| Literature DB >> 33570506 |
I-Hua Chen1, Chao-Ying Chen2,3, Amir H Pakpour4, Mark D Griffiths5, Chung-Ying Lin3,6, Xu-Dong Li7, Hector W H Tsang3.
Abstract
BACKGROUND AND AIMS: Due to the rapid spread of the novel coronavirus disease 2019 (COVID-19), policies based on the nature of "spatial distancing" have been implemented and have resulted in school suspensions and online learning among schoolchildren. In order to examine the impact of such policies on schoolchildren, the aims of the present study were to (i) assess changes in the level of engagement in three internet-related activities (smartphone use, social media use, and gaming) before and during the COVID-19 outbreak, including prolonged and problematic engagement in these activities; (ii) investigate the differences of psychological distress before and after COVID-19 outbreak; and (iii) to use structural equation modeling to investigate the mediating roles of problematic internet-related behaviors in the causal relationships of psychological distress and time spent on internet-related activities.Entities:
Keywords: COVID-19; child; problematic internet use; psychological distress; school suspension
Mesh:
Year: 2021 PMID: 33570506 PMCID: PMC8969851 DOI: 10.1556/2006.2021.00006
Source DB: PubMed Journal: J Behav Addict ISSN: 2062-5871 Impact factor: 6.756
Fig. 1.Time spent on internet-related behavior (observed variables) impacted on psychological distress (latent construct) via problematic use of internet-related behavior (latent constructs) controlling for age, gender (Ref: boy), health condition (Ref: currently healthy), self-reported perceived academic performance, and psychological distress. (a) Time spent on smartphone use and problematic smartphone-application use; (b) Time spent on social media use and problematic social media use; (c) Time spent gaming and problematic gaming use. Problematic smartphone use assessed using Smartphone Application-Based Addiction Scale; Problematic social media use assessed using Bergen Social Media Addiction Scale; Problematic gaming assessed using Internet Gaming Disorder Scale-Short Form; Psychological distress assessed using Depression, Anxiety, Stress Scale-21. CFI = comparative fit index; NFI = Normed fit index; SRMR = standardized root mean square residual; RMSEA = root mean square error of approximation. Path coefficients were presented for Time 1 standardized coefficient/Time 2 standardized coefficient. Significant coefficients are presented using bold fonts. Significant differences between Time 1 and Time 2 standardized coefficients are presented using underlined
Fig. 2.Psychological distress (latent construct) impacted on time spent on internet-related behavior (observed variables) via problematic use of internet-related behavior (latent constructs), controlling for age, gender (Ref: boy), health condition (Ref: currently healthy), self-reported perceived academic performance, and psychological distress. (a) Time spent on smartphone use and problematic smartphone-application use; (b) Time spent on social media use and problematic social media use; (c) Time spent gaming and problematic gaming use. Problematic smartphone use assessed using Smartphone Application-Based Addiction Scale; Problematic social media use assessed using Bergen Social Media Addiction Scale; Problematic gaming assessed using Internet Gaming Disorder Scale-Short Form; Psychological distress assessed using Depression, Anxiety, Stress Scale-21. Path coefficients were presented for Time 2 standardized coefficient
Fig. 3.Time spent engaging in internet-related activities in Time 1 (baseline assessment) and Time 2 (assessment during the COVID-19 outbreak)
Time spent engaging in internet-related behavior, problematic internet-related behavior use, and psychological distress between Time 1 (baseline assessment) and Time 2 (assessment during the COVID-19 outbreak; N = 535)
| Longitudinal data | ||||
| Time 1 Mean (95% CI) | Time2 Mean (95% CI) | |||
| Smartphone use | 0.79 (0.68, 0.90) | 1.81 (1.66, 1.97) | 10.99 | <0.001 |
| Social media use | 0.26 (0.22, 0.32) | 0.99 (0.83, 1.13) | 9.65 | <0.001 |
| Gaming | 0.60 (0.49, 0.71) | 0.74 (0.63, 0.85) | 1.83 | 0.07 |
| Problematic smartphone use | 1.81 (1.72, 1.88) | 1.86 (1.78, 1.94) | 1.13 | 0.26 |
| Problematic social media use | 1.57 (1.52, 1.62) | 1.41 (1.36, 1.46) | 4.88 | <0.001 |
| Problematic gaming | 1.42 (1.37, 1.47) | 1.32 (1.28, 1.36) | 3.73 | <0.001 |
| Psychological distress | 0.46 (0.42, 0.50) | 1.22 (1.19, 1.25) | 32.32 | <0.001 |
Problematic smartphone use assessed using Smartphone Application-Based Addiction Scale; Problematic social media use assessed using Bergen Social Media Addiction Scale; Problematic gaming assessed using Internet Gaming Disorder Scale-Short Form; Psychological distress assessed using Depression, Anxiety, Stress Scale-21.
Presented using daily hours spent on smartphones, social media use, and gaming.
Comparing problematic internet-related behaviors use and psychological distress among groups with increased, maintained, or decreased time spent on internet-related behaviors
| Group 1 | Group 2 | Group 3 | Bonferroni comparison | ||
| Smartphone use time at 15-min difference | N = 73 | ||||
| Problematic smartphone use | 0.23 (1.08) | −0.11 (0.85) | −0.60 (1.09) | 20.61** | 1 > 2 > 3 |
| Problematic social media use | −0.07 (0.78) | −0.25 (0.58) | −0.49 (0.79) | 10.42** | 1 > 3 |
| Problematic gaming | −0.02 (0.64) | −0.15 (0.43) | −0.46 (0.75) | 15.21** | 1 > 3, 2 > 3 |
| Psychological distress | 0.76 (0.53) | 0.72 (0.44) | 0.63 (0.52) | 1.90 | |
| Social media time use at 15-min difference | |||||
| Problematic smartphone use | 0.23 (1.11) | −0.09 (0.88) | −0.34 (1.33) | 9.05** | 1 > 2, 1 > 3 |
| Problematic social media use | −0.04 (0.80) | −0.28 (0.56) | −0.37 (0.99) | 8.51** | 1 > 2, 1 > 3 |
| Problematic gaming | −0.05 (0.63) | −0.11 (0.48) | −0.37 (0.96) | 5.61** | 1 > 3, 2 > 3 |
| Psychological distress | 0.74 (0.53) | 0.77 (0.44) | 0.55 (0.62) | 4.25* | 1 > 3, 2 > 3 |
| Gaming time at 15-min difference | |||||
| Problematic smartphone use | 0.34 (1.07) | −0.08 (0.95) | −0.19 (1.22) | 12.37** | 1 > 2, 1 > 3 |
| Problematic social media use | 0.02 (0.86) | −0.20 (0.64) | −0.39 (0.73) | 11.14** | 1 > 2, 1 > 3 |
| Problematic gaming | 0.04 (0.67) | −0.14 (0.55) | −0.29 (0.68) | 10.18** | 1 > 2, 1 > 3 |
| Psychological distress | 0.77 (0.51) | 0.74 (0.48) | 0.63 (0.57) | 3.00 |
Problematic smartphone use assessed using Smartphone Application-Based Addiction Scale; Problematic social media use assessed using Bergen Social Media Addiction Scale; Problematic gaming assessed using Internet Gaming Disorder Scale-Short Form; Psychological distress assessed using Depression, Anxiety, Stress Scale-21. Group 1 = Time spent on internet-related behaviors use increased 15 min after COVID-19 outbreak; Group 2 = Time spent on internet-related behaviors use within a difference between 15 min after COVID-19 outbreak; Group 3 = Time spent on internet-related behaviors use decreased 15 min after COVID-19 outbreak; New Group 1 = Time spent on internet-related behaviors use increased 30 min after COVID-19 outbreak; New Group 2 = Time spent on internet-related behaviors use within a difference between 30 min after COVID-19 outbreak; New Group 3 = Time spent on internet-related behaviors use decreased 30 min after COVID-19 outbreak.
*P < 0.01; **P < 0.01.
Different scores between Time 1 and Time 2; that is, Time 2 score minus Time 1 score.
Pearson correlation matrix between time spent on internet-related behavior, problematic internet-related behavior use, and psychological distress in Time 1 (baseline assessment) and Time 2 (assessment during the COVID-19 outbreak)
| Pearson correlation coefficient in Time 1/Pearson correlation coefficient in Time 2 | |||||||
| Problematic smartphone use | Problematic social media use | Problematic gaming | Psychological distress | Smartphone use time | Social media use time | Gaming time | |
| Problematic smartphone use | – | ||||||
| Problematic social media use | 0.50/0.61 | – | |||||
| Problematic gaming | 0.72/0.70 | 0.52/0.64 | – | ||||
| Psychological distress | 0.53/0.52 | 0.43/0.54 | 0.64/0.44 | – | |||
| Smartphone use time | 0.36/0.35 | 0.29/0.29 | 0.38/0.25 | 0.19/0.20 | – | ||
| Social media use time | 0.20/0.21 | 0.29/0.25 | 0.33/0.14 | 0.20/0.15 | 0.43/0.56 | – | |
| Gaming time | 0.25/0.20 | 0.26/0.20 | 0.28/0.26 | 0.22/0.13 | 0.58/0.25 | 0.35/0.13 | – |
All P-values<0.01.
Problematic smartphone use assessed using Smartphone Application-Based Addiction Scale; Problematic social media use assessed using Bergen Social Media Addiction Scale; Problematic gaming assessed using Internet Gaming Disorder Scale-Short Form; Psychological distress assessed using Depression, Anxiety, Stress Scale-21.