Background and AimsPhubbing can be described as an individual looking at his or her mobile phone during a conversation with other individuals, dealing with the mobile phone and escaping from interpersonal communication. In this research, determinants of phubbing behavior were investigated; in addition, the effects of gender, smart phone ownership and social media membership were tested as moderators.MethodsTo examine the cause–effect relations among the variables of the theoretical model, the research employs a correlational design. Participants were 409 university students who were selected via random sampling. Phubbing was obtained via the scales featuring mobile phone addiction, SMS addiction, internet addiction, social media addiction and game addiction. The obtained data were analyzed using a correlation analysis, multiple linear regression analysis and structural equation model.ResultsThe results showed that the most important determinants of phubbing behavior are mobile phone, SMS, social media and internet addictions.DiscussionAlthough the findings show that the highest correlation value explaining phubbing is a mobile phone addiction, the other correlation values reflect a dependency on the phone.ConclusionsThere is an increasing tendency towards mobile phone use, and this tendency prepares the basis of phubbing.
Recent studies suggest that users' preferences of social media use differ according to their individual differences and use motives, and that these factors can lead to problematic social media use (PSMU) among a minority of users. The objectives of the present study were to investigate the influences of (i) demographics and Big Five personality dimensions on social media use motives; (ii) demographics and use motives on social media site preferences; and (iii) demographics, personality, popular social media sites, and social media use motives on PSMU. The sample comprised 1008 undergraduate students, aged between 17 and 32 years (M = 20.49, SD = 1.73; 60.5% women). The participants completed a questionnaire comprising the Social Media Use Questionnaire, Social Media Usage Aims Scale, and Ten-Item Personality Inventory. Multiple linear and hierarchical regression analyses showed that social media use motives of (i) meeting new people and socializing, (ii) expressing or presenting a more popular self, and (iii) passing time and entertainment were associated with problematic Int J Ment Health Addiction
The aim of this work is to analyze both the reasons that young adults exhibit phubbing behaviors and the effects of these behaviors on their lives. Following a qualitative research approach, this study has been designed using a case study method. Selected using the criterion sampling method, participants consisted of a total of 9 university students studying in a School of Education in Turkey. The criterion used to include individuals into the sample group was 'using a smartphone instead of actively participating in an on-going discussion being had by one' s surrounding peers' as well as a high score on the Phubbing Scale form. Data were obtained using a semi-structured interview form composed of 18 open-ended questions. Both a descriptive and content analysis were used to evaluate the data. The study' s findings revealed that not only did smartphones negatively affect interpersonal relations, but also that phubbers lacked communication skills, experienced difficulty establishing and maintaining eye contact while using a smartphone, and misunderstood what was being discussed. Some participants even stated that they would become completely disconnected from the social environment while using a smartphone. It is argued in the discussion section that since smartphones have all the same features and abilities as traditional computers, they carry the same potential addictions as computers. Yet, instead of being restricted to a table, these addictions are now able to manifest in every aspect, environment, and moment of one' s life. As such, since phubbing carries with it a type of addiction that is much more devious and pervasion than most previous virtual reality related addictions, it is recommended that further research be conducted before serious psychopathological and sociological problems begin to manifest themselves throughout the population.
Recently, empirical research has shown dark personality traits (i.e., Machiavellianism, psychopathy, narcissism, sadism, spitefulness) to be associated with problematic and addictive online behaviors. However, their direct relationships with problematic smartphone use (PSU) have yet to be examined. The present study investigated the direct and indirect associations of dark personality traits with PSU via fearful and dismissing attachment styles among 546 participants. Results indicated that men had higher scores on measures assessing dark personality traits and women had higher PSU. Narcissism and spitefulness were directly associated with PSU in the total sample, men, and women. Machiavellianism was indirectly associated with PSU via fearful attachment among men and sadism was directly and indirectly associated with PSU via fearful attachment among women. Findings suggest that dark personality traits may play a contributory role in higher PSU (with different traits having different effects among men and women), and that attachment styles partially explain the relationship between dark traits and PSU.
Personality differences are important determinants of problematic online behaviors. The purpose of the present study was to investigate the mediating role of loneliness, depression, and online gaming motives and moderating role of age on the relationship between trait emotional intelligence (EI) and Internet gaming disorder (IGD) via the construction of a multiple mediation model. A total of 478 online gamers completed a self-report online survey, including validated psychometric scales assessing the aforementioned constructs. Results indicated that trait EI was directly and indirectly associated with IGD and that the motive of escape was a partial mediator between trait EI and IGD among the total sample and adult gamers, but not among adolescents. Moreover, trait EI was associated with coping, skill development, fantasy, and recreation gaming motives only among total sample and adult gamers, and the escape motive was positively associated with IGD among total sample and adult gamers. However, among these relationships, only the association between trait EI and fantasy was significantly moderated by age group. Furthermore, the direct effect of trait EI was stronger among adolescent gamers when compared to adult gamers. Results showed that trait EI is inversely associated with IGD and affects gaming for different motives among adolescent and adult gamers.
Dark personality traits (i.e., Machiavellianism, psychopathy, narcissism, spitefulness, and sadism) are associated with adverse childhood experiences and deviant online behaviors. However, their mediating role between childhood emotional abuse and cyberbullying has never previously been investigated. We examined direct and indirect associations of childhood emotional abuse and cyberbullying via dark personality traits among 772 participants. Men were better characterized by dark personality traits and were more likely to engage in cyberbullying than women, and there were no sex differences in childhood emotional abuse. Collectively, dark traits fully mediated the relationship between childhood emotional abuse and cyberbullying in men, with partial mediation in the total sample and women. More specifically, Machiavellianism and spitefulness were mediators in both samples, sadism was a mediator in men and the total sample, and psychopathy was a mediator in the total sample and women. The dark personality traits can account for the association between childhood emotional abuse and cyberbullying, especially among men.
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