scholarly journals Collateral benefits of Internet use: Explaining the diverse outcomes of engaging with the Internet

2017 ◽  
Vol 20 (7) ◽  
pp. 2333-2351 ◽  
Author(s):  
Alexander JAM Van Deursen ◽  
Ellen J Helsper

This article examines the extent to which economic, cultural, social, and personal types of engagement with the Internet result in a variety of economic, cultural, social, and personal outcomes. Data from a representative survey of the Dutch population are analyzed to test whether engagement with a certain type of activity is related to “collateral” benefits in different domains of activities, independent from the socioeconomic or sociocultural characteristics of the person. The results show that what people do online and the skills they have affect outcomes in other domains and that this is independent of the characteristics of the person. This means that policy and interventions could potentially overcome digital inequalities in outcomes through skills training and providing opportunities to engage online in a broad variety of ways. A semiologic rather than an economistic approach is more likely to be effective in thinking about and tackling digital inequalities.

2019 ◽  
Author(s):  
William TH Choi ◽  
Dan KS Yu ◽  
Terry Wong ◽  
Tella Lantta ◽  
Min Yang ◽  
...  

BACKGROUND Information technology and video gaming have potential advantages in the treatment of schizophrenia. However, information regarding the habits and attitudes related to internet use and video gaming in people with schizophrenia is limited. OBJECTIVE The aim of this study was to explore the habits and attitudes regarding video gaming and information technology usage and their associated factors in people with schizophrenia in Hong Kong. METHODS In this cross-sectional survey, service users with schizophrenia were recruited from 6 halfway hostels and 7 integrated centers for mental wellness in Hong Kong. A 79-item self-report questionnaire was utilized to explore the habits of internet use and video gaming in these people with schizophrenia. The attitude toward video gaming was assessed using the Gaming Attitudes, Motivations, and Experiences Scales. Of the 148 individuals in a convenience sample who were invited to participate in this study, 110 willingly participated (a response rate of 74.3%). The data were analyzed using descriptive statistics, a two-tailed independent t test, Pearson correlation, and principal analysis with 3 methods of rotation (varimax, equimax, and promax). RESULTS Most participants (100/110, 90.9%) had access to the internet and half of them (54/110, 49.1%) used the internet daily mostly to watch videos (66/110, 60.0%) or read news or books, etc (42/110, 38.2%). One-third of the participants (36/110, 32.7%) used the internet to play web-based games, and most of them (88/110, 80.0%) had played a video game in the past year. The most favorable gaming platforms were cellular phones (43/88, 49%) followed by computers (19/88, 22%) and arcade cabinets (6/88, 7%). The most favorable game genre was action games (34/145, 23.4%). Those who had a bachelor’s degree or higher scored lower in social interaction than those with a lower education level (<i>P</i>=.03). Those who played video games daily scored higher in the category of story than those who did not play daily (t<sub>86</sub>=2.03, <i>P</i>=.05). The most popular gaming category was autonomy and the least popular categories were violent catharsis and violent reward. Two motives, “social playing” and “evasive playing,” were formed to describe the characteristics of playing video games. CONCLUSIONS Our data showed a high internet utilization rate among people with schizophrenia in Hong Kong. Only a few of them used the internet to search for health-related information. Our study also exemplified the unique habits of gaming among the participants. Health care professionals could utilize video games to engage people with schizophrenia and promote coping with stress and provide social skills training to such people with schizophrenia. Identification of the gaming attitudes can contribute to the development of serious games for the schizophrenic population. Further investigation is vital for the promotion of mental health through web-based platforms.


2021 ◽  
pp. 205015792110606
Author(s):  
Lian Wang ◽  
Chun Liu

Socioeconomic status and demographic determinants are the most commonly examined factors in the study of the second-order digital divide regarding the differences associated with Internet use. The role of motivation in digital inequalities is comparatively less studied. We examine motivation and access variables in this paper. Statistical analysis based on a representative survey conducted in China indicates that motivation is a salient predictor of Internet use when other factors are controlled. In addition, device access significantly moderates the association between motivation and certain types of Internet use. While mobile-only users show the same, if not stronger, motivation for using the Internet for the purposes of study, entertainment, and e-commerce, they actually use those functions to a lesser extent than multimodal users. Hence, the digital divide is a multifaceted issue that requires a comprehensive solution.


10.2196/14865 ◽  
2020 ◽  
Vol 22 (7) ◽  
pp. e14865
Author(s):  
William TH Choi ◽  
Dan KS Yu ◽  
Terry Wong ◽  
Tella Lantta ◽  
Min Yang ◽  
...  

Background Information technology and video gaming have potential advantages in the treatment of schizophrenia. However, information regarding the habits and attitudes related to internet use and video gaming in people with schizophrenia is limited. Objective The aim of this study was to explore the habits and attitudes regarding video gaming and information technology usage and their associated factors in people with schizophrenia in Hong Kong. Methods In this cross-sectional survey, service users with schizophrenia were recruited from 6 halfway hostels and 7 integrated centers for mental wellness in Hong Kong. A 79-item self-report questionnaire was utilized to explore the habits of internet use and video gaming in these people with schizophrenia. The attitude toward video gaming was assessed using the Gaming Attitudes, Motivations, and Experiences Scales. Of the 148 individuals in a convenience sample who were invited to participate in this study, 110 willingly participated (a response rate of 74.3%). The data were analyzed using descriptive statistics, a two-tailed independent t test, Pearson correlation, and principal analysis with 3 methods of rotation (varimax, equimax, and promax). Results Most participants (100/110, 90.9%) had access to the internet and half of them (54/110, 49.1%) used the internet daily mostly to watch videos (66/110, 60.0%) or read news or books, etc (42/110, 38.2%). One-third of the participants (36/110, 32.7%) used the internet to play web-based games, and most of them (88/110, 80.0%) had played a video game in the past year. The most favorable gaming platforms were cellular phones (43/88, 49%) followed by computers (19/88, 22%) and arcade cabinets (6/88, 7%). The most favorable game genre was action games (34/145, 23.4%). Those who had a bachelor’s degree or higher scored lower in social interaction than those with a lower education level (P=.03). Those who played video games daily scored higher in the category of story than those who did not play daily (t86=2.03, P=.05). The most popular gaming category was autonomy and the least popular categories were violent catharsis and violent reward. Two motives, “social playing” and “evasive playing,” were formed to describe the characteristics of playing video games. Conclusions Our data showed a high internet utilization rate among people with schizophrenia in Hong Kong. Only a few of them used the internet to search for health-related information. Our study also exemplified the unique habits of gaming among the participants. Health care professionals could utilize video games to engage people with schizophrenia and promote coping with stress and provide social skills training to such people with schizophrenia. Identification of the gaming attitudes can contribute to the development of serious games for the schizophrenic population. Further investigation is vital for the promotion of mental health through web-based platforms.


Crisis ◽  
2013 ◽  
Vol 34 (5) ◽  
pp. 348-353 ◽  
Author(s):  
Hajime Sueki

Background: Previous studies have shown that suicide-related Internet use can have both negative and positive psychological effects. Aims: This study examined the effect of suicide-related Internet use on users’ suicidal ideation, depression/anxiety tendency, and loneliness. Method: A two-wave panel study of 850 Internet users was conducted via the Internet. Results: Suicide-related Internet use (e.g., browsing websites about suicide methods) had negative effects on suicidal ideation and depression/anxiety tendency. No forms of suicide-related Internet use, even those that would generally be considered positive, were found to decrease users’ suicidal ideation. In addition, our results suggest that the greater the suicidal ideation and feelings of depression and loneliness of Internet users, the more they used the Internet. Conclusion: Since suicide-related Internet use can adversely influence the mental health of young adults, it is necessary to take measures to reduce their exposure to such information.


2020 ◽  
Vol 3 (2) ◽  
pp. 342-350
Author(s):  
Suparna Parwodiwiyono

Abstrak: Bagi generasi pasca milenial penggunaan internet sangat akrab tetapi dengan berbagai tujuan penggunaan. Penelitian ini ingin melihat keterkaitan penggunaan internet oleh penduduk yang sedang sekolah untuk kepentingan penyelesaian tugas sekolah di Indonesia untuk mendapatkan hasil belajar yang baik. Analisis berdasarkan data sekunder dari Survei Sosial Ekonomi Nasional tahun 2018. Hanya saja data yang didapatkan tidak simetris dengan adanya pencilan. Regresi kuantil digunakan untuk meminimumkan pengaruh dari pencilan yang ada. Penelitian mendapatkan hasil bahwa terdapat kaitan yang erat antara akses internet dari penduduk yang sedang sekolah dengan penyelesaian tugas sekolah.  Hasil regresi kuantil menunjukkan bahwa proporsi akses internet untuk penyelesaian tugas sekolah berbeda antar golongan proporsi penggunaan internet. Proporsi penggunaan internet yang tinggi akan digunakan untuk penyelesaian tugas sekolah yang lebih tinggi pula. Abstract: For the post millennial generation the use of the internet is very familiar but with various purposes of use. This study wants to look at the relationship between the use of the internet by residents who are currently in school for the sake of completing school work in Indonesia to get good learning outcomes. Analysis based on secondary data from the 2018 National Socio-Economic Survey. It's just that the data obtained is not symmetrical with outliers. Quantile regression is used to minimize the effect of outliers. The study found that there was a close relationship between internet access from residents who were in school and completion of school work. The quantile regression results show that the proportion of internet access for completing school work differs between groups of proportions of internet use. A high proportion of internet use will be used for completing higher school work.


2019 ◽  
Author(s):  
Francesco Brigo ◽  
Simona Lattanzi ◽  
Giorgia Giussani ◽  
Laura Tassi ◽  
Nicola Pietrafusa ◽  
...  

BACKGROUND The Internet has become one of the most important sources of health information, accessed daily by an ever-growing number of both patients and physicians, seeking medical advice and clinical guidance. A deeper insight into the current use of the Web as source of information on epilepsy would help in clarifying the individual attitude towards this medium by Internet users. OBJECTIVE We investigated views towards the Internet in a sample of Italian healthcare specialists involved in epilepsy field, to explore factors which explained the influence of information found on the internet. METHODS This study was a self-administered survey conducted in a group of members of the Italian Chapter of the International League Against Epilepsy (ILAE) in January 2018. RESULTS 184 questionnaires were analyzed. 97.8% of responders reported to seek online information on epilepsy. The Internet was most frequently searched to obtain new information (69.9%) or to confirm a diagnostic or therapeutic decision (37.3%). The influence of consulting the Internet on clinical practice was associated with registration to social network(s) (OR: 2.94; 95%CI: 1.28-6.76; p=0.011), higher frequency of Internet use (OR: 3.66; 95%CI: 1.56-9.21; p=0.006) and higher confidence in reliability of online information (OR: 2.61; 95%CI: 1.09-6.26; p=0.031). No association was found with age, sex, years in epilepsy practice or easiness to find online information. CONCLUSIONS Internet is frequently used among healthcare professionals involved in the epilepsy to obtain information about this disease. The attitude of being influenced by the Internet for diagnostic and/or therapeutic decisions in epilepsy is independent on age and years of experience in epilepsy, and probably reflects an individual approach towards the Web.


2021 ◽  
pp. 1476718X2110149
Author(s):  
Susan Edwards

Young children aged birth to 5 years are known users of the internet, both unsupervised and in collaboration with adults. Adults also use the internet to share details of children’s lives with others, via sharenting and educational apps. During COVID-19 internet use by children and families rose significantly during periods of enforced stay-home. Internet use by children, and by adults on behalf exposes children to conduct, contact and content risks online. These risks mean that cyber-safety in the early years is increasingly necessary, especially concerning increased internet usage during COVID-19. While cyber-safety is well developed for primary and secondary-school aged children this is not the case for young children, their families and educators. This paper proposes a research agenda for cyber-safety in the early years, using critical constructivism and internet studies to define the internet as a non-unitary technology. Three main objects of study concerning cyber-safety in the early years, including the reference to COVID-19 are identified for targeted research, including: technologies, context and policy.


2021 ◽  
pp. 026666692199974
Author(s):  
Zi Hui Yin ◽  
Chang Hwan Choi

This study examines the causal relationship between the Internet and economic factors in Asian economies between 1997 and 2017. The economic factors consist of gross domestic product (GDP), foreign direct investment (FDI), imports, and exports. A comparative analysis of East, South, and Western Asia was conducted using a panel vector autoregressive model. The findings show bidirectional causality between FDI and Internet use in South Asia, unidirectional causality from Internet use to FDI in East Asia, and unidirectional causality from FDI to Internet use in Western Asia. Moreover, the findings indicate unidirectional causality from exports to Internet use in East Asia and unidirectional causality from Internet use to exports in South Asia, but no impact in Western Asia. Finally, the results show unidirectional causality from Internet use to GDP in Western Asia. As these results suggest that Internet use has boosted economic performance in Asia, policy makers in the region should improve Internet use with a focus on economic growth, improving transaction efficiency, and facilitating foreign investment.


Sexes ◽  
2021 ◽  
Vol 2 (1) ◽  
pp. 132-143
Author(s):  
Juwel Rana ◽  
Md. Momin Islam ◽  
John Oldroyd ◽  
Nandeeta Samad ◽  
Rakibul Islam

Objective: To examine the associations between internet use and overweight/obesity in people aged 15–49 years in Nepal and the extent to which these associations differ by biological sex. Materials and methods: The study analyzed the nationally representative Nepal Demographic and Health Survey (NDHS) 2016 data. Multivariable ordinal logistic regression models were fitted to estimate the total effects of internet use (IU) in the last 12 months and frequency of internet use (FIU) in the last month on overweight/obesity adjusted for potential confounders. Results: Of the 10,380 participants, the prevalence of overweight/obesity by IU was 38% (95% confidence interval (CI): 35.9%, 40.1%) for males and 44.1% (95% CI: 41.6%, 46.6%) for female. The likelihood of overweight/obesity was significantly higher (adjusted odds ratio (aOR): 1.55; 95% CI: 1.40, 1.73; p < 0.001) among those participants who used the internet compared to the participants who did not use the internet in the last 12 months. Similar associations were observed when using the augmented measure of exposure-FIU in the last month. We observed the modification effect of sex in the associations of IU (p-difference < 0.001) and FIU (p-difference < 0.002) with overweight/obesity in Nepal. Conclusions: Our findings suggest that future overweight/obesity interventions in Nepal discourage unnecessary internet use, particularly among males.


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