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1.
Article in English | MEDLINE | ID: mdl-35010787

ABSTRACT

Internet-related disorders (IRD) are increasingly becoming a major health issue. IRD are defined as the predominant use of online content, related to a loss of control and continued use despite negative consequences. Despite findings from cross-sectional studies, the causality of pathways accelerating the development of IRD are unclear. While etiological models emphasize the role of personality as risk factor, mutual influences between IRD and personality have not been examined. A prospective study with two assessments was conducted with n = 941 adolescents (mean age of 13.1 years; 10-17 years). Our aim was to validate etiological assumptions and to examine the effects of IRD-symptoms on the maturation of personality. IRD were measured with the Scale of the Assessment of Internet and Computer game Addiction (AICA-S). Personality traits were assessed using the Brief Five Factor Inventory (BFI). Conscientiousness and neuroticism were predictive for IRD symptoms one year later, and were likewise prone to changes depending on incidence or remission of IRD. Conscientiousness and openness moderated the course of IRD symptoms. Our findings point to complex trait-pathology associations. Personality influences the risk of development and maintenance of IRD symptoms and pre-existing IRD-symptoms affect the development of personality. Adaptations to etiological models are discussed and perspectives for novel intervention strategies are suggested.


Subject(s)
Personality Development , Personality , Adolescent , Cross-Sectional Studies , Germany/epidemiology , Humans , Internet , Personality Inventory , Prospective Studies
2.
Curr Opin Psychol ; 45: 101296, 2022 06.
Article in English | MEDLINE | ID: mdl-35085935

ABSTRACT

The use of social media can have positive and negative effects on psychological well-being. The present article proposes that self-regulation and the related concept of self-control act as central boundary conditions of this relationship. Successfully self-regulated social media use can bolster psychological well-being through mood management and emotion-focused coping as well as through intrinsic need satisfaction. In contrast, poorly self-regulated forms of social media use can result in goal conflict, i.e., the displacement of, and distraction from other activities, which may negatively affect well-being. The article covers relevant factors that influence (un-)successful self-regulation of social media use, including media affordances, social dynamics, as well as trait and state user characteristics, including media habits and mindfulness.


Subject(s)
Mindfulness , Self-Control , Social Media , Adaptation, Psychological , Emotions/physiology , Humans
3.
Front Psychol ; 11: 577639, 2020.
Article in English | MEDLINE | ID: mdl-33391094

ABSTRACT

In spring 2020, COVID-19 and the ensuing social distancing and stay-at-home orders instigated abrupt changes to employment and educational infrastructure, leading to uncertainty, concern, and stress among United States college students. The media consumption patterns of this and other social groups across the globe were affected, with early evidence suggesting viewers were seeking both pandemic-themed media and reassuring, familiar content. A general increase in media consumption, and increased consumption of specific types of content, may have been due to media use for coping strategies. This paper examines the relationship between the stress and anxiety of university students and their strategic use of media for coping during initial social distancing periods in March-April 2020 using data from a cross-sectional survey. We examine links between specific types of media use with psychological well-being concepts, and examine the moderating roles of traits (hope, optimism, and resilience) as buffers against negative relationships between stress and anxiety and psychological well-being. Our findings indicate that stress was linked to more hedonic and less eudaimonic media use, as well as more avoidant and escapist media-based coping. Anxiety, on the other hand, was linked to more media use in general, specifically more eudaimonic media use and a full range of media-based coping strategies. In turn, escapist media was linked to negative affect, while reframing media and eudaimonic media were linked to positive affect. Avoidant coping was tied to poorer mental health, and humor coping was tied to better mental health. Hedonic and need-satisfying media use were linked to more flourishing. Hope, optimism, and resilience were all predictive of media use, with the latter two traits moderating responses to stress and anxiety. The findings give a nuanced portrait of college students' media use during a pandemic-induced shutdown, showing that media use is closely intertwined with well-being in both adaptive and maladaptive patterns.

4.
Cyberpsychol Behav Soc Netw ; 21(12): 761-767, 2018 Dec.
Article in English | MEDLINE | ID: mdl-30499683

ABSTRACT

As mobile technology allows users to be online anywhere and at all times, a growing number of users report feeling constantly alert and preoccupied with online streams of online information and communication-a phenomenon that has recently been termed online vigilance. Despite its growing prevalence, consequences of this constant orientation toward online streams of information and communication for users' well-being are largely unclear. In the present study, we investigated whether being constantly vigilant is related to cognitive consequences in the form of increased mind-wandering and decreased mindfulness and examined the resulting implications for well-being. To test our assumptions, we estimated a path model based on survey data (N = 371). The model supported the majority of our preregistered hypotheses: online vigilance was indeed related to mind-wandering and mindfulness, but only mindfulness mediated the relationship with decreased well-being. Thus, those mentally preoccupied with online communication were overall less satisfied with their lives and reported less affective well-being when they also experienced reduced mindfulness.


Subject(s)
Attention , Mindfulness , Social Media , Adult , Awareness , Communication , Female , Humans , Surveys and Questionnaires , Young Adult
5.
PLoS One ; 13(10): e0205384, 2018.
Article in English | MEDLINE | ID: mdl-30359368

ABSTRACT

Smartphones and other mobile devices have fundamentally changed patterns of Internet use in everyday life by making online access constantly available. The present paper offers a theoretical explication and empirical assessment of the concept of online vigilance, referring to users' permanent cognitive orientation towards online content and communication as well as their disposition to exploit these options constantly. Based on four studies, a validated and reliable self-report measure of online vigilance was developed. In combination, the results suggest that the Online Vigilance Scale (OVS) shows a stable factor structure in various contexts and user populations and provides future work in communication, psychology, and other social sciences with a new measure of the individual cognitive orientation towards ubiquitous online communication.


Subject(s)
Communication , Internet , Adolescent , Adult , Aged , Aged, 80 and over , Behavior , Factor Analysis, Statistical , Female , Humans , Male , Middle Aged , Models, Theoretical , Reproducibility of Results , Self Report , Smartphone , Text Messaging , Young Adult
6.
Front Psychol ; 9: 913, 2018.
Article in English | MEDLINE | ID: mdl-29942268

ABSTRACT

Adolescents with a strong tendency for irrational task delay (i.e., high trait procrastination) may be particularly prone to use Internet applications simultaneously to other tasks (e.g., during homework) and in an insufficiently controlled fashion. Both Internet multitasking and insufficiently controlled Internet usage may thus amplify the negative mental health implications that have frequently been associated with trait procrastination. The present study explored this role of Internet multitasking and insufficiently controlled Internet use for the relationship between trait procrastination and impaired psychological functioning in a community sample of N = 818 early and middle adolescents. Results from multiple regression analyses indicate that trait procrastination was positively related to Internet multitasking and insufficiently controlled Internet use. Insufficiently controlled Internet use, but not Internet multitasking, was found to partially statistically mediate the association between trait procrastination and adolescents' psychological functioning (i.e., stress, sleep quality, and relationship satisfaction with parents). The study underlines that adolescents with high levels of trait procrastination may have an increased risk for negative outcomes of insufficiently controlled Internet use.

7.
J Adolesc Health ; 62(2): 234-240, 2018 02.
Article in English | MEDLINE | ID: mdl-29174875

ABSTRACT

PURPOSE: Problematic Internet use (PIU) that has recently been referred to as Internet-related disorder is a growing health concern. Yet, it is unclear why some adolescents are developing problematic use, whereas others sustain control. Based on previous research, we hypothesize that personality traits (low conscientiousness and high neuroticism) act as predispositions for PIU. We further hypothesize that PIU can be understood as a maladaptive reaction toward critical life events and that these maladaptive reactions are exacerbated by dysfunctional personality traits. METHODS: The study investigates the prevalence of distinct subtypes of PIU among a sample of adolescents (n = 1,489; 10-17 years). Personality traits (Big Five Inventory-10 [BFI-10]), perceived stress (Perceived Stress Scale 4 [PSS-4]), and their relations to PIU (Scale for the Assessment of Internet and Computer Game Addiction [AICA-S]) were examined. As novel research questions, associations between PIU and adjustment disorders (Adjustment Disorder-New Module [ADNM]-6) and the mediating role of personality were investigated. RESULTS: The prevalence of PIU was 2.5%; girls (3.0%) were more often affected than boys (1.9%). Social networking sites in girls and online games in boys were most often associated with PIU. Low conscientiousness and high neuroticism generally predicted PIU. Significantly more adolescents with PIU (70%) reported critical life events compared with those without PIU (42%). PIU was related to heightened stress and higher adjustment disorder symptoms. These associations were exacerbated by conscientiousness and neuroticism. CONCLUSIONS: Although the overall prevalence for PIU is in line with previous studies, it appeared unexpectedly that girls were affected more often than boys. Adjustment disorders and stress showed strong associations with PIU. This bears implications for adapting etiopathological assumptions and early intervention strategies.


Subject(s)
Adjustment Disorders/diagnosis , Behavior, Addictive/epidemiology , Internet , Personality , Video Games , Adolescent , Adolescent Behavior/psychology , Child , Cross-Sectional Studies , Female , Humans , Male , Prevalence , Sex Factors , Social Networking , Stress, Psychological/psychology
8.
BMC Psychiatry ; 16: 159, 2016 05 23.
Article in English | MEDLINE | ID: mdl-27216151

ABSTRACT

BACKGROUND: The Perceived Stress Scale Cohen (J Health Soc Behav 24:385-96, 1983) is a widely and well-established self-report scale measuring perceived stress. However, the German version of the PSS-10 has not yet been validated. Thus, the purposes of this representative study were to psychometrically evaluate the PSS-10, and to provide norm values for the German population. METHODS: The PSS-10 and standardized scales of depression, anxiety, fatigue, procrastination and life satisfaction were administered to a representative, randomly selected German community sample consisting of 1315 females and 1148 male participants in the age range from 14 to 90 years. RESULTS: The results demonstrated a good internal consistency and construct validity. Perceived stress was consistently associated with depression, anxiety, fatigue, procrastination and reduced life satisfaction. Confirmatory factor analysis revealed a bi-dimensional structure with two related latent factors. Regarding demographic variables, women reported a higher level of stress than men. Perceived stress decreased with higher education, income and employment status. Older and married participants felt less stressed than younger and unmarried participants. CONCLUSION: The PSS-10 is a reliable, valid and economic instrument for assessing perceived stress. As psychological stress is associated with an increased risk of diseases, identifying subpopulations with higher levels of stress is essential. Due to the dependency of the perceived stress level on demographic variables, particularly age and sex, differentiated norm values are needed, which are provided in this paper.


Subject(s)
Anxiety/diagnosis , Depression/diagnosis , Fatigue/diagnosis , Perception , Personal Satisfaction , Stress, Psychological/diagnosis , Adolescent , Adult , Aged , Aged, 80 and over , Anxiety/psychology , Depression/psychology , Fatigue/psychology , Female , Humans , Male , Middle Aged , Psychometrics/methods , Reference Values , Reproducibility of Results , Self Report , Stress, Psychological/psychology , Young Adult
9.
PLoS One ; 11(2): e0148054, 2016.
Article in English | MEDLINE | ID: mdl-26871572

ABSTRACT

Addressing the lack of population-based data the purpose of this representative study was to assess procrastination and its associations with distress and life satisfaction across the life span. A representative German community sample (1,350 women; 1,177 men) between the ages of 14 and 95 years was examined by the short form of the General Procrastination Scale (GPS-K; 1) and standardized scales of perceived stress, depression, anxiety, fatigue and life satisfaction. As hypothesized, procrastination was highest in the youngest cohort (14-29 years). Only in the youngest and most procrastinating cohort (aged 14 to 29 years), men procrastinated more than women. As we had further hypothesized, procrastination was consistently associated with higher stress, more depression, anxiety, fatigue and reduced satisfaction across life domains, especially regarding work and income. Associations were also found with lack of a partnership and unemployment. Findings are discussed with regard to potential developmental and cohort effects. While procrastination appears to be a pervasive indicator for maladjustment, longitudinal analyses in high-risk samples (e.g. late adolescence, unemployment) are needed to identify means and mechanisms of procrastinating.


Subject(s)
Motivation , Personal Satisfaction , Stress, Psychological/epidemiology , Adolescent , Adult , Age Factors , Aged , Aged, 80 and over , Anxiety/epidemiology , Depression/epidemiology , Fatigue/epidemiology , Female , Germany/epidemiology , Humans , Income , Male , Middle Aged , Residence Characteristics , Self Concept , Sex Factors , Unemployment , Young Adult
10.
Cyberpsychol Behav Soc Netw ; 14(9): 555-7, 2011 Sep.
Article in English | MEDLINE | ID: mdl-21342012

ABSTRACT

In the present study, the interplay of player performance, game-related self-efficacy experiences, and the resulting effects on game enjoyment are investigated. We hypothesized that a player's performance stimulates enjoyment via its potential to stimulate game-related self-efficacy experiences. In a laboratory setting, participants (N = 213) played a jump 'n' run game. Their performance during game play was recorded by log-file software, and efficacy and enjoyment were assessed with questionnaires. As predicted, both player performance and game-related self-efficacy experience were significant predictors of enjoyment. Furthermore, the results demonstrate that game-related self-efficacy experience significantly mediates the relationship between player performance and game enjoyment.


Subject(s)
Play and Playthings , Pleasure , Self Efficacy , Video Games , Achievement , Adolescent , Adult , Female , Humans , Male , Psychomotor Performance , Surveys and Questionnaires
11.
Cyberpsychol Behav ; 12(4): 461-5, 2009 Aug.
Article in English | MEDLINE | ID: mdl-19619038

ABSTRACT

The present study investigated the recreational use of video and computer games in the workplace. In an online survey, 833 employed users of online casual games reported on their use of computer games during working hours. The data indicate that playing computer games in the workplace elicits substantial levels of recovery experience. Recovery experience associated with gameplay was the strongest predictor for the use of games in the workplace. Furthermore, individuals with higher levels of work-related fatigue reported stronger recovery experience during gameplay and showed a higher tendency to play games during working hours than did persons with lower levels of work strain. Additionally, the social situation at work was found to have a significant influence on the use of games. Persons receiving less social support from colleagues and supervisors played games at work more frequently than did individuals with higher levels of social support. Furthermore, job control was positively related to the use of games at work. In sum, the results of the present study illustrate that computer games have a significant recovery potential. Implications of these findings for research on personal computer use during work and for games research in general are discussed.


Subject(s)
Computers/statistics & numerical data , Occupational Health , Play and Playthings/psychology , Video Games/statistics & numerical data , Workplace/statistics & numerical data , Adolescent , Adult , Aged , Attention , Attitude to Computers , Displacement, Psychological , Fatigue/psychology , Female , Humans , Male , Middle Aged , Reference Values , Software/statistics & numerical data , Workplace/psychology , Young Adult
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