| Literature DB >> 30950798 |
Patricia Fernández-Sotos1,2, Antonio Fernández-Caballero2,3,4, Pascual González2,3,4, Ana Isabel Aparicio2,5, Isabel Martínez-Gras1, Iosune Torio1,2,6, Mónica Dompablo1,2, Lorena García-Fernández2,7, José Luis Santos2,5, Roberto Rodriguez-Jimenez1,2,8.
Abstract
BACKGROUND: Digital technology and social networks are part of everyday life in the current internet age, especially among young people. To date, few studies have been published worldwide on the pattern of use of digital technology devices and applications in patients with early-stage schizophrenia and even fewer comparing them with healthy participants (not using data from general population surveys) from the same demographic areas. In Spain, no such study has been carried out.Entities:
Keywords: computers; information technology; internet; schizophrenia
Mesh:
Year: 2019 PMID: 30950798 PMCID: PMC6533031 DOI: 10.2196/11824
Source DB: PubMed Journal: J Med Internet Res ISSN: 1438-8871 Impact factor: 5.428
Sociodemographic data of the samples.
| Participants | Patients (n=90) | Healthy participants (n=90) | Statistics | |||
| Student | Chi-square test | |||||
| Age (years), mean (SD) | 28.1 (SD 8.6) | 27.9 (SD 8.7) | 0.189 (179) | —a | 0.85 | |
| Men | 53 | 57 | — | 0.2 | 0.65 | |
| Women | 47 | 43 | — | 0.2 | 0.65 | |
| Basic | 29 | 22 | — | 8.4 | 0.02 | |
| Medium | 50 | 37 | — | 8.4 | 0.02 | |
| High | 21 | 41 | — | 8.4 | 0.02 | |
aNot applicable.
Frequency of use of digital technology devices in patients with early-stage schizophrenia (N=90).
| Device | Every day, n (%) | Twice a week, n (%) | Once a week, n (%) | Rarely, n (%) | Never, but would like to, n (%) | Never, and would not like to, n (%) |
| Computer | 50 (56) | 17 (19) | 9 (10) | 7 (8) | 5 (6) | 2 (2) |
| Tablet | 8 (9) | 2 (2) | 8 (9) | 17 (19) | 33 (37) | 22 (24) |
| Smartphone | 75 (83) | 9 (10) | 0 (0) | 0 (0) | 4 (4) | 2 (2) |
| Game console | 9 (10) | 11 (12) | 19 (21) | 15 (17) | 21 (23) | 15 (17) |
| Smart TV | 18 (20) | 4 (4) | 6 (7) | 10 (11) | 31 (34) | 21 (23) |
Comparison between patients with early-stage schizophrenia (N=90) and healthy participants (N=90) using the Mann-Whitney U test on the frequency of use of digital technology devices.
| Devices | Patients, mean (SD) | Healthy participants, mean (SD) | |
| Computer | 3.04 (1.306) | 3.72 (0.750) | <.001 |
| Tablet | 0.79 (1.250) | 1.22 (1.322) | .006 |
| Smartphone | 3.63 (1.022) | 3.96 (0.422) | <.001 |
| Game console | 1.36 (1.376) | 1.63 (1.532) | .23 |
| Smart TV | 1.18 (1.619) | 1.97 (1.757) | .002 |
aSignificance P<.05.
Use of digital technology devices in patients with early-stage schizophrenia divided by gender using the Mann-Whitney U test (N=90).
| Digital device | Gender | ||
| Female (47%), mean (SD) | Male (53%), mean (SD) | ||
| Computer | 3.17 (1.305) | 2.94 (1.311) | .30 |
| Tablet | 0.76 (1.306) | 0.81 (1.283) | .97 |
| Smartphone | 3.81 (0.671) | 3.48 (1.238) | .22 |
| Game console | 1.36 (1.376) | 1.35 (1.391) | .93 |
| Smart TV | 0.88 (1.468) | 1.44 (1.712) | .10 |
aSignificance P<.05.
Use of digital technology devices in patients with early-stage schizophrenia divided by age using the Kruskal-Wallis H test (N=90).
| Digital device | Age (years) | |||
| 18-24 (37%), mean (SD) | 25-29 (38%), mean (SD) | ≥30 (25%), mean (SD) | ||
| Computer | 2.88 (1.386) | 3.35 (0.884) | 2.83 (1.642) | 0.51 |
| Tablet | 0.67 (1.109) | 0.97 (1.403) | 0.70 (1.222) | 0.53 |
| Smartphone | 3.58 (1.001) | 3.82 (0.716) | 3.43 (1.376) | 0.26 |
| Game console | 1.18 (1.185) | 1.74 (1.543) | 1.04 (1.296) | 0.16 |
| Smart TV | 1.30 (1.590) | 1.53 (1.780) | 0.48 (1.201) | 0.03 |
aSignificance P<.05.
Use of digital technology devices in patients with early-stage schizophrenia divided by educational level using the Kruskal-Wallis H test (N=90).
| Digital device | Educational level | |||
| Basic (29%), mean (SD) | Medium (50%), mean (SD) | High (21%), mean (SD) | ||
| Computer | 2.50 (1.503) | 3.04 (1.278) | 3.79 (0.535) | .004 |
| Tablet | 0.77 (1.275) | 0.62 (0.936) | 1.21 (1.751) | .74 |
| Smartphone | 3.38 (1.299) | 3.64 (1.026) | 3.95 (0.230) | .14 |
| Game console | 1.23 (1.423) | 1.24 (1.282) | 1.79 (1.376) | .35 |
| Smart TV | 0.73 (1.218) | 1.42 (1.764) | 1.21 (1.686) | .37 |
aSignificance P<.05.
Use of digital technology devices in patients with early-stage schizophrenia divided by rural versus urban place of residence using the Mann-Whitney U test (N=90).
| Digital device | Place of residence | ||
| Rural (21%), mean (SD) | Urban (79%), mean (SD) | ||
| Computer | 3.11 (1.370) | 3.03 (1.298) | .77 |
| Tablet | 0.47 (0.964) | 0.87 (1.309) | .29 |
| Smartphone | 3.37 (1.499) | 3.70 (0.852) | .93 |
| Game console | 0.89 (1.487) | 1.48 (1.329) | .048 |
| Smart TV | 0.74 (1.522) | 1.30 (1.634) | .08 |
aSignificance P<.05.
Comparison between patients with early-stage schizophrenia (N=90) and healthy participants (N=90) using the Mann-Whitney U test on the purpose of use of digital technology devices.
| Participants | Patients, mean (SD) | Healthy participants, mean (SD) | ||
| Computer | 0.76 (0.430) | 0.71 (0.457) | >.99 | |
| Tablet | 0.74 (0.443) | 0.80 (0.404) | .07 | |
| Smartphone | 0.82 (0.385) | 0.91 (0.288) | .02 | |
| Game console | 0.74 (0.442) | 0.95 (0.218) | .02 | |
| Smart TV | 0.82 (0.393) | 0.92 (0.281) | .003 | |
| Computer | 0.63 (0.487) | 0.81 (0.395) | .001 | |
| Tablet | 0.23 (0.426) | 0.16 (0.373) | .19 | |
| Smartphone | 0.71 (0.454) | 0.79 (0.412) | .10 | |
| Game console | 0.04 (0.191) | 0.07 (0.250) | .41 | |
| Smart TV | 0.18 (0.393) | 0.15 (0.363) | .60 | |
| Computer | 0.58 (0.566) | 0.61 (0.491) | .27 | |
| Tablet | 0.23 (0.426) | 0.20 (0.404) | .66 | |
| Smartphone | 0.88 (0.326) | 0.98 (0.149) | .003 | |
| Game console | 0.52 (0.947) | 0.25 (0.434) | .27 | |
| Smart TV | 0.18 (0.393) | 0.08 (0.281) | .11 | |
| Computer | 0.47 (0.502) | 0.69 (0.467) | .001 | |
| Tablet | 0.11 (0.323) | 0.22 (0.417) | .34 | |
| Smartphone | 0.42 (0.496) | 0.55 (0.500) | .05 | |
| Game console | 0.02 (0.136) | 0.07 (0.250) | .17 | |
| Smart TV | 0.05 (0.226) | 0.07 (0.254) | .71 | |
aSignificance P<.05.
Use of search engines by patients with early-stage schizophrenia and healthy participants.
| Participants | Patients | Healthy participants | ||||
| Responses (N=163), n (%) | Individuals (N=90), n (%) | Responses (N=173), n (%) | Individuals (N=90), n (%) | |||
| 96 (59) | —a | 106 (61) | — | |||
| — | 86 (96) | — | 89 (99) | |||
| Yahoo | — | 9 (10) | — | 9 (10) | ||
| Bing | — | 1 (1) | — | 8 (9) | ||
| 49 (30) | — | 51 (29) | — | |||
| YouTube | — | 49 (54) | — | 45 (50) | ||
| Spotify | — | — | — | 6 (7) | ||
| 10 (6) | — | 3 (2) | — | |||
| Wikipedia | — | 10 (11) | — | 3 (3) | ||
| Shopping | 5 (3) | 5 (6) | 6 (3) | 6 (7) | ||
| Work | 3 (2) | 3 (3) | 7 (4) | 7 (8) | ||
aNot applicable.
App used for socialization by patients with early-stage schizophrenia and healthy participants.
| Participants | Patients | Healthy participants | |||
| Responses (N=181), n (%) | Individuals (N=90), n (%) | Responses (N=223), n (%) | Individuals (N=90), n (%) | ||
| 95 (52) | —a | 118 (539) | — | ||
| — | 65 (72) | — | 72 (80) | ||
| Skype | — | 12 (13) | — | 9 (10) | |
| — | 9 (10) | — | 33 (37) | ||
| Snapchat | — | 6 (7) | — | 1 (1) | |
| — | 2 (2) | — | 0 (0) | ||
| Google Hangouts | — | 1 (1) | — | 0 (0) | |
| Telegram | — | 0 (0) | — | 3 (3) | |
| 53 (29) | — | 65 (29) | — | ||
| — | 53 (59) | — | 65 (72) | ||
| 28 (15) | — | 35 (16) | — | ||
| — | 28 (31) | — | 35 (39) | ||
| Business and employment | 3 (2) | — | 3 (1) | 6 (7) | |
| Catalog of ideas | 1 (1) | — | 1 (0) | 7 (8) | |
| Dating | 1 (1) | — | 1 (0) | 7 (8) | |
aNot applicable.
Use of videogames in patients with early-stage schizophrenia versus a control sample.
| Videogames | Patients (N=75), n (%) | Healthy participants (N=95), n (%) |
| FIFA 17 | 12 (16) | 7 (7) |
| League of Legends | 5 (7) | 10 (10) |
| Overwatch | 2 (3) | 8 (8) |
| Mario Kart 8 | 7 (9) | 1 (1) |
| Grand Theft Auto V | 6 (8) | 1 (1) |
| The Elder Scrolls V: Skyrim | 0 (0) | 6 (6) |
| Call of Duty: Infinite Warfare | 5 (7) | 3 (3) |
| The Legend of Zelda: Breath of the Wild | 1 (1) | 5 (5) |
| Minecraft | 4 (5) | 2 (2) |
| Pokémon GO | 0 (0) | 4 (4) |
| Hearthstone: Heroes of Warcraft | 0 (0) | 3 (3) |
| The Sims 4 | 1 (1) | 3 (3) |
| Others | 36 (48) | 42 (44) |