Your browser doesn't support javascript.
Show: 20 | 50 | 100
Results 1 - 12 de 12
Filter
1.
Telematics and Informatics Reports ; : 100067, 2023.
Article in English | ScienceDirect | ID: covidwho-2327394

ABSTRACT

In response to the coronavirus disease 2019 (COVID-19) pandemic, many individuals turned to synchronous online video communication technologies as a substitute for real-world face-to-face interactions. Evidence indicates that some users of such technologies show symptoms of exhaustion and fatigue during and after videoconferences – this phenomenon is referred to as Videoconference Fatigue (VC fatigue). Research characterizing the possible vulnerability factors for VC fatigue is still scarce and considered to be in its early stage. Contributing to closing this gap in the existing literature is the motivation for the present study. Survey data was collected from 311 German-speaking participants to explore the relationships of VC fatigue with several psychological factors including autistic traits, social phobia, Fear of COVID-19, tendencies towards Internet Use Disorders (IUD tendencies), and Fear of Missing Out (FoMO, trait and state variables). Results showed that VC fatigue was significantly positively correlated with all of these psychological factors, and mediation analyses provided further evidence for the positive association between autistic traits and VC fatigue. Specifically, the relationship between autistic traits and VC fatigue was mediated by Fear of COVID-19 and IUD tendencies rather than social phobia, with the latter being a preregistered hypothesis. This study adds to the literature by revealing several possible vulnerability factors associated with VC fatigue. In essence, the present work sheds light on the complex association between autistic traits and VC fatigue. We discuss the implications of our study as well as its limitations and potential avenues for future research.

2.
J Affect Disord Rep ; 10: 100409, 2022 Dec.
Article in English | MEDLINE | ID: covidwho-2049372

ABSTRACT

Videoconference fatigue (hereafter VC fatigue) presents a new psychological construct, which gained momentum in course of the COVID-19 pandemic with the rise of videoconferences taking place in everyday (work-)life. In order to better characterize VC fatigue, it is of importance not only to investigate associations with age, gender and personality (as has been done earlier and will be revisited). Besides, it is crucial to shed light on relevant psychopathological constructs co-occurring with VC fatigue. In the present survey study, based on data from N = 311 participants recruited via the Internet we investigated the associations between VC fatigue, burnout and depression, and we specifically took the personality trait neuroticism as potential predisposing variable into account. These four constructs were robustly positively associated with each other. Moreover, mediation analyses revealed that the positive associations between neuroticism and burnout/depression might in parts be mediated by VC fatigue. However, future studies are needed to disentangle cause and effect between the aforementioned variables. The present study, to our knowledge, is among the first to reveal associations between VC fatigue and psychopathologies. Moreover, in this paper we present a German version of the Zoom Exhaustion & Fatigue scale (ZEF) by Fauville and colleagues.

3.
Journal of affective disorders reports ; 2022.
Article in English | EuropePMC | ID: covidwho-1999147

ABSTRACT

Videoconference fatigue (hereafter VC fatigue) presents a new psychological construct, which gained momentum in course of the COVID-19 pandemic with the rise of videoconferences taking place in everyday (work-)life. In order to better characterize videoconference fatigue, it is of importance not only to investigate associations with age, gender and personality (as has been done earlier and will be revisited). Besides, it is crucial to shed light on relevant psychopathological constructs co-occurring with VC fatigue. In the present survey study, based on data from n = 311 participants we investigated the associations between VC fatigue, burnout and depression and specifically took the personality trait neuroticism into account. These constructs were robustly positively associated with each other. Moreover, mediation analyses revealed that the positive association between neuroticism and burnout/depression are in parts mediated by VC fatigue. However, future studies are needed to disentangle cause and effect between the aforementioned variables. Having said this, the present study, to our knowledge, is the first to reveal associations between VC fatigue and psychopathologies.

4.
Curr Psychol ; : 1-12, 2022 Apr 29.
Article in English | MEDLINE | ID: covidwho-1943143

ABSTRACT

The WHO recently included Gaming Disorder as a psychiatric diagnosis. Whether there are distinct groups of adolescents who differ based on severity of gaming disorder and their relationships with other mental health and addictive behavior outcomes, including problematic smartphone use (PSU), remains unclear. The current study explored and identified subtypes of Internet Gaming Disorder (IGD) severity and estimated the association between these subtypes and other disorders. Participants completed online questionnaires assessing the severity of IGD, PSU, depression, and anxiety during COVID-19. We conducted a latent class analysis of IGD symptoms among 1,305 Chinese adolescents (mean age = 15.2; male = 58.5%) from 11 secondary schools in Macao (SAR), China. Multinomial logistic regression estimated correlates of latent class membership and PSU. A 4-class model adequately described the sample subgroups. Classes were labeled as normative gamers (30.9%), occasional gamers (42.4%), problematic gamers (22.7%), and addictive gamers (4.1%). Relative to normative gamers, PSU severity, depression, and being male were significantly higher among problematic gamers, addictive gamers, and occasional gamers. Only problematic gamers showed significant positive associations with anxiety severity compared to the other groups. The study revealed the differences in severity of gaming disorder and its association with psychopathology outcomes. Application in screening for IGD and comorbidity is discussed. Supplementary Information: The online version contains supplementary material available at 10.1007/s12144-022-03133-8.

5.
Addict Behav ; 132: 107342, 2022 09.
Article in English | MEDLINE | ID: covidwho-1803340

ABSTRACT

INTRODUCTION: The American Psychiatric Association (APA) proposed 'Internet Gaming Disorder' (IGD) as a tentative disorder (APA framework) in 2013 and in 2019 the World Health Organization (WHO) has fully recognized 'Gaming Disorder' (GD) as a mental health disorder (WHO framework). These two frameworks have not yet been jointly investigated in the context of esports. The present study aims to investigate the feasibility of the APA and WHO frameworks for disordered gaming among professional and non-professional gamers and to ascertain the suitability of existing psychometric tools for use in esports. METHODS: A sample of 5,734 gamers (Mage = 21.47 years, SD = 6.69 years; 6.94% female) recruited through an online survey prior to the COVID-19 pandemic that included an age and gender matched group of professional (n = 2,867) and non-professional gamers (n = 2,867) was investigated. Pairwise comparisons, measurement invariance (MI), and latent mean difference tests were conducted to distinguish the two groups of gamers. RESULTS: Overall, professional gamers showed greater time spent gaming and prevalence of disordered gaming than non-professional gamers. Additionally, MI was supported and both disordered gaming levels and latent means were significantly higher among professional gamers when compared to non-professional gamers across both APA and WHO frameworks. CONCLUSIONS: Esports is cross-sectionally associated with greater disordered gaming vulnerability through increased time spent gaming and disordered gaming prevalence rates. Furthermore, the APA and WHO frameworks are viable in the context of esports gaming with existing assessment tools being effective in the assessment of disordered gaming in esports. The results and implications are further discussed in light of the extant literature.


Subject(s)
Behavior, Addictive , COVID-19 , Video Games , Adult , Behavior, Addictive/psychology , COVID-19/epidemiology , Female , Humans , Internet , Internet Addiction Disorder , Male , Pandemics , Video Games/psychology , Young Adult
6.
Addict Behav Rep ; 15: 100426, 2022 Jun.
Article in English | MEDLINE | ID: covidwho-1783111

ABSTRACT

The aim of this study was to investigate if and how disordered gaming, loneliness, and family relations have changed throughout the COVID-19 pandemic (from 2019 to 2021), and whether there were any changes in the association between these variables across three samples of gamers (for each respective year). Samples from 2019, 2020, and 2021 were matched by using propensity score matching across socio-demographic characteristics. The total effective sample comprised 897 gamers (N = 299 per year). These samples were compared in terms of disordered gaming - separately as Gaming Disorder (GD; WHO framework) and Internet Gaming Disorder (IGD; APA framework), loneliness, and family harmony scores with analyses of covariance (ANCOVAs), with age and gender as covariates. Steiger tests were used for correlation differences testing. ANCOVAs showed that while GD and IGD scores have increased significantly during the pandemic years, loneliness and family harmony did not change significantly. Furthermore, the correlation differences tests indicated that the correlations between both IGD and GD with loneliness as well as poorer family harmony have increased during the pandemic years. This study provides empirical evidence that the well-being of gamers might have been negatively affected during the COVID-19 pandemic. While loneliness and family harmony did not increase, the stronger correlations between Gaming Disorder and other variables might suggest that gaming may have been used to cope with loneliness and poorer family harmony.

7.
Hum Behav Emerg Technol ; 3(5): 788-797, 2021 Dec.
Article in English | MEDLINE | ID: covidwho-1525432

ABSTRACT

Risk factors for problematic smartphone use (PSU) have rapidly become an important area of research due to the prevalence of smartphones and functional impairment associated with PSU. Our aim was to examine relations between established predictors of PSU (depression and anxiety) and a potential mediator of PSU (anxiety sensitivity; AS). Participants (N = 4752) from junior and senior high schools in Tianjin, China completed a web-based survey with measures of depression, anxiety, AS, and PSU. Descriptive and inferential analyses revealed significant differences between males and females on depression severity, and between junior and senior high school students on AS and PSU severity. Results of structural equation modeling indicated that anxiety was positively associated with AS when adjusting for depression; and AS was significantly associated with greater PSU severity, adjusting for age and sex. Additionally, AS mediated relations between anxiety and PSU severity. Current findings on AS are consistent with theoretical models of problematic internet use (Interaction of Person-Affect-Cognition-Execution) and previous research linking AS to other kinds of behavioral addictions (e.g., smoking, alcohol use).

8.
Front Psychol ; 12: 682837, 2021.
Article in English | MEDLINE | ID: covidwho-1365577

ABSTRACT

The present study investigates links between fear of COVID-19, the personality trait of neuroticism, social networks use disorder, and smartphone use disorder (SNUD and SmUD, respectively) tendencies. In an online survey, N = 932 participants recruited at a Chinese University (237 males and 695 females) completed self-reports on fear of COVID-19, neuroticism (and other personality traits from the Big Five Inventory-44), the Bergen Social Media Addiction Scale (assessing tendencies toward SNUD), and the Smartphone Addiction Scale short version-assessing individual differences in tendencies toward SmUD. Our findings showed that all variables of main interest were positively correlated with each other. A mediation model suggested that SNUD (in parts) mediated the association between fear of COVID-19 and SmUD. Although neuroticism was robustly correlated with all mentioned variables, no moderation effect could be observed on the investigated fear-of-COVID-19-SNUD-link. The findings of this work provide further evidence that the smartphone itself is only a device giving individuals access to software applications, which might be excessively used. Beyond that, the present data indicate neuroticism to be a risk factor with respect to fear of COVID-19, SNUD, and SmUD, although the study is limited by its cross-sectional study design.

9.
Addict Behav Rep ; 12: 100313, 2020 Dec.
Article in English | MEDLINE | ID: covidwho-1064678

ABSTRACT

INTRODUCTION: During the 2020 COVID-19 pandemic and associated lockdown/social distancing, many scientists pointed towards the problem of increased digital technology overuse in both children and adolescents. METHODS: Although a review of the literature shows that digital technology overuse in youth represents an important topic to be studied itself (during the pandemic and afterwards), the present work also takes into account findings from Affective Neuroscience Theory (ANT). RESULTS: An investigation of digital overuse while the COVID-19 pandemic (and beyond) against the background of ANT calls for a shift of perspective in research, at least as an important supplement to research efforts querying the actual nature of digital overuse. In the present work, we argue that it is high time to more comprehensively address why children spend too much time with screens and to also highlight the indirect media effects of screen time use (e.g. less mammalian rough and tumble PLAY time outside and elevated SADNESS due to parental neglect). CONCLUSIONS: In sum, insights from ANT are put forward to guide research shedding light on detrimental aspects of too much screen time in youth.

10.
Anxiety Stress Coping ; 34(2): 130-144, 2021 03.
Article in English | MEDLINE | ID: covidwho-1066118

ABSTRACT

OBJECTIVES: Research during prior virus outbreaks has examined vulnerability factors associated with increased anxiety and fear. DESIGN: We explored numerous psychopathology, sociodemographic, and virus exposure-related variables associated with anxiety and perceived threat of death regarding COVID-19. METHOD: We recruited 908 adults from Eastern China for a cross-sectional web survey, from 24 February to 15 March 2020, when social distancing was heavily enforced in China. We used several machine learning algorithms to train our statistical model of predictor variables in modeling COVID-19-related anxiety, and perceived threat of death, separately. We trained the model using many simulated replications on a random subset of participants, and subsequently externally tested on the remaining subset of participants. RESULTS: Shrinkage machine learning algorithms performed best, indicating that stress and rumination were the most important variables in modeling COVID-19-related anxiety severity. Health anxiety was the most potent predictor of perceived threat of death from COVID-19. CONCLUSIONS: Results are discussed in the context of research on anxiety and fear from prior virus outbreaks, and from theory on outbreak-related emotional vulnerability. Implications regarding COVID-19-related anxiety are also discussed.


Subject(s)
Anxiety Disorders/psychology , COVID-19/psychology , Fear/psychology , Machine Learning , Mass Media/statistics & numerical data , Socioeconomic Factors , Adult , China , Cross-Sectional Studies , Female , Humans , Male , Models, Statistical , SARS-CoV-2 , Surveys and Questionnaires
11.
Hum Behav Emerg Technol ; 3(1): 137-146, 2021 Jan.
Article in English | MEDLINE | ID: covidwho-995939

ABSTRACT

Health anxiety has been linked with fear and anxiety regarding COVID-19. Higher levels of health anxiety likely increased social distancing and self-isolating during the pandemic. We investigated relations among health anxiety, fear of missing out (FOMO) on rewarding social experiences from social distancing, and consequential levels of problematic smartphone use (PSU) and gaming disorder (GD). We surveyed a broad sample of 812 U.S. and Canadian participants during the pandemic, in late-May 2020, using the Short Health Anxiety Inventory, FOMO Scale, Smartphone Addiction Scale-Short Version, and GD test. Significant bivariate relationships were found among health anxiety, FOMO, PSU, and GD severity. Using structural equation modeling, FOMO mediated relations between health anxiety and both PSU and GD severity. We discuss FOMO as an important variable explaining problematic digital technology use to compensate for unmet social needs from social distancing. We discuss these findings within the context of the Interaction of Person-Affect-Cognition-Execution theoretical model of problematic internet use. Results offer novel insight into the role of health anxiety on FOMO from unmet social needs during the COVID-19 pandemic, and consequential problematic internet use.

12.
Sucht-Zeitschrift Fur Wissenschaft Und Praxis ; 66(4):212-216, 2020.
Article | Web of Science | ID: covidwho-779944

ABSTRACT

Introduction and objective: The COVID-19 pandemic and the corresponding lockdown measures exemplified that special strategies of structural prevention as well as for behavioral prevention are needed with respect to online behavioral addictions. Rationale: The likelihood is high that the COVID-19 crisis and the accompanying measures to contain it have increased the risks for the development of behavioral addictions. Factors such as the discontinuation of terrestrial offers, social isolation and forced inactivity as well as the increased importance of online activities contribute to this. At the same time, the severity of disorders may have increased and chances of remission may have decreased. An increased risk of relapse can also be assumed. Conclusion: Epidemiological studies are necessary to investigate changes in prevalence, care needs and risk factors. There is a need to develop measures for structural prevention as well as for behavioral prevention. Tracking online behavior could serve as a measure to identify risky behavior patterns and could be the starting point for measures such as interrupting games or applications, warnings and information as well as concrete offers of early intervention or further help. The providers are in charge for taking responsibility for their products, minimizing the risk of behavioral addictions and enabling as well as providing measures for early detection and intervention.

SELECTION OF CITATIONS
SEARCH DETAIL