2021
DOI: 10.1024/0939-5911/a000694
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Adolescent gaming and social media usage before and during the COVID-19 pandemic

Abstract: Abstract. Background: The COVID-19 pandemic has raised concerns about a potential increase of addictive behaviors. Adolescents are considered particularly vulnerable to a problematic usage of digital applications. For the first systematic investigation of screen time and problematic usage patterns over the course of the pandemic, a pre-pandemic survey on adolescent social media (SM) and gaming use was extended to a longitudinal study. Here we present the results of the first two measurements points (pre-pandem… Show more

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Cited by 97 publications
(83 citation statements)
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“…In comparison to the cited studies, our data were acquired during the COVID-19 pandemic. A recent longitudinal study described a significant increase in the proportion of daily SM users and time spent with SM per day in German adolescents from before to during the pandemic (82). Accordingly, irrespective of the usage pattern, the majority of adolescents (75%) used SM daily during the pandemic (compared to 66% before the pandemic).…”
Section: Discussionmentioning
confidence: 99%
“…In comparison to the cited studies, our data were acquired during the COVID-19 pandemic. A recent longitudinal study described a significant increase in the proportion of daily SM users and time spent with SM per day in German adolescents from before to during the pandemic (82). Accordingly, irrespective of the usage pattern, the majority of adolescents (75%) used SM daily during the pandemic (compared to 66% before the pandemic).…”
Section: Discussionmentioning
confidence: 99%
“…COVID-19-related distress impacted young people directly or indirectly in several ways, through disruption of individuals’ activities, the enforcement of restrictions, the closing of schools, the challenges of online learning, health problems, and lack of face-to-face social or physical activity and play [ 159 ]. This prolonged period of isolation and restriction of real life interactions led to an increased reliance on screen time [ 160 ] and recreational online activities, such as gaming and social media use to maintain social connections [ 161 ] or for escapism [ 162 ], posing risks for more vulnerable young people [ 163 ]. Therefore, implications for prevention and intervention initiatives are particularly relevant for at risk individuals but also for maintaining balanced levels of screen time which influence sedentariness, overeating and impaired sleep [ 164 ].…”
Section: Discussionmentioning
confidence: 99%
“…With the growing popularity of social media (SM) in our society, the number of adolescents using them regularly has significantly increased, especially during the current COVID-19 pandemic [1]. In addition to their advantage of connecting people, SM services also entail an addictive potential due to psychological mechanisms built in by developers to achieve strong user loyalty and high usage times [2].…”
Section: Introductionmentioning
confidence: 99%
“…Given the prevalence of PSMU, the rising SM usage times, and the limitations of self-rating scales, a validated screening instrument to extend the assessment of PSMU in children and adolescents by parental ratings is urgently needed but, to the best of our knowledge, not available at this point. Therefore, the present study aimed (1) to adapt the SMDS as a parental version; (2) to investigate the psychometric properties of the new scale; (3) to validate it in a representative sample of parents and their 10-to 17-year-old frequently SM-using children; and (4) to determine the accordance between parental and adolescent ratings.…”
Section: Introductionmentioning
confidence: 99%