| Literature DB >> 34062760 |
Kentaro Kawabe1,2, Fumie Horiuchi1,2, Rie Hosokawa1,2, Kiwamu Nakachi1,2, Shu-Ichi Ueno2.
Abstract
The purpose of this study was to elucidate the relationship between the severity of Internet addiction and various media-related applications. The participants were junior high school students between 12 and 15 years old. A total of 529 students (283 males, 246 females) were included. The participants answered Young's Internet Addiction Test (IAT) and a structural questionnaire about their access to electronic devices and applications. An Internet addiction prevalence of 4.3% (95% CI: 2.8-6.5%) was reported in this study, with an additional 26.3% (95% CI: 22.6-30.2%) of participants possibly addicted. The accessibility of gaming devices was significantly higher in male students than in female students. The use of applications for SNSs was significantly higher in female students than in male students. Twitter accessibility was a factor that contributed to Internet addiction in both genders. The prevalence of severe Internet addiction among school students in Japan was 4.3%, and Twitter was the most important factor associated with this addiction. Media literacy must be increased in adolescents and their friends, teachers, and families.Entities:
Keywords: application; gaming disorder; internet addiction; junior high school; pathological Internet use
Year: 2021 PMID: 34062760 PMCID: PMC8124386 DOI: 10.3390/ijerph18094844
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Demographic characteristics of the participants.
| Total | Not Addicted | Possibly Addicted | Addicted | φ |
| |
|---|---|---|---|---|---|---|
| N (%) | 529 (100) | 367 (69.4) | 139 (26.3) | 23 (4.3) | ||
| IAT scores | 36.0 ± 15.2 | 27.8 ± 5.9 | 50.5 ± 8.7 | 79.9 ± 6.8 | ||
| Gender, | 0.046 | 0.568 | ||||
| Male | 283 (100) | 199 (70.3) | 70 (24.7) | 14 (4.9) | ||
| Female | 246 (100) | 168 (68.3) | 69 (28.0) | 9 (3.7) | ||
| Grade, | 0.196 | <0.001 | ||||
| First | 175 (100) | 136 (77.7) | 35 (20.0) | 4 (2.3) | ||
| Second | 179 (100) | 131 (73.2) | 39 (21.8) | 9 (5.0) | ||
| Third | 175 (100) | 100 (57.1) | 65 (37.1) | 10 (5.7) | ||
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| Age, year | 13.7 ± 0.9 | 13.6 ± 0.9 | 13.8 ± 1.0 | 14.0 ± 0.7 | 3.9 | 0.021 |
| Time spent online | ||||||
| Weekday | 131.6 ± 118.8 | 112.0 ± 112.8 | 166.2 ± 110.0 | 234.8 ± 159.4 | 20.8 | <0.001 a |
| Weekend | 256.6 ± 197.1 | 215.3 ± 169.5 | 324.2 ± 196.0 | 500.9 ± 302.0 | 38.5 | <0.001 a |
IAT: Young’s Internet Addiction Test. a Addicted > Possibly addicted > Not addicted.
Characteristics of students according to accessibility of electronic devices and applications used.
| Electronic Devices | All | Males | Females | χ | |
|---|---|---|---|---|---|
| Television | 441 (83.4) | 231 (81.6) | 210 (85.4) | 1.328 | 0.249 |
| Laptop computer | 187 (35.3) | 89 (31.4) | 98 (39.7) | 4.052 | 0.044 * |
| Tablet computer | 241 (45.6) | 124 (43.8) | 117 (47.4) | 0.744 | 0.388 |
| Smartphone | 341 (64.5) | 176 (62.2) | 165 (66.8) | 1.369 | 0.242 |
| Portable game | 381 (72.0) | 220 (77.7) | 161 (65.2) | 9.867 | 0.002 ** |
| Console game | 348 (65.8) | 203 (71.7) | 145 (58.7) | 9.562 | 0.002 ** |
| Application | |||||
| Online videos (e.g., YouTube) | 466 (88.1) | 255 (90.1) | 211 (85.8) | 2.356 | 0.125 |
| Music | 353 (66.7) | 165 (58.3) | 188 (76.4) | 19.460 | <0.001 ** |
| Gaming application | 331 (58.8) | 180 (63.6) | 131 (53.3) | 5.821 | 0.016 * |
| Video on demand | 90 (17.0) | 43 (15.2) | 47 (19.1) | 1.426 | 0.232 |
| LINE messenger | 394 (74.5) | 190 (67.1) | 204 (82.9) | 17.261 | <0.001 ** |
| 138 (26.1) | 57 (20.1) | 81 (32.9) | 11.157 | 0.001 ** | |
| 93 (17.6) | 25 (8.8) | 68 (27.6) | 32.130 | <0.001 ** | |
| TikTok | 221 (41.8) | 89 (31.4) | 132 (53.6) | 26.688 | <0.001 ** |
| 17 (3.2) | 5 (1.8) | 12 (4.9) | 4.096 | 0.043 * | |
| E-book | 64 (12.1) | 25 (8.8) | 39 (15.9) | 6.098 | 0.014 * |
| Flea market applications (e.g., Mercari, Rakuma) | 73 (13.8) | 34 (12.0) | 39 (15.9) | 1.631 | 0.202 |
| Web browsing | 93 (17.6) | 45 (15.9) | 48 (19.5) | 1.184 | 0.276 |
| Mobile learning | 239 (45.2) | 116 (41.0) | 123 (50.0) | 4.314 | 0.038 * |
| No internet use | 16 (3.0) | 9 (3.2) | 7 (2.8) | 0.050 | 0.823 |
Chi-square tests. * p < 0.05, ** p < 0.01.
Multiple logistic regression analysis of effect of electronic devices and applications on internet addiction.
| Male Total | Male IA | Adjusted | Female Total | Female IA | Adjusted | |
|---|---|---|---|---|---|---|
| Electronic devices | N (%) | N (%) | OR (95%CI) | N (%) | N (%) | OR (95%CI) |
| Laptop computer | 89 (31.4) | 34 (40.5) | 98 (39.7) | 35 (44.9) | ||
| Tablet computer | 124 (43.8) | 40 (47.6) | 117 (47.4) | 42 (53.8) | ||
| Smartphone | 176 (62.2) | 57 (67.9) | 165 (66.8) | 60 (76.9) | ||
| Portable game | 220 (77.7) | 64 (76.2) | 161 (65.2) | 54 (69.2) | ||
| Console game | 203 (71.7) | 64 (76.2) | 145 (58.7) | 50 (64.1) | ||
| Music | 165 (58.3) | 52 (61.9) | 188 (76.4) | 59 (75.6) | ||
| Gaming application | 180 (63.6) | 63 (75.0) | 131 (53.3) | 52 (66.7) | ||
| Video on demand | 43 (15.2) | 19 (22.6) | 47 (19.1) | 26 (33.3) | 3.35 (1.63–6.85) ** | |
| LINE messenger | 190 (67.1) | 71 (84.5) | 3.07 (1.56–6.08) ** | 204 (82.9) | 72 (92.3) | |
| 57 (20.1) | 27 (32.1) | 1.90 (1.01–3.56) * | 81 (32.9) | 44 (56.4) | 3.98 (2.16–7.31) ** | |
| 25 (8.8) | 11 (13.1) | 68 (27.6) | 27 (34.6) | |||
| TikTok | 89 (31.4) | 37 (44.0) | 132 (53.6) | 44 (56.4) | ||
| E-book | 25 (8.8) | 10 (11.9) | 39 (15.9) | 23 (29.5) | 3.46 (1.60–7.49) ** | |
| Flea market applications | 34 (12.0) | 16 (19.0) | 39 (15.9) | 22 (28.2) | ||
| Web browsing | 45 (15.9) | 16 (19.0) | 48 (19.5) | 23 (29.5) | ||
| Mobile learning | 116 (41.0) | 43 (51.2) | 123 (50.0) | 44 (56.4) |
Internet addiction: addicted and possibly addicted. OR: odds ratio, CI: confidence interval adjusted for other factors in multiple logistic regression analyses with stepwise elimination procedure at the p = 0.05 significance level for entry into the model. * p < 0.05, ** p < 0.01. Cox and Snell R2 = 0.084; Nagelkerke R2 = 0.119 (male). Cox and Snell R2 = 0.229; Nagelkerke R2 = 0.321 (female).