The relationship between daily Internet use time and school performance in Korean adolescents

Open Medicine ◽  
2012 ◽  
Vol 7 (4) ◽  
pp. 444-449 ◽  
Author(s):  
Dong-Hyun Kim ◽  
Wi-Young So

AbstractThis study investigates whether daily Internet use time is related to the school performance of Korean adolescents. We therefore analyzed raw data from the 2009 Korea Youth Risk Behavior Web-based Survey-V (KYRBWS-V), in which 75,066 students from the middle-school first grade to the high-school third grade participated. We assessed the association between daily Internet use time and school performance by using multivariate logistic regression analysis adjusted for age, body mass index, education level of parents, and economic status of the family. For boys, the odds ratio (OR) [95% confidence interval (CI)] for recording ≥ average school performance and daily time spent on Internet use was 1.876 (1.752–2.008, p < 0.001) for ≤1 hour, 1.564 (1.467–1.667, p < 0.001) for >1–≤2 hours, 1.158 (1.079–1.242, p < 0.001) for >2–≤3 hours, and 0.759 (0.695–0.828, p < 0.001) for over 4 hours, when compared to those who never used the Internet. For girls, the OR (95% CI) for recording ≥ average school performance and daily Internet use time was 1.729 (1.607–1.860, p < 0.001) for ≤1 hour, 1.503 (1.399–1.616, p < 0.001) for >1–≤2 hours, 1.193 (1.100–1.293, p < 0.001) for >2–≤3 hours, and 0.809 (0.725–0.903, p < 0.001) for over 4 hours, when compared to those who never used the Internet. It was concluded that Korean adolescents who spend ≤3 hours per day on the Internet are predisposed to an increase in performance levels at school, whereas those who spend over 4 hours per day on the Internet are predisposed to a decrease in school performance levels.

10.2196/16768 ◽  
2020 ◽  
Vol 22 (4) ◽  
pp. e16768 ◽  
Author(s):  
Yan Li ◽  
Shan Ye ◽  
Yidong Zhou ◽  
Feng Mao ◽  
Hailing Guo ◽  
...  

Background The internet allows patients to easily look for health information. However, how Chinese patients with breast cancer use the internet has rarely been investigated, and there is a scarcity of information about the influence of internet use on survival. Objective This observational study aimed to investigate the details of online medical information searching by Chinese patients with breast cancer and to determine whether internet use has any survival benefits. Methods Patients who were diagnosed with invasive breast cancer at Peking Union Medical College Hospital between January 2014 and December 2015 were enrolled. We obtained information on their internet-searching behavior and gathered data from the patients’ medical and follow-up records. The associations between internet use and other clinic-pathological factors were analyzed. A Cox proportional-hazards model and the Kaplan-Meier method were used for disease-free survival (DFS) analyses. Results A total of 973 patients with invasive breast cancer who underwent definitive surgery took part in the study. Among them, 477 cases (49.0%) performed web-based breast cancer information searching before the initial treatment. A multivariate logistic regression analysis suggested that web-based breast cancer information searching was significantly associated with younger age (odds ratio [OR] 0.95, 95% CI 0.94-0.97, P<.001), higher education level (OR 1.37, 95% CI 1.01–1.86, P=.04), and breast conserving surgery (OR 1.35, 95% CI 1.04-1.77, P=.03). Baidu (73.4%, 350/477) and WeChat (66.7%, 318/477) were the two most popular online information sources for breast cancer; however, only 44.9% (214/477) felt satisfied with the online information. In contrast to the nonweb searching group, the web-using patients who were satisfied with online information showed significantly improved DFS (hazard ratio 0.26; 95% CI 0.08-0.88, P=.03). Conclusions The patients who were most likely to search the internet for breast cancer information were younger and well-educated, and they were more likely to have breast conserving therapy. Web-using patients who were satisfied with the internet information showed significantly improved DFS. Patients should browse credible websites offering accurate and updated information, and website developers should provide high-quality and easy-to-understand information to better meet the needs of patients with breast cancer.


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.


PLoS ONE ◽  
2017 ◽  
Vol 12 (4) ◽  
pp. e0174878 ◽  
Author(s):  
So Young Kim ◽  
Min-Su Kim ◽  
Bumjung Park ◽  
Jin-Hwan Kim ◽  
Hyo Geun Choi

2017 ◽  
Author(s):  
Eunhee Park ◽  
Misol Kwon

BACKGROUND The internet is widely used by children and adolescents, who generally have a high level of competency with technology. Thus, the internet has become a great resource for supporting youth self-care and health-related services. However, few studies have explored adolescents’ internet use for health-related matters. OBJECTIVE The objective of this systematic literature review was to examine the phenomenon of children and adolescents’ health-related internet use and to identify gaps in the research. METHODS A total of 19 studies were selected from a search of major electronic databases: PubMed, Cumulative Index of Nursing and Allied Health Literature, and PsycINFO using the following search terms: “health-related internet use,” “eHealth,” “Internet use for health-related purpose,” “Web-based resource,” “health information seeking,” and “online resource,” combined with “child,” “adolescent,” “student,” “youth,” and “teen.” The children’s and adolescents’ ages were limited to 24 years and younger. The search was conducted from September 2015 to October 2017. The studies identified to contain youth (<24 years) health-related internet use were all published in peer-reviewed journals in the past 10 years; these studies examined general internet use seeking health care services, resources, information, or using the internet for health promotion and self-care. Studies were excluded if they explored the role of the internet as a modality for surveys, recruitment, or searching for relevant literature without specifically aiming to study participants’ health-related internet use; focused solely on quality assurance for specific websites; or were designed to test a specific internet-based intervention. RESULTS Interesting patterns in adolescents’ health-related internet use, such as seeking preventative health care and specific information about medical issues, were identified. Quantitative studies reported rates of the internet use and access among youth, and the purpose and patterns of health-related internet use among youth were identified. A major objective of health-related internet use is to gain information, but there are inconsistencies in adolescents’ perceptions of health-related internet use. CONCLUSIONS This study’s findings provide important information on how youth seek information and related support systems for their health care on the internet. The conceptual and methodological limitations of the identified studies, such as the lack of a theoretical background and unrepresentative samples, are discussed, and gaps within the studies are identified for future research. This review also suggests important features for potential Web-based health interventions for children and adolescents.


JMIR Aging ◽  
10.2196/15480 ◽  
2020 ◽  
Vol 3 (1) ◽  
pp. e15480
Author(s):  
Areti Efthymiou ◽  
Evridiki Papastavrou ◽  
Nicos Middleton ◽  
Artemis Markatou ◽  
Paraskevi Sakka

Background During the last decade, more research has focused on web-based interventions delivered to support caregivers of people with dementia. However, little information is available in relation to internet use among caregivers in general, especially those caring for people with dementia. Objective The aim of this study was to evaluate the dementia-related internet use and factors that may be associated with its use among caregivers of people with dementia in Greece. Methods Secondary data from the Greek Dementia Survey of the Athens Association of Alzheimer’s Disease and Related Disorders were collected from April to June 2017. A total of 580 caregivers of people with dementia participated in the study. Results The majority of the caregivers reported that they had used the internet in the previous 3 months (84.1%, 488/580). Nearly half of the caregivers (47.5%, 276/580) reported that they had received dementia services online. Bivariate analysis showed that a dementia-specific search of information was associated with age, education, kinship, and years of care. Age (odds ratio [OR] 2.362, 95% CI 1.05-5.33) and education (OR 2.228, 95% CI 1.01-4.94) were confirmed as predictors, with younger caregivers and those with higher educational attainment being more likely to search for dementia-specific information. Use of the internet to search for dementia information was only related to hours of care. The internet use by caregivers within the previous 3 months was associated with variables such as age, education, occupation, kinship, years of care, and self-reported impact on physical and social health. Conclusions Caregivers of people with dementia in Greece, as in the other southern European countries, are essential agents of the national health system. The existing short- and long-term respite care services are limited or nonexistent. Currently, caregivers receive mostly support and education from memory clinics and municipality consultation centers, which are mainly based in central cities in Greece. Despite the dementia awareness movement in Greece, there is still space to integrate the role of technology in the support and education of caregivers. Development of training programs for enhancing electronic health literacy skills as well as web-based services provision could support Greek caregivers in their everyday caring tasks.


2020 ◽  
Author(s):  
Naoto Yabe ◽  
Tomoya Hanibuchi ◽  
Hiroki M. Adachi ◽  
Shohei Nagata ◽  
Tomoki Nakaya

Abstract Following the first wave of the COVID-19 outbreak, the Japanese government announced the Declaration of a State of Emergency in April 2020, which aimed to decrease contact between people and requested that residents refrain from leaving home. Even in the absence of penalties, outings decreased under the declaration. We are interested in how outings declined and studied the substitution relationship between Internet use and outings. A web-based survey was conducted to collect data on Internet use and outings in a retrospective manner. The period covered by our data is from mid-February to mid-May 2020. Multilevel analysis and correspondence analysis were performed to examine the relationship between Internet use and outings. The results clearly show that Internet use replaced outings. In particular, Internet use for socializing, exercise, and leisure/entertainment had a significant substitution relationship with outings. In contrast, there was a weak substitution relationship between Internet use for daily shopping and outings. Although telework tends to be an accepted focus of Internet use under the COVID-19 outbreak, it should not be overlooked that other uses of the Internet, such as for leisure/entertainment, also supported the decline in outings.


2019 ◽  
Vol 36 (5) ◽  
pp. 348-359 ◽  
Author(s):  
Eun-Mi Kim ◽  
Eunhee Park ◽  
Heejung Kim

This study purpose was to investigate sex differences in multilevel factors associated with smoking experimentation and age of initiation among Korean adolescents. Based on the ecological model, this cross-sectional study used data from the 2016 Korea Youth Risk Behavior Web-Based Survey ( N = 65,528). Among 33,803 males (51.6%) and 31,725 females (48.4%), a greater proportion of males (21.9%) than females (7.1%) engaged in smoking experimentation. Males started smoking earlier than females (males: 12.7 years, females: 12.9 years, respectively, p < .05). In both sex groups, common factors associated with smoking were age, depression, suicidal ideation, academic achievement, household economic status, and having friends smoking and a specific person to talk with about their personal concern (all p values <.05). There were significant sex differences in psychological, family, and school factors of smoking initiation and experimentation. It is necessary to develop smoking interventions considering both individual and environmental factors with sex-specific strategies.


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.


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