he relationship between social media use and life satisfaction changes across adolescentdevelopment. Our analyses of two UK datasets comprising 84,011 participants (10–80 yearsold) find that the cross-sectional relationship between self-reported estimates of social mediause and life satisfaction ratings is most negative in younger adolescents. Furthermore, sexdifferences in this relationship are only present during this time. Longitudinal analyses of17,409 participants (10–21 years old) suggest distinct developmental windows of sensitivityto social media in adolescence, when higher estimated social media use predicts a decreasein life satisfaction ratings one year later (and vice-versa: lower estimated social media usepredicts an increase in life satisfaction ratings). These windows occur at different ages formales (14–15 and 19 years old) and females (11–13 and 19 years old). Decreases in lifesatisfaction ratings also predicted subsequent increases in estimated social media use,however, these were not associated with age or sex.
Read the full article on Nature Communications.
The field of internet addiction has experienced significant debates on conflicting epidemiology. This meta-analysis investigated the prevalence rates of generalized internet addiction (GIA) and internet gaming disorder (IGD).
Read MoreIn the past few years internet addiction (IA) and internet gaming disorder (IGD) have become very frequent, leading to many personality and psychiatric disorders including low self-esteem, impulsivity, poor sleep quality, mood disorder, and suicide. IA has been included in Appendix III of the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) as IGD. In addition, IA leads to many neuroanatomical and neurochemical alterations including cortical thinning of various components of the brain and altered dopaminergic reward circuitry.
Read More/afk - Away from Keyboard explores the relationship between online gamers and the games that they play. It examines the evolution of the World of Warcraft from its infancy to its non-existent conclusion and beyond. Through the lives of several key characters, this film shows the real joys associated with online games while offering an objective look at some of its inherent trappings.
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