Cyberpsychology, behavior and social networking
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Cyberpsychol Behav Soc Netw · May 2019
Internet Use for Social Interaction by People with Psychosis: A Systematic Review.
People with psychosis (PWP) have difficulties in establishing and maintaining social connections. An earlier systematic review on the use of online social networking (OSN) in psychosis found only 11 studies published before January 2014, but with promising findings. These studies showed no difference in OSN use between PWP and general population. ⋯ The frequent use of OSN by PWP and the absence of evidence of symptom worsening are encouraging findings. This would justify the inclusion of OSN among the strategies to reduce social isolation in psychosis. Research methodologies should be improved by developing standardized measures to assess use and associated risks.
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Cyberpsychol Behav Soc Netw · Feb 2019
Physiological Monitoring During Augmented Reality Exercise Confirms Advantages to Health and Well-Being.
Augmented reality (AR) is a versatile tool that is changing the way we interact with the world. One way is through exergaming, integrating AR, and gaming with traditional exercise programs. This study aimed to test three different AR systems to determine their ability to elicit physiological responses similar to those experienced while exercising or performing rehabilitation exercises. ⋯ Of the three games, Slap Stream produced the highest rates of low- (∼28 percent), moderate- (17 percent), and high-intensity (∼22 percent) HRs. This study successfully showed that inexpensive easy-to-use AR systems can effectively contribute to exercise programs. Future game design recommendations, including feedback, mixed reality, and stress tracking, are discussed.
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Cyberpsychol Behav Soc Netw · Jul 2018
Passive and Active Social Media Use and Depressive Symptoms Among United States Adults.
Social media allows users to explore self-identity and express emotions or thoughts. Research looking into the association between social media use (SMU) and mental health outcomes, such as anxiety or depressive symptoms, have produced mixed findings. These contradictions may best be addressed by examining different patterns of SMU as they relate to depressive symptomatology. ⋯ In multivariable analyses that controlled for all covariates, each one-point increase in passive SMU was associated with a 33 percent increase in depressive symptoms (adjusted odds ratio [AOR] = 1.33, 95 percent confidence interval [CI] = 1.17-1.51). However, in the same multivariable model, each one-point increase in active SMU was associated with a 15 percent decrease in depressive symptoms (AOR = 0.85, 95 percent CI = 0.75-0.96). To inform interventions, future research should determine directionality of these associations and investigate related factors.
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Cyberpsychol Behav Soc Netw · Jul 2018
Alcoholposts on Social Networking Sites: The Alcoholpost-Typology.
Young people frequently display alcohol-related posts ("alcoholposts") on social networking sites such as Facebook and Instagram. Although evidence exists that such posts may be linked with increases in alcohol consumption, hardly any studies have focused on the content of such posts. This study addresses this gap by applying and extending the alcoholpost-typology previously proposed by Hendriks, Gebhardt, and van den Putte. ⋯ At times, textual alcoholposts and commercial alcoholposts were also displayed; however, extreme posts (e.g., about drunk people or drinking-games) were almost nonexistent. These findings confirm the previous results by Hendriks et al. that moderate posts are more frequently posted than extreme posts. This could imply that positive associations with alcohol consumption are more visible on social media than negative associations, potentially leading to an underestimation of alcohol-related risks.
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Cyberpsychol Behav Soc Netw · May 2018
Smoking, ADHD, and Problematic Video Game Use: A Structural Modeling Approach.
Problematic video game use (PVGU), or addiction-like use of video games, is associated with physical and mental health problems and problems in social and occupational functioning. Possible correlates of PVGU include frequency of play, cigarette smoking, and attention deficit hyperactivity disorder (ADHD). The aim of the current study was to explore simultaneously the relationships among these variables as well as test whether two separate measures of PVGU measure the same construct, using a structural modeling approach. ⋯ ADHD symptomatology, smoking behavior, and hours of video game use explained 41.8 percent of variance in PVGU. Tracking these variables may be useful for PVGU prevention and assessment. Young's Internet Addiction Scale, adapted for video game use, and the Problem Videogame Playing Scale both loaded strongly onto a PVGU factor, suggesting that they measure the same construct, that studies using either measure may be compared to each other, and that both measures may be used as a screener of PVGU.