| Literature DB >> 35162568 |
Umberto Volpe1, Laura Orsolini1, Virginio Salvi1, Umberto Albert2, Claudia Carmassi3, Giuseppe Carrà4, Francesca Cirulli5, Bernardo Dell'Osso6, Mario Luciano7, Giulia Menculini8, Maria Giulia Nanni9, Maurizio Pompili10, Gabriele Sani11,12, Gaia Sampogna7, Working Group, Andrea Fiorillo7.
Abstract
COVID-19 pandemic and its related containment measures have been associated with increased levels of stress, anxiety and depression in the general population. While the use of digital media has been greatly promoted by national governments and international authorities to maintain social contacts and healthy lifestyle behaviors, its increased access may also bear the risk of inappropriate or excessive use of internet-related resources. The present study, part of the COVID Mental hEalth Trial (COMET) study, aims at investigating the possible relationship between social isolation, the use of digital resources and the development of their problematic use. A cross sectional survey was carried out to explore the prevalence of internet addiction, excessive use of social media, problematic video gaming and binge watching, during Italian phase II (May-June 2020) and III (June-September 2020) of the pandemic in 1385 individuals (62.5% female, mean age 32.5 ± 12.9) mainly living in Central Italy (52.4%). Data were stratified according to phase II/III and three groups of Italian regions (northern, central and southern). Compared to the larger COMET study, most participants exhibited significant higher levels of severe-to-extremely-severe depressive symptoms (46.3% vs. 12.4%; p < 0.01) and extremely severe anxiety symptoms (77.8% vs. 7.5%; p < 0.01). We also observed a rise in problematic internet use and excessive gaming over time. Mediation analyses revealed that COVID-19-related general psychopathology, stress, anxiety, depression and social isolation play a significant role in the emergence of problematic internet use, social media addiction and problematic video gaming. Professional gamers and younger subjects emerged as sub-populations particularly at risk of developing digital addictions. If confirmed in larger and more homogenous samples, our findings may help in shedding light on possible preventive and treatment strategies for digital addictions.Entities:
Keywords: COVID-19; gaming disorder; impulsiveness; internet addiction; problematic internet use; smartphone; smartphone addiction
Mesh:
Year: 2022 PMID: 35162568 PMCID: PMC8835465 DOI: 10.3390/ijerph19031539
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Socio-demographic characteristics of the sample (n = 1385).
|
| 32.5 ± 12.9 |
| 18–19 years old, % ( | 3.7% (52) |
| 20–24 years old, % ( | 31.7% (439) |
| 25–29 years old, % ( | 22.1% (306) |
| 30–39 years old, % ( | 18.5% (256) |
| ≥40 years old, % ( | 24.0% (332) |
|
| |
| Female | 62.5% (865) |
| Male | 37.5% (520) |
|
| |
| Single | 59.7% (827) |
| Married or cohabiting | 36.4% (504) |
| Separated or divorced | 3.3% (46) |
| Widowed | 0.6% (8) |
|
| |
| University degree, % ( | 52.3% (724) |
| High school degree, % ( | 46.6% (645) |
| Middle school, % ( | 1.1% (15) |
| Elementary school, % ( | 0.1% (1) |
|
| |
| Full-time employed, % ( | 32.7% (453) |
| Unemployed, % ( | 3.6% (50) |
| Student, % ( | 47.7% (661) |
| Full-time homemaker, % ( | 7.7% (106) |
|
| 4.1% (57) |
|
| 10.5% (146) |
|
| 6% (83) |
|
| 1.4% (19) |
|
| 1.9% (27) |
|
| 0.1% (2) |
|
| 4% (56) |
|
| 60.4% (836) |
|
| 2.5% (34) |
|
| 4.2 ± 9.8 |
|
| |
| Computer, % ( | 26.4% (366) |
| Smartphone, % ( | 58.9% (816) |
| TV, % ( | 14.7% (203) |
n: frequency; %: percentage; SD: standard deviation.
Clinical characteristics of the sample (n = 1385).
|
| 46.5 ± 10.2 |
| Normal level of internet usage (range: 0–30), | 23 (1.6%) |
| Mild level of internet usage (range: 31–49), | 893 (64.5%) |
| Moderate level of internet usage (range: 50–79), | 458 (33.1%) |
| Severe level of internet usage (range: 80–100), | 11 (0.8%) |
|
| 8.9 ± 3.5 |
|
| 11.1 ± 3.8 |
|
| 6.4 ± 2.9 |
|
| 4.7 ± 1.9 |
|
| 11.8 ± 2.6 |
|
| 3.5 ± 1.6 |
|
| 13.1 ± 6.3 |
| Normal level (range: 9–20), | 1194 (86.2%) |
| Pathological level (range: ≥21), | 191 (13.8%) |
|
| 16.8 ± 5.0 |
| Normal (range: 0–10), | 115 (8.3%) |
| Mild (range: 11–18), | 807 (58.3%) |
| Moderate (range: 19–26), | 353 (25.5%) |
| Severe (range 27–34), | 110 (7.9%) |
| Extremely severe (range: 35–42), | 0 (0%) |
|
| 39.3 ± 7.5 |
|
| 11.2 ± 3.5 |
|
| 12.7 ± 4.5 |
|
| 10.7 ± 2.4 |
|
| 49.6 ± 5.2 |
| Normal (range: 35–52), | 896 (64.7%) |
| Better functioning (range: ≥52), | 489 (35.3%) |
| Social maladjustment (range: <25), | 0 (0%) |
|
| 97.7 ± 14.8 |
|
| 34.4 ± 5.1 |
|
| 13.3 ± 3.8 |
|
| 24.9 ± 5.0 |
|
| 25.1 ± 6.6 |
|
| 53.6 ± 9.5 |
| Non-alexithymia (range: ≤51), | 572 (41.3%) |
| Possible alexithymia (range: 52–60), | 496 (35.8%) |
| Alexithymia (range: ≥61), | 317 (22.9%) |
|
| 14.5 ± 4.4 |
|
| 20.0 ± 4.9 |
|
| 19.1 ± 4.3 |
|
| 20.5 ± 6.6 |
| Pathological level (range: ≥16), | 1078 (77.8%) |
|
| 20.2 ± 9.2 |
n: frequency; %: percentage; SD: standard deviation.
Figure 1Mediation effect of DASS depression subscale between problematic internet use (as measured via IAT) and problematic internet gaming disorder (as measured via IGDS-SF) (in brackets, total effect).
Figure 2(A) Mediation effect of DASS general psychopathology scale between problematic internet use (as measured via IAT) and problematic social media use (as measured via BSMAS) (in brackets, total effect); (B) mediation effect of DASS depressive subscale between problematic internet use (as measured via IAT) and problematic social media use (as measured via BSMAS) (in brackets, total effect); (C) mediation effect of DASS anxiety subscale between problematic internet use (as measured via IAT) and problematic social media use (as measured via BSMAS) (in brackets, total effect); (D) mediation effect of DASS stress subscale between problematic internet use (as measured via IAT) and problematic social media use (as measured via BSMAS) (in brackets, total effect).
Figure 3(A) Mediation effect of DASS general psychopathology scale between problematic gaming disorder (as measured via IGDS-SF) and problematic internet use (as measured via IAT) (in brackets, total effect); (B) mediation effect of DASS depressive subscale between problematic gaming disorder (as measured via IGDS-SF) and problematic internet use (as measured via IAT) (in brackets, total effect); (C) mediation effect of DASS anxiety subscale between problematic gaming disorder (as measured via IGDS-SF) and problematic internet use (as measured via IAT) (in brackets, total effect); (D) mediation effect of DASS stress subscale between problematic gaming disorder (as measured via IGDS-SF) and Problematic internet Use (as measured via IAT) (in brackets, total effect).
Figure 4(A) Mediation effect of DASS general psychopathology scale between problematic internet gaming disorder (as measured via IGDS-SF) and problematic social media use (as measured via BSMAS) (in brackets, total effect); (B) mediation effect of DASS depressive subscale between problematic internet gaming disorder (as measured by IGDS-SF) and problematic social media use (as measured via BSMAS) (in brackets, total effect); (C) mediation effect of DASS anxiety subscale between problematic internet gaming disorder (as measured via IGDS-SF) and problematic social media use (as measured via BSMAS) (in brackets, total effect); (D) mediation effect of DASS stress subscale between problematic internet gaming disorder (as measured via IGDS-SF) and problematic social media use (as measured via BSMAS) (in brackets, total effect).
Figure 5Plot of the interaction between BSMAS and IAT (moderator = isolation due to a contact with someone affected with COVID-19).
Figure 6Plot of the interaction between BSMAS and IGDS (moderator = COVID-19 phase).
Figure 7(A) Mediation effect of DASS general psychopathology scale between problematic social media use (as measured via BSMAS) and problematic internet use (as measured via IAT) (in brackets, total effect); (B) mediation effect of DASS depressive subscale between problematic social media use (as measured via BSMAS) and problematic internet use (as measured via IAT) (in brackets, total effect); (C) mediation effect of DASS anxiety subscale between problematic social media use (as measured via BSMAS) and problematic internet use (as measured via IAT) (in brackets, total effect); (D) mediation effect of DASS stress subscale between problematic social media use (as measured via BSMAS) and problematic internet use (as measured via IAT) (in brackets, total effect).
Figure 8(A) Mediation effect of DASS general psychopathology scale between problematic social media use (as measured via BSMAS) and problematic internet gaming disorder (as measured via IGDS-SF) (in brackets, total effect); (B) mediation effect of DASS depressive subscale between problematic social media use (as measured via BSMAS) and problematic internet gaming disorder (as measured via IGDS-SF) (in brackets, total effect); (C) mediation effect of DASS anxiety subscale between problematic social media use (as measured via BSMAS) and problematic internet gaming disorder (as measured via IGDS-SF) (in brackets, total effect); (D) mediation effect of DASS stress subscale between problematic social media use (as measured via BSMAS) and problematic internet gaming disorder (as measured via IGDS-SF) (in brackets, total effect).