Journal of Technology in Behavioral Science
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Published By Springer-Verlag

2366-5963

Author(s):  
Antover P. Tuliao ◽  
Natira D. Mullet ◽  
Lindsey G. Hawkins ◽  
Derek Holyoak ◽  
Marisa Weerts ◽  
...  

Author(s):  
Christine E. Gould ◽  
Priyanka S. Mehta ◽  
Chalise Carlson ◽  
Jason R. Anderson ◽  
Ana Jessica Alfaro ◽  
...  

Author(s):  
Marc Olivella-Cirici ◽  
Esther Sánchez-Ledesma ◽  
Xavier Continente ◽  
Catrina Clotas ◽  
Glòria Perez

AbstractThe use of cell phones and video games has transformed rapidly in adolescents, posing a challenge for the scientific community. Using qualitative methodology and a socioconstructivist perspective, we identified perceptions and beliefs about the different uses of cell phones and video games and their relationship with the health and wellbeing of the adolescent population of Barcelona. From an analysis of discussion groups among early adolescents (n = 66 students aged 13–14 years, segmented by gender and socioeconomic level of the school neighborhood), information was obtained on (i) digital devices and their uses, (ii) the determinants of the uses of cell phones and video games, and (iii) the relationship between possible problematic uses and health and wellbeing. Responsible and problematic uses were identified. Problematic use was associated with compensation for social deficits and sometimes with dependency on the device. Differences were identified by gender (boys preferred video games and girls’ social networks). The adolescents were aware of the possible negative impacts on their health associated with problematic use of cell phones and video games and highlighted a lack of critical education in digital skills.


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