scholarly journals Exploring the factors of excessive smartphone use by undergraduate students

There is an exponential increase of apprehension in the uptake, affordances and the excessive use of smartphones by multiple categories of users and the impact on the society. The research evaluates excessive use within a user community in a developing country landscape. It is estimated that many young people spend too much time on their phones and the projections suggest even higher numbers with disturbing estimations. The unravelling of contexts surrounding the excessive use of digital devices such as smartphones and the elements that lead to it are mostly unexplored. Consequently, the study illuminated the fundamental mechanisms that influence excessive use of smartphones by learners using perspectives from the Incentive-sensitization Theory (IST) to add scope and breadth. A total of 110 undergraduate students participated in the study. The fundamental results showed that the increase in the volume of activities such as online games, virtual world games and social media was responsible for excessive use. The findings provided an understanding of the relationship between depression-like behaviour and anxiety and shed new light on the influence of excessive use, smartphone stress and depression-related symptoms on students. The study outlined the implications of the results for prevention and regulation.

2009 ◽  
Vol 2 (3) ◽  
Author(s):  
Melissa De Zwart

The recent (February 2009) defection of a key member of the Band of Brothers Alliance in EVE caused a major restructure of the EVE gaming environment, much to the joy of the game’s operators, CCP games. (So much so, that many accused them of having staged an ‘inside job’ to disrupt the stranglehold of BoB). The defection was made possible through the design of the game and the need to maintain corporate structures to effect control over key regions. The defection of Haargoth was catastrophic to BoB, destroying years of player time and significant real money investment in game time. Some calls were made for CCP to intervene, but such action would have contradicted the game character of EVE itself as a piractical world. If such conduct had occurred in the corporate world of any RL nation, clear demands for regulatory control would have been acceded to (see, for example, the demand for repayment of AIG bonus payments made to executives). In another virtual world, World of Warcraft, the operators Blizzard, have recently announced (March 2009) a new policy regarding add-ons, which will affect the way in which many keen WoW participants will interact with the game. This follows on from the litigation regarding Glider, which divided the WoW community regarding what is acceptable in terms of mods and automated play. Again response to the add-on policy has attracted heated debate in the dedicated WoW community. The relationship between practice and theory regarding treatment of mods and add-ons by Blizzard has been inconsistent and frustrating for many keen WoW players. The legal status of mods and add-ons in other worlds remains unclear. Finally, the operators of Entropia have just announced that they have been granted a banking licence in Sweden. It remains to be seen how this will impact on the gaming experience and the regulation of that experience by external authorities. This article will consider the important influence of game design and game governance on the nature of the player’s experience. It will also compare social world environments, such as Second Life. It will consider increased calls for inworld regulation and the impact this would have on the nature of the players’ experience. It will explore the need to acknowledge the particular nature of the world under consideration and discuss ways how this might be respected and protected. It will consider the relationship between real world laws, inbuilt game standards and the players’ own negotiated understanding of the world with which they are engaged and how this may change over time, according to gaming experiences and investment in the game world. It will explore the relationship between the underlying governance structures of the virtual world and the developing nature of that world and make suggestions regarding the possible effects of law reform and standards setting in this area. This paper will build on work I have been doing on virtual world governance, such as ‘Legal Issues in Virtual Worlds: Governance and Intellectual Property’, a presentation to the OECD Workshop on Innovation and Policy for Virtual Worlds, 11 March 2009, http://www.oecd.org/dataoecd/54/2/42347580.pdf; my contribution to the ENISA Position Paper: Virtual Worlds, Real Money, Security and Privacy in Massively- Multiplayer Online Games and Social and Corporate Virtual Worlds, November 2008, http://www.enisa.europa.eu/doc/pdf/deliverables/enisa_pp_security_privacy_virtualworlds.pdf; ‘The dark side of online games : fraud, theft and invasion of privacy’, (2009) 11(9) Internet Law Bulletin 147-151 and ‘Governance and the Global Metaverse,’ (with David Lindsay) presented at the Cybercultures Conference , Salzburg, 15 March 2009, http://www.inter-disciplinary.net/critical-issues/cyber/cybercultures/conference-programme-abstracts-and-papers/session-8-cyber-policy-and-cyber-democracy/.


2021 ◽  
Vol 40 (1) ◽  
Author(s):  
Diane Christine Fernandez ◽  
Jaya Ganesan ◽  
Jian Ai Yeow

The key objectives of this study are to examine the relationship between Green Employee Relations and Job Pursuit Intentions as well as the mediating roles of Employers’ Attractiveness and Employers’ Prestige. This study is useful in determining the impact of green growth in developing economies such as Malaysia. Employing Business fields undergraduate students from private Higher Education Institutions in Malaysia as the research sample where a total of 216 responses were collected for the study. For data analysis, SPSS and Smart PLS were utilized. Based on the bootstrapping approach, the results showed that the direct and mediating linkages were supported. This is where Green Employee Relations influenced the Job Pursuit Intentions, both Employers’ Attractiveness and Employers’ Prestige mediated the relationship respectively. The findings of this research offer empirical evidence to comprehend prospective job aspirants’ perception towards Green Employee Relations in influencing their Job Pursuit Intentions. Additionally, the study advances by contributing literature in the contemporary Human Resource Management area - Green HRM. Keywords: Green Human Resource Management, Green Employee Relations, Employers’ Attractiveness, Employers’ Prestige, Job Pursuit Intentions JEL Classifications :  J5, MO, M1


2018 ◽  
Vol 52 ◽  
pp. 02001
Author(s):  
Maryem Larhmaid

The widespread use of digital resources, the Internet and the development of technology have brought several significant changes in reading practices, preferences and use among information consumers. Readers of the 21st century have many options for reading thanks to the rapid growth of electronic-based reading materials, instead of printed ones, such as online newspapers, electronic books, digital encyclopedias, and online academic journals, as well as the expansion of e-book readers. All of these have contributed to changing readers’ reading strategies, reading preferences, and attitudes toward the act of reading. In the field of academia, for instance, there has been a tremendous shift from paper-based reading to screen-based reading. Given the fact that digital devices have become pervasive, and that reading has recently become a digital activity, this article proposes the need to investigate the impact of print vs. digital reading materials on Moroccan undergraduate students’ reading behaviors, preferences and use.


2021 ◽  
Vol 6 (3) ◽  
Author(s):  
Masaki Morishita

Purpose: Cavity and tooth preparation are essential curriculum components in dental education for undergraduate students, and faculty staff determine whether the standard of the work is acceptable. However, evaluators are inevitably subject to variability and bias, so quantification of the evaluation is desirable. Therefore, various digital devices have been developed to quantify evaluations, such as SURFLACER, Simodont, and DentSim. In this study, we aimed to investigate the use of evaluation software and to compare human evaluation with software evaluation using a new digital dental education device with a realtime evaluation function. Material and Method: Dental students prepared a full metal crown on an artificial mandibular left first molar, which was evaluated by the software and a human evaluator (a dentist). Results: The results showed that the software evaluation was more suitable with eight cross-sections than with four crosssections. The dentist evaluated the same teeth according to a set of evaluation criteria, but there were no statistically significant differences in any of the evaluation items. Finally, multivariate analysis was conducted to assess the relationship between the software evaluation using eight cross-sections and the human evaluator using dummy variables, and it revealed that the margin form evaluation by the dentist was a significant explanatory variable for the score by the software. Conclusion: This preliminary study is the first to demonstrate that the new digital dental education device has considerable potential as a digital educational tool.


2010 ◽  
Vol 21 (3) ◽  
pp. 69-89 ◽  
Author(s):  
Fiona Fui-Hoon Nah ◽  
Brenda Eschenbrenner ◽  
David DeWester ◽  
So Ra Park

This research is a partial test of Park et al.’s (2008) model to assess the impact of flow and brand equity in 3D virtual worlds. It draws on flow theory as its main theoretical foundation to understand and empirically assess the impact of flow on brand equity and behavioral intention in 3D virtual worlds. The findings suggest that the balance of skills and challenges in 3D virtual worlds influences users’ flow experience, which in turn influences brand equity. Brand equity then increases behavioral intention. The authors also found that the impact of flow on behavioral intention in 3D virtual worlds is indirect because the relationship between them is mediated by brand equity. This research highlights the importance of balancing the challenges posed by 3D virtual world branding sites with the users’ skills to maximize their flow experience and brand equity to increase the behavioral intention associated with the brand.


2015 ◽  
Vol 43 (8) ◽  
pp. 1233-1242 ◽  
Author(s):  
Xiaobo Yu ◽  
Junbo Chen ◽  
Jing Liu ◽  
Xiaodong Yu ◽  
Kongqing Zhao

Many researchers have focused on the impact of rumination and optimism on anxiety, but few have examined the trilateral relationships among these factors. In this study, we explored the mediating effect of dispositional optimism in the relationship between rumination and anxiety. Participants were 448 Chinese undergraduate students who completed a survey assessing rumination, optimism, and anxiety. The results suggested that rumination was positively correlated with anxiety and that dispositional optimism was negatively correlated with anxiety. Structural equation modeling further showed that dispositional optimism partially mediated the impact of rumination on anxiety. The bootstrapping test also revealed significant paths from rumination to anxiety through dispositional optimism. We concluded that both rumination and dispositional optimism can affect anxiety.


2020 ◽  
Vol 12 (2) ◽  
pp. 49
Author(s):  
Khefti Al Mawalia

Online games have been very popular nowadays, more than games played by children and teenagers 30 years ago. This study aims to explore technological developments that people are interested in, namely the phenomenon of the emergence of the online game Mobile Legend. Mobile Legend has succeeded in making Indonesians interested because of its avatar, message feature, and buying and selling of online characters in one application. The evolution of online games from PC to Smartphone makes it easier for gamers to play games anywhere and anytime. Not infrequently, they can spend up to 6 hours a day looking for internet network access. Researchers use determinism theory to answer this phenomenon. The method in this study uses a qualitative type with a virtual ethnographic method. In addition, this research collects data on using virtual tracing to record and documenting virtual activities, and interviews with seven informants of Mobile Legends' players. This research shows that when a person plays games, he can become more apathetic and minimize interaction and communication with the social environment around him. Technology like Mobile Legend has eroded the socio-cultural side and communication sensitivity of an individual in society. All users also become more active and narcissistic in creating multiple identities that exist in the virtual world. So this research shows that online games in creating virtual reality have both positive and negative impacts on the players.


2021 ◽  
Vol 3 (1) ◽  
Author(s):  
Firda Dalila ◽  
Asri Mutiara Putri ◽  
Prida Harkina

ABSTRACT: RELATIONSHIP BETWEEN THE INTENSITY OF INSTAGRAM SOCIAL MEDIA USAGE WITH SELF ESTEEM  Self-esteem is formed by interactions with other people. At present, social interaction can not only be done in the real world but can also be done in the virtual world, through social media such as Instagram. This study aimed to determine the relationship between the intensity of Instagram social media usage and self-esteem. This research is a quantitative study with a correlational design. The sample in this study were 205 undergraduate students of Malahayati University, aged between 17 to 25 years. The data in this study were obtained using an Instagram social media intensity usage questionnaire and a self-esteem scale. The results of data analysis using Spearman's rho show that there is a significant positive relationship between intensity of Instagram social media usage and self-esteem. Keywords: Intensity of Social Media Usage, Instagram, Self Esteem Harga diri terbentuk dari interaksi dengan orang lain. Saat ini untuk melakukan interaksi sosial tidak hanya dapat dilakukan didunia nyata namun juga dapat dilakukan didunia maya, melalui media sosial seperti instagram. Penelitian ini bertujuan untuk mengetahui hubungan antara intensitas penggunaan media sosial instagram dengan harga diri. Penelitian ini merupakan penelitian kuantitatif dengan desain korelasional. Sampel dalam penelitian ini adalah 205 mahasiswa S1 Universitas Malahayati, berusia antara 17 sampai 25 tahun. Data dalam penelitian ini diperoleh menggunakan kuesioner intensitas penggunaan media sosial instagram dan skala harga diri. Hasil analisis data menggunakan Spearman’s rho menunjukkan bahwa terdapat hubungan positif yang signifikan antara intensitas penggunaan media sosial instagram dengan harga diri. Kata Kunci: Intensitas Penggunaan Media Sosial, Instagram, Harga Diri


2013 ◽  
Vol 44 (1) ◽  
pp. 40-49 ◽  
Author(s):  
Joanna Kowalska ◽  
Justyna Winnicka

Abstract The purpose of this study was a diagnosis of the attitudes of students of Warsaw universities towards people with disabilities and the variables which impacted on these attitudes. Additionally, we examined the relationship between the need for social approval and explicit attitudes towards people with disabilities. The study focused on two components of attitudes: behavioural (measured by preferable social distance - SDSB) and cognitive (tested with a semantic differential scale - SDSO). 318 students completed a survey including a demographic sheet, a social desirability scale, the SDSB and SDSO. The results indicate that students expressed positive attitudes towards people with disabilities. The impact of such variables as gender, the type of disability and the need for social approval was registered and were differentiated in regard to components of attitudes. The results are discussed with reference to earlier research and cues for further studies are suggested.


2007 ◽  
Vol 35 (6) ◽  
pp. 819-826 ◽  
Author(s):  
Danny T. Kao

The impact of need for cognition (NFC) and knowledge on the relationship between conclusion explicitness and attitude formation was examined in this study. A total of 360 undergraduate students participated in the experiment. Results showed that while high-NFC individuals engender more favorable attitudes toward the implicitly concluded message than the explicitly concluded message, low-NFC individuals engender more favorable attitudes toward the explicitly concluded message than the implicitly concluded message. In addition, low-knowledge individuals engender more favorable attitudes toward the implicitly concluded message than the explicitly concluded message; however, conclusion explicitness does not affect the attitudes of high-knowledge individuals. Furthermore, conclusion explicitness does not affect the attitudes of high-NFC individuals with high knowledge toward the incoming message. Contrarily, low-NFC individuals with low knowledge engender more favorable attitudes toward the explicitly concluded message than the implicitly concluded message.


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