8.5 (3.1) | .032 | 3.5 | D > S |
| BAS-F | 9.2 (2.7) | 8.1 (2.9) | 7.3 (2.8) | .001 | 7.6 | D > S ≒ H |
| BDI | 11.6 (9.1) | 9.1 (8.2) | 5.4 (7.8) | .001 | 6.8 | D > H |
| BAI | 10.9 (11.6) | 5.7 (7.4) | 3.1 (5.1) | <.001 | 13.5 | D > S ≒ H |
| Barratt Impulsiveness | 66.8 (7.2) | 63.3 (8.2) | 55.1 (9.7) | <.001 | 26.9 | D > S > H |
| CASS-S | 22.0 (11.9) | 15.8 (11.4) | 10.8 (8.5) | <.001 | 14.9 | D > S ≒ H |
| AQ | 74.0 (18.5) | 61.9 (18.5) | 48.9 (10.3) | <.001 | 27.1 | D > S > H |
| AX | 57.8 (9.7) | 53.5 (10.1) | 51.0 (9.7) | <.001 | 8.1 | D > S ≒ H |
| Patterns survey | ||||||
| Gaming hours per play (A) | 1.0 (1.9) | 0.5 (1.0) | 0.3 (0.7) | .008 | 4.9 | D > S ≒ H |
| Weekday daily gaming hours (A) | 0.8 (1.4) | 0.3 (0.7) | 0.3 (0.8) | .001 | 7.1 | D > S ≒ H |
| Weekend daily gaming hours (A) | 1.3 (2.4) | 0.6 (1.2) | 0.4 (1.0) | .006 | 5.2 | D > S ≒ H |
| Internet café as the main gaming place | 0.0 (0.2) | 0.0 (0.2) | 0.1 (0.2) | .594 | 1.0 | – |
| Non-gaming Internet usage hours per use (A) | 2.0 (1.3) | 1.4 (1.0) | 1.1 (0.9) | <.001 | 11.0 | D > S ≒ H |
| Weekday daily non-gaming Internet hours (A) | 1.7 (1.4) | 1.1 (1.1) | 1.1 (1.9) | .001 | 6.7 | D > S |
| Weekend daily non-gaming Internet hours (A) | 2.4 (1.9) | 1.6 (1.5) | 1.2 (1.1) | <.001 | 10.9 | D > S ≒ H |
| Use Internet whenever possible | 0.2 (0.4) | 0.1 (0.3) | 0.0 (0.2) | .052 | 5.9 | – |
| Use smartphone whenever possible | 0.5 (0.5) | 0.6 (0.5) | 0.1 (0.3) | <.001 | 20.0 | S ≒ D > H |
Note. A: average; AQ: Aggression Questionnaire; AX: Anger Expression Scale; BDI: Beck Depression Inventory; BAI: Beck Anxiety Inventory; BIS: Behavioral Inhibition System; BAS: Behavioral Activation System (R: reward responsiveness; DG: drive to pursuit goals; F: fun-seeking); CASS-S: Conners-Wells’ Adolescent Self-Report Scale – short version; D: dual-problematic group; H: healthy group; S: smartphone problem group.