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1.
Indian Journal of Social Psychiatry ; 38(1):26-31, 2022.
Article in English | ProQuest Central | ID: covidwho-1776456

ABSTRACT

Background and Objectives: Concerns have been expressed about the possible adverse impact of increased screen time on the psychological well-being of students during the COVID-19 pandemic. The current study aimed to assess the relationship between screen time and mental well-being among college students. Methods: This cross-sectional online survey-based study was conducted among Indian college students. Details regarding sociodemographics and the amount and pattern of screen time usage and mental well-being (assessed using World Health Organization Well-Being Index;5) were collected. Furthermore, personality traits were assessed using a validated questionnaire. Results: The final study sample comprised of 731 medical and engineering undergraduate students with a mean age of 20.7 years. The total screen time across different devices among the study participants for both weekdays and weekends was comparable, with a median value of 540 min. Poor mental well-being was significantly associated with higher total screen time (P = 0.03). Furthermore, screen time use predominantly to access social media for noncommunication purposes was associated with significantly lower mental well-being scores (P = 0.03). Conclusions: The current study highlights the impact of screen time on the mental well-being of students. The higher total screen time use was associated with poor mental well-being. Various types of screen time could have a differential relation with the mental well-being of students. Increased screen time use predominantly to access social media for noncommunication purposes was associated with a higher risk of poor mental well-being.

2.
Psychiatr Danub ; 33(Suppl 13): 420-423, 2021 Dec.
Article in English | MEDLINE | ID: covidwho-1678918

ABSTRACT

There is a gap in existing literature regarding Over the Top (OTT) platform use contributing to the excessive and problematic screen time. We aimed to assess OTT platform use among college students and its associations with increased screen time, mental well-being, COVID-19 related anxiety and personality traits. A total of 1039 students from a college in India were invited to participate in this web-based survey. A majority of participants used OTT platforms regularly. Subscription to paid OTT platforms, poor mental well-being were associated with problematic OTT use; whereas personality trait of conscientiousness seemed to offer protection against problematic OTT use.


Subject(s)
COVID-19 , Social Media , Video Games , Humans , Pandemics , SARS-CoV-2 , Screen Time , Students
3.
Indian J Public Health ; 64(Supplement): S172-S176, 2020 Jun.
Article in English | MEDLINE | ID: covidwho-567936

ABSTRACT

BACKGROUND: The uncertainty about the impact of the lockdown in wake of COVID-19 on their future academic and carrier prospects, besides other concerns; makes college students, particularly vulnerable to stress during the COVID-19 pandemic. Gaming has been recognized as a coping mechanism against stress in the previously published literature. OBJECTIVES: The current study aimed to assess the gaming behavior of college students during the lockdown following COVID-19. METHODS: Data were collected from a cohort of students that constituted the sampling frame of an ongoing project. A total of 393 college students were enrolled. All the eligible students were subsequently contacted through E-mail and WhatsApp messenger and invited to share the details. RESULTS: About half (50.8%) of the participants reported that their gaming behavior had increased, whereas 14.6% reported a decrease in their gaming during the lockdown period. In binary logistic regression analysis, hours of gaming per day (odds ratio [OR] 1.75 [1.29-2.36]), increase in gaming due to examination related stress (OR 4.96 [1.12-21.98]), and belief that gaming helps managing stress (OR 4.27 [1.65-11.04]), were found to be independently associated with gaming behavior during lockdown period. CONCLUSION: In the lockdown period following COVID-19 pandemic, the increase in gaming behavior was associated with examination-related stress and the belief that gaming helps combat stress. These observations highlight the need to focus on the coping style of the students to ascertain the likelihood of them engaging in gaming behavior as a coping mechanism against stress.


Subject(s)
Adaptation, Psychological , Coronavirus Infections/epidemiology , Pandemics , Pneumonia, Viral/epidemiology , Stress, Psychological/epidemiology , Video Games/statistics & numerical data , Adolescent , Behavior, Addictive/epidemiology , Betacoronavirus , COVID-19 , Communicable Disease Control/methods , Coronavirus Infections/psychology , Humans , India/epidemiology , Mental Health , Pneumonia, Viral/psychology , SARS-CoV-2 , Time Factors , Young Adult
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