Screen Time: Addiction or Lifestyle? A Comprehensive Report
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Desklib provides past papers and solved assignments for students. This report explores screen time addiction.

Screen time! Is it an Addiction or a way of lifestyle?
FirstName Surname†
Department Name
Institution/University Name
City State Country
email@email.com
FirstName Surname
Department Name
Institution/University Name
City State Country
email@email.com
FirstName Surname
Department Name
Institution/University Name
City State Country
email@email.com
ABSTRACT
This report is creating for providing the details about the
addiction of screen time in this present time. In this present time,
the lots of users are using mobile phones, TV, computers and etc.
in daily time. These users can be kinds, elders and other age
groups people all over the world. So, it is needed that the details
or information must be gathered about this screen time (use of
mobile phones, TV, computers) addiction. For that purpose, the
survey is conducting in the 2 different categories. The survey is
conducting among the group of 25 peoples for each category.
The first survey is conducting to get the details of adult’s
behavior for the usage of screen time (use of mobile phones, TV,
computers) and in this survey, adults will be come from 18 and
18+ age groups. The second survey is conducting for getting the
details or information about the awareness of parental for screen
time (use of mobile phones, TV, computers) and kids. The
numbers of apps and guidelines will provide to parent for
tracking the usage of screen time in the whole day by the
children. This survey will provide help and adults to reduce or
prevent the usage of screen time (use of mobile phones, TV,
computers) and parent can create a screen-free time
environment. It is found that the numbers of kids and adults are
using the screens (mobile phones, TV, computers) in the huge
amount of time. They are addicting with these screens (mobile
phones, TV, computers) and affecting their personal lives and
social lives. The kids and adults are spending lots of hours on the
internet, TV, mobile phones and other screens. This article will
also provide details of effects which are affecting spiritual of kids
and adults.
KEYWORDS
Screen time use disorder, screen time addiction,
behavioral addictions, diagnostic criteria, addictions
disorders, kid’s spirituality, screen dependency,
adolescent spirituality.
1 Introduction
This research work is conducting for getting the details of use of
screen time (mobile phones, TV, computers) by numbers of kids
and adults because the addiction of use of screen time is
expanding in the high rate and due to which, the behavior
changes are occurring in the adults and kids that are affecting
the social and personal lives of these persons (adults and kids).
This proposed “behavioral” or “process” addictions are including
the numbers of themes such as gaming, watching TV, exercise,
shopping, and the internet-enabled behaviors are also including
the number themes such as socializing over social sites, gaming
at internet and computer. It is a challenge for the parent that
they must monitor the use of screen time (mobile phones, TV,
computers) by the kids and adults persons and second challenge
is that the parent must reduce the use of screen time of their kids
in an effective manner without any mental torcher. For that
purpose, numbers of apps and technique can use to monitor the
use of screen time by their kids. The 2 types of the survey are
conducting by using SPSS tool and getting the views of 25
peoples for the 2 types of survey. The numbers of techniques
and methods are also explaining in this report which can use for
monitoring use of screen time (mobile phones, TV, computers).
For fulfilling these needs, the information will collect from
numbers of books, journal, and conference papers. On the basis
of 2 surveys, the result and conclusion are providing in form of
table and bar graphs. For completing this work, the help of
friends and relatives are taken [4].
2 Literature View
According to the author, if screens (mobile phones, TV,
computers) are using in the high rate it will be defined as the
screens addiction and adults and kids are losing their behavior
control that is definitely affecting the social and personal lives of
them. The author is conducting survey and self-report for
analyzing the addiction of screen (mobile phones, TV,
computers) and finding numbers of problems and providing
solutions for that. Some people are addicting with video games
and chatting over social sites. They are also providing
information that each year the users of screens are increasing
with the high rate such as 28% in online gaming and 35% in the
online chat rooms [1].
According to the author, the kids and adults are addicted to
electronic gadget or screens such as mobile phones, TV,
computers. The kids are spending the eight or lots of hours or
more days for playing games over the internet and they are also
spending time taking or chatting with friends. The author is also
providing information that the youths are spending countless
hours or time on the screens (mobile phones, TV, computers) in
the US. These screens are affecting mentally condition of
numbers of teen or kids. So, the author wants to explore the
1
FirstName Surname†
Department Name
Institution/University Name
City State Country
email@email.com
FirstName Surname
Department Name
Institution/University Name
City State Country
email@email.com
FirstName Surname
Department Name
Institution/University Name
City State Country
email@email.com
ABSTRACT
This report is creating for providing the details about the
addiction of screen time in this present time. In this present time,
the lots of users are using mobile phones, TV, computers and etc.
in daily time. These users can be kinds, elders and other age
groups people all over the world. So, it is needed that the details
or information must be gathered about this screen time (use of
mobile phones, TV, computers) addiction. For that purpose, the
survey is conducting in the 2 different categories. The survey is
conducting among the group of 25 peoples for each category.
The first survey is conducting to get the details of adult’s
behavior for the usage of screen time (use of mobile phones, TV,
computers) and in this survey, adults will be come from 18 and
18+ age groups. The second survey is conducting for getting the
details or information about the awareness of parental for screen
time (use of mobile phones, TV, computers) and kids. The
numbers of apps and guidelines will provide to parent for
tracking the usage of screen time in the whole day by the
children. This survey will provide help and adults to reduce or
prevent the usage of screen time (use of mobile phones, TV,
computers) and parent can create a screen-free time
environment. It is found that the numbers of kids and adults are
using the screens (mobile phones, TV, computers) in the huge
amount of time. They are addicting with these screens (mobile
phones, TV, computers) and affecting their personal lives and
social lives. The kids and adults are spending lots of hours on the
internet, TV, mobile phones and other screens. This article will
also provide details of effects which are affecting spiritual of kids
and adults.
KEYWORDS
Screen time use disorder, screen time addiction,
behavioral addictions, diagnostic criteria, addictions
disorders, kid’s spirituality, screen dependency,
adolescent spirituality.
1 Introduction
This research work is conducting for getting the details of use of
screen time (mobile phones, TV, computers) by numbers of kids
and adults because the addiction of use of screen time is
expanding in the high rate and due to which, the behavior
changes are occurring in the adults and kids that are affecting
the social and personal lives of these persons (adults and kids).
This proposed “behavioral” or “process” addictions are including
the numbers of themes such as gaming, watching TV, exercise,
shopping, and the internet-enabled behaviors are also including
the number themes such as socializing over social sites, gaming
at internet and computer. It is a challenge for the parent that
they must monitor the use of screen time (mobile phones, TV,
computers) by the kids and adults persons and second challenge
is that the parent must reduce the use of screen time of their kids
in an effective manner without any mental torcher. For that
purpose, numbers of apps and technique can use to monitor the
use of screen time by their kids. The 2 types of the survey are
conducting by using SPSS tool and getting the views of 25
peoples for the 2 types of survey. The numbers of techniques
and methods are also explaining in this report which can use for
monitoring use of screen time (mobile phones, TV, computers).
For fulfilling these needs, the information will collect from
numbers of books, journal, and conference papers. On the basis
of 2 surveys, the result and conclusion are providing in form of
table and bar graphs. For completing this work, the help of
friends and relatives are taken [4].
2 Literature View
According to the author, if screens (mobile phones, TV,
computers) are using in the high rate it will be defined as the
screens addiction and adults and kids are losing their behavior
control that is definitely affecting the social and personal lives of
them. The author is conducting survey and self-report for
analyzing the addiction of screen (mobile phones, TV,
computers) and finding numbers of problems and providing
solutions for that. Some people are addicting with video games
and chatting over social sites. They are also providing
information that each year the users of screens are increasing
with the high rate such as 28% in online gaming and 35% in the
online chat rooms [1].
According to the author, the kids and adults are addicted to
electronic gadget or screens such as mobile phones, TV,
computers. The kids are spending the eight or lots of hours or
more days for playing games over the internet and they are also
spending time taking or chatting with friends. The author is also
providing information that the youths are spending countless
hours or time on the screens (mobile phones, TV, computers) in
the US. These screens are affecting mentally condition of
numbers of teen or kids. So, the author wants to explore the
1
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WOODSTOCK’18, June, 2018, El Paso, Texas USA F. Surname et al.
effect of screens timing over the health and lives of kids and
adults [2
According to the author, the new digital technology is expecting
with the high rate. This digital technology is reducing long
queues in the bank due to the ATM and reducing the total time
of traveling due to phone calls and also producing
entertainments activities. These digital technology and screens
are affecting numbers of aspects of kids and adult’s lives. These
all electronic gadgets or screens are either totally or partially
depending over internet technique or technology. The use of
screens or internet techniques are growing at a very high rate
and up to 32.7% population of the world are using internet
techniques or screen (mobile phones, TV, computers). This
process is known as the addiction to the screen time and it is
putting a bad impact on the behavior of adults and kids [3]
3 Current Study
In this case study, the numbers of problematic reasons are
finding for use of screens (mobile phones, TV, computers). The
kids and adults are using these screens for social media chatting,
video gaming, and other things. In this research, the use of
screens is finding on basis of demographic (e.g. gender) groups.
In this research, numbers of measures are deriving from the
numbers of a parent to provide some information about the
addiction of screens and it is also providing numbers of methods
so, a parent can reduce this problem effectively. For exploring
these three problematic measures, the analyzer or predictors are
examining the demographic type of characteristics, numbers of
psychosocial characteristics, and numbers of computer types of
activities which are utilized in these areas. This research is also
examining the behavior of adults and kids due to this screen
(mobile phones, TV, computers) addictions this is affecting the
lives of adults and kids.
4 Methods
In this research paper, the survey is conducting for getting the
details of the use of screen (mobile phones, TV, computers) and
screen time by the numbers kids and adults. So, the effects of
screens times can easily conclude on the basis of numbers of age
groups. Therefore, for identifying the effects of this addiction,
the usage pattern is examining with the help of survey
questions. The questions or feedback is asking with the numbers
of participants about the use of screens (mobile phones, TV,
computers) such as chatting timing, online gaming timing,
incoming and outgoing calls timing, video gaming timing and
other things. The survey is categories into the two parts. The
questions of this survey are containing the numbers of measures
for assessing numbers of dimensions such as demographics
items, usage motive of screens, addiction of screens (mobile
phones, TV, computers) and psychological items [5].
For that purpose, the survey is conducting in the 2 different
categories. The survey is conducting among the group of 25
peoples for each category. The first survey is conducting to get
the details of adult’s behavior for the usage of screen time (use of
mobile phones, TV, computers) and in this survey, adults will
come from 18 and 18+ age groups. The second survey is
conducting for getting the details or information about the
awareness of parental for screen time (use of mobile phones, TV,
computers) and kids. For getting the reply to these questions,
some statistical process was followed or used the research
committee. 1st, the alphabetic examination was performed for
measuring the reliability of numbers of measures. 2nd, analyzing
the numbers of factors and 3rd, analyzing factors are applied to
examining the relations among numbers of variables. 4th, the
equation of hierarchical regression are applied for getting the
final result of the use of screens and with the help of this survey,
it can be concluded that screens (mobile phones, TV, computers)
are addiction or not for the adults and kids [6].
5 Procedure and Participants
In this research paper, the numbers of the survey are utilizing to
get the view of friends and students about the screen time. The
view of a parent is also concluding the details of kids who are
below 18 years olds and retrieving the information of use of
screens (mobile phones, TV, computers) within the house. This
survey is conducting with the help of the SPSS tool and 25
people are participating in this survey for each category. In the
first survey, the students and friends are participating who are
belonging with numbers of age groups (18+ years old) and the
genders such as Male and Female. The survey’s questions are
distributing to parents and adults persons (above the 18-year-
olds). The average rates of response of participants are 92%. The
numbers of participants are selected on a random basis for
getting the views of the parents and adults persons.
The procedures of this research and study work of screen time
(mobile phones, TV, computers) is utilizing on the basis of the
declaration of the Helsinki. There is no need for the ethical type
of external approval on the basis of Dutch law. The parents and
adults persons have the opportunity for refusing the
participation of both surveys at any time. This situation can
occur on a rare basis. For getting the further details or
information on the procedure, the feedback of the parent will
also refer for earlier publications. The SPSS tool is creating the
survey in form of practical format and participants are provided
the feedback over this survey and the tables or bar graphs are
generating with the help of this survey which is using to
describing the use of screen time and it will also provide the
effect of screens timing over the health and lives of kids and
adults [2
According to the author, the new digital technology is expecting
with the high rate. This digital technology is reducing long
queues in the bank due to the ATM and reducing the total time
of traveling due to phone calls and also producing
entertainments activities. These digital technology and screens
are affecting numbers of aspects of kids and adult’s lives. These
all electronic gadgets or screens are either totally or partially
depending over internet technique or technology. The use of
screens or internet techniques are growing at a very high rate
and up to 32.7% population of the world are using internet
techniques or screen (mobile phones, TV, computers). This
process is known as the addiction to the screen time and it is
putting a bad impact on the behavior of adults and kids [3]
3 Current Study
In this case study, the numbers of problematic reasons are
finding for use of screens (mobile phones, TV, computers). The
kids and adults are using these screens for social media chatting,
video gaming, and other things. In this research, the use of
screens is finding on basis of demographic (e.g. gender) groups.
In this research, numbers of measures are deriving from the
numbers of a parent to provide some information about the
addiction of screens and it is also providing numbers of methods
so, a parent can reduce this problem effectively. For exploring
these three problematic measures, the analyzer or predictors are
examining the demographic type of characteristics, numbers of
psychosocial characteristics, and numbers of computer types of
activities which are utilized in these areas. This research is also
examining the behavior of adults and kids due to this screen
(mobile phones, TV, computers) addictions this is affecting the
lives of adults and kids.
4 Methods
In this research paper, the survey is conducting for getting the
details of the use of screen (mobile phones, TV, computers) and
screen time by the numbers kids and adults. So, the effects of
screens times can easily conclude on the basis of numbers of age
groups. Therefore, for identifying the effects of this addiction,
the usage pattern is examining with the help of survey
questions. The questions or feedback is asking with the numbers
of participants about the use of screens (mobile phones, TV,
computers) such as chatting timing, online gaming timing,
incoming and outgoing calls timing, video gaming timing and
other things. The survey is categories into the two parts. The
questions of this survey are containing the numbers of measures
for assessing numbers of dimensions such as demographics
items, usage motive of screens, addiction of screens (mobile
phones, TV, computers) and psychological items [5].
For that purpose, the survey is conducting in the 2 different
categories. The survey is conducting among the group of 25
peoples for each category. The first survey is conducting to get
the details of adult’s behavior for the usage of screen time (use of
mobile phones, TV, computers) and in this survey, adults will
come from 18 and 18+ age groups. The second survey is
conducting for getting the details or information about the
awareness of parental for screen time (use of mobile phones, TV,
computers) and kids. For getting the reply to these questions,
some statistical process was followed or used the research
committee. 1st, the alphabetic examination was performed for
measuring the reliability of numbers of measures. 2nd, analyzing
the numbers of factors and 3rd, analyzing factors are applied to
examining the relations among numbers of variables. 4th, the
equation of hierarchical regression are applied for getting the
final result of the use of screens and with the help of this survey,
it can be concluded that screens (mobile phones, TV, computers)
are addiction or not for the adults and kids [6].
5 Procedure and Participants
In this research paper, the numbers of the survey are utilizing to
get the view of friends and students about the screen time. The
view of a parent is also concluding the details of kids who are
below 18 years olds and retrieving the information of use of
screens (mobile phones, TV, computers) within the house. This
survey is conducting with the help of the SPSS tool and 25
people are participating in this survey for each category. In the
first survey, the students and friends are participating who are
belonging with numbers of age groups (18+ years old) and the
genders such as Male and Female. The survey’s questions are
distributing to parents and adults persons (above the 18-year-
olds). The average rates of response of participants are 92%. The
numbers of participants are selected on a random basis for
getting the views of the parents and adults persons.
The procedures of this research and study work of screen time
(mobile phones, TV, computers) is utilizing on the basis of the
declaration of the Helsinki. There is no need for the ethical type
of external approval on the basis of Dutch law. The parents and
adults persons have the opportunity for refusing the
participation of both surveys at any time. This situation can
occur on a rare basis. For getting the further details or
information on the procedure, the feedback of the parent will
also refer for earlier publications. The SPSS tool is creating the
survey in form of practical format and participants are provided
the feedback over this survey and the tables or bar graphs are
generating with the help of this survey which is using to
describing the use of screen time and it will also provide the

Insert Your Title Here WOODSTOCK’18, June, 2018, El Paso, Texas USA
details or information about screens time that screen time is
addiction or way of life [7].
6 Designing Methods
This research work is designing on the basis of the numbers of
factors, levels, measures and units which are deciding on the
basic use of the screens times via the kids and adults.
Measures
The kids and adults are using the screens (mobile phones, TV,
computers) for the chatting, video games and other things. They
are using the screens in the high rate and which is affecting the
physical and mental health of kids and adults. This research is
providing the details information on the use of screens (mobile
phones, TV, computers) in daily life by the kids and adults. The 3
types of online gaming are distinguished by this research work
or study.
Application Use
Weekly hours are spending by the numbers kids and adults at
screens (mobile phones, TV, computers) and numbers of
applications. There are numbers of questions which is asked to
adults and parent and providing 4 options i.e.1 hours, 1-3 hours,
3-5 hours, 5 hours and more hours. There are also question for
the online video gaming and it is also providing four options i.e.
yes, no, mostly and rarely [8].
Depressive Mood
In this research, the numbers of depressive mood items are listed
which is providing as follows “I get nervous when I did not find
my phone immediately” and some other questions are also
creating which are reflecting the depressive mood of the adults
and kids when they are not getting the screens (mobile phones,
TV, computers) at the right time.
Loneliness Factor
In this research work, the loneliness factors are including which
is analyzing the mental condition of kids and adults. The
numbers of items of this research paper or work are finding that
the kids and adults are feeling loneliness due to this addiction to
screens time (mobile phones, TV, computers). Examples: “I am
feeling loneliness”, “I am want to recover these problems” and
some other loneliness problems.
Negative Self-esteem
In this research work or study, the numbers of items or question
are designing which is providing the details or information
about the negative self-esteem of the kids and adults due to this
screen time (mobile phones, TV, computers) addiction in the
daily time. They are feeling that they are very good at some
activities and sometimes, they are feeling that they are useless
and no one is here for the supports. Some items of this research
are showing the lack of the positivity of adults and kids and
some items are showing the lack of the confederation levels of
kids or adults in the present time due to this screen time (mobile
phones, TV, computers) [9].
7 Survey
For that purpose, the survey is conducting in the 2 different
categories. This survey is conducting with the help of the SPSS
tool and 25 people are participating in this survey for each
category. In the first survey, the students and friends are
participating who are belonging with numbers of age groups
(18+ years old) and the genders such as Male and Female. The
survey’s questions are distributing to parents and adults persons
(above the 18-year-olds). The average rates of response of
participants are 92%. The numbers of participants are selected on
a random basis for getting the views of the parents and adults
persons.
For getting the reply to these questions, some statistical process
was followed or used the research committee. 1st, the alphabetic
examination was performed for measuring the reliability of
numbers of measures. 2nd, analyzing the numbers of factors and
3rd, analyzing factors are applied to examining the relations
among numbers of variables. 4th, the equation of hierarchical
regression are applied for getting the final result of the use of
screens and with the help of this survey, it can be concluded that
screens (mobile phones, TV, computers) are addiction or not for
the adults and kids.
ACKNOWLEDGMENTS
Various outputs have been derived therefrom after conducting t-
test. All the tests have been performed on the SPSS software. All
the reasonable assumptions have been duly considered. Since,
there are various variables, it is almost impossible to consider all
the variables at a single point of time. Also, it might create
confusion among the readers or users of the given research
work. To avoid such type of confusion only two variables have
been considered at a single point of time. This will help to
identify the extent and nature of relationship that may exist
between the given variables.
It has come to the observation that the students of lower age are
becoming addicted to the television. The output files have been
enclosed with this file in the SPV format.
Data has been categorized on the basis of several variables. As
such, data pertaining to the respondent have been classified or
segregated on the basis of gender and age so that a better output
can be derived therefrom. This will help to arrive at more
reasonable conclusion or output.
details or information about screens time that screen time is
addiction or way of life [7].
6 Designing Methods
This research work is designing on the basis of the numbers of
factors, levels, measures and units which are deciding on the
basic use of the screens times via the kids and adults.
Measures
The kids and adults are using the screens (mobile phones, TV,
computers) for the chatting, video games and other things. They
are using the screens in the high rate and which is affecting the
physical and mental health of kids and adults. This research is
providing the details information on the use of screens (mobile
phones, TV, computers) in daily life by the kids and adults. The 3
types of online gaming are distinguished by this research work
or study.
Application Use
Weekly hours are spending by the numbers kids and adults at
screens (mobile phones, TV, computers) and numbers of
applications. There are numbers of questions which is asked to
adults and parent and providing 4 options i.e.1 hours, 1-3 hours,
3-5 hours, 5 hours and more hours. There are also question for
the online video gaming and it is also providing four options i.e.
yes, no, mostly and rarely [8].
Depressive Mood
In this research, the numbers of depressive mood items are listed
which is providing as follows “I get nervous when I did not find
my phone immediately” and some other questions are also
creating which are reflecting the depressive mood of the adults
and kids when they are not getting the screens (mobile phones,
TV, computers) at the right time.
Loneliness Factor
In this research work, the loneliness factors are including which
is analyzing the mental condition of kids and adults. The
numbers of items of this research paper or work are finding that
the kids and adults are feeling loneliness due to this addiction to
screens time (mobile phones, TV, computers). Examples: “I am
feeling loneliness”, “I am want to recover these problems” and
some other loneliness problems.
Negative Self-esteem
In this research work or study, the numbers of items or question
are designing which is providing the details or information
about the negative self-esteem of the kids and adults due to this
screen time (mobile phones, TV, computers) addiction in the
daily time. They are feeling that they are very good at some
activities and sometimes, they are feeling that they are useless
and no one is here for the supports. Some items of this research
are showing the lack of the positivity of adults and kids and
some items are showing the lack of the confederation levels of
kids or adults in the present time due to this screen time (mobile
phones, TV, computers) [9].
7 Survey
For that purpose, the survey is conducting in the 2 different
categories. This survey is conducting with the help of the SPSS
tool and 25 people are participating in this survey for each
category. In the first survey, the students and friends are
participating who are belonging with numbers of age groups
(18+ years old) and the genders such as Male and Female. The
survey’s questions are distributing to parents and adults persons
(above the 18-year-olds). The average rates of response of
participants are 92%. The numbers of participants are selected on
a random basis for getting the views of the parents and adults
persons.
For getting the reply to these questions, some statistical process
was followed or used the research committee. 1st, the alphabetic
examination was performed for measuring the reliability of
numbers of measures. 2nd, analyzing the numbers of factors and
3rd, analyzing factors are applied to examining the relations
among numbers of variables. 4th, the equation of hierarchical
regression are applied for getting the final result of the use of
screens and with the help of this survey, it can be concluded that
screens (mobile phones, TV, computers) are addiction or not for
the adults and kids.
ACKNOWLEDGMENTS
Various outputs have been derived therefrom after conducting t-
test. All the tests have been performed on the SPSS software. All
the reasonable assumptions have been duly considered. Since,
there are various variables, it is almost impossible to consider all
the variables at a single point of time. Also, it might create
confusion among the readers or users of the given research
work. To avoid such type of confusion only two variables have
been considered at a single point of time. This will help to
identify the extent and nature of relationship that may exist
between the given variables.
It has come to the observation that the students of lower age are
becoming addicted to the television. The output files have been
enclosed with this file in the SPV format.
Data has been categorized on the basis of several variables. As
such, data pertaining to the respondent have been classified or
segregated on the basis of gender and age so that a better output
can be derived therefrom. This will help to arrive at more
reasonable conclusion or output.
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WOODSTOCK’18, June, 2018, El Paso, Texas USA F. Surname et al.
As such, after conducting research, it has come to the
observation that reasonable steps need to be taken so that
children spent comparatively less time on TV and computers.
As such, after conducting research, it has come to the
observation that reasonable steps need to be taken so that
children spent comparatively less time on TV and computers.
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Insert Your Title Here WOODSTOCK’18, June, 2018, El Paso, Texas USA
REFERENCES
[1] Van Rooij, A. J., Ferguson, C. J., Van de Mheen, D., &
Schoenmakers, T. M. (2017). Time to abandon Internet
Addiction? Predicting problematic Internet, game, and social
media use from psychosocial well-being and application
use. Clinical Neuropsychiatry, 14(1), 113-121.
[2] Van Rooij, A., & Prause, N. (2014). A critical review of
“Internet addiction” criteria with suggestions for the
future. Journal of behavioral addictions, 3(4), 203-213.
[3] Apostolides, A. (2018). Empathy and imagination: Nurturing
children's and adolescent's spiritual well-being in the digital
environment. Stellenbosch Theological Journal, 4(1), 73-89.
[4] Rugai, J., & Hamiliton-Ekeke, J. T. (2016). A Review of Digital
Addiction: A Call for Safety Education. Journal of Education
and e-Learning Research, 3(1), 17-22.
[5] Blum-Ross, A., & Livingstone, S. (2016). Families and screen
time: Current advice and emerging research.
[6] Jordan, A. B., Hersey, J. C., McDivitt, J. A., & Heitzler, C. D.
(2006). Reducing Children9s Television-Viewing Time: A
Qualitative Study of Parents and Their
Children. Pediatrics, 118(5), e1303-e1310.
[7] Eisenmann, J. C., Bartee, R. T., & Wang, M. Q. (2002). Physical
activity, TV viewing, and weight in US youth: 1999 Youth Risk
Behavior Survey. Obesity research, 10(5), 379-385.
[8] Tyler-Smith, K. (2006). Early attrition among first time
eLearners: A review of factors that contribute to drop-out,
withdrawal and non-completion rates of adult learners
undertaking eLearning programmes. Journal of Online
learning and Teaching, 2(2), 73-85.
[9] Kyng, M., & Greenbaum, J. (Eds.). (1991). Design at work:
Cooperative design of computer systems. Erlbaum, Lawrence,
Associates.
[10] Conte, R., & Castelfranchi, C. (2016). Cognitive and social
action. Garland Science.
[11] Pontes, H. M., Kuss, D. J., & Griffiths, M. D. (2017).
Psychometric assessment of Internet Gaming Disorder in
neuroimaging studies: A systematic review. In Internet
addiction (pp. 181-208). Springer, Cham.
[12] Billieux, J., Deleuze, J., Griffiths, M. D., & Kuss, D. J. (2015).
Internet gaming addiction: The case of massively multiplayer
online role-playing games. In Textbook of addiction
treatment: International perspectives (pp. 1515-1525).
Springer, Milano.
REFERENCES
[1] Van Rooij, A. J., Ferguson, C. J., Van de Mheen, D., &
Schoenmakers, T. M. (2017). Time to abandon Internet
Addiction? Predicting problematic Internet, game, and social
media use from psychosocial well-being and application
use. Clinical Neuropsychiatry, 14(1), 113-121.
[2] Van Rooij, A., & Prause, N. (2014). A critical review of
“Internet addiction” criteria with suggestions for the
future. Journal of behavioral addictions, 3(4), 203-213.
[3] Apostolides, A. (2018). Empathy and imagination: Nurturing
children's and adolescent's spiritual well-being in the digital
environment. Stellenbosch Theological Journal, 4(1), 73-89.
[4] Rugai, J., & Hamiliton-Ekeke, J. T. (2016). A Review of Digital
Addiction: A Call for Safety Education. Journal of Education
and e-Learning Research, 3(1), 17-22.
[5] Blum-Ross, A., & Livingstone, S. (2016). Families and screen
time: Current advice and emerging research.
[6] Jordan, A. B., Hersey, J. C., McDivitt, J. A., & Heitzler, C. D.
(2006). Reducing Children9s Television-Viewing Time: A
Qualitative Study of Parents and Their
Children. Pediatrics, 118(5), e1303-e1310.
[7] Eisenmann, J. C., Bartee, R. T., & Wang, M. Q. (2002). Physical
activity, TV viewing, and weight in US youth: 1999 Youth Risk
Behavior Survey. Obesity research, 10(5), 379-385.
[8] Tyler-Smith, K. (2006). Early attrition among first time
eLearners: A review of factors that contribute to drop-out,
withdrawal and non-completion rates of adult learners
undertaking eLearning programmes. Journal of Online
learning and Teaching, 2(2), 73-85.
[9] Kyng, M., & Greenbaum, J. (Eds.). (1991). Design at work:
Cooperative design of computer systems. Erlbaum, Lawrence,
Associates.
[10] Conte, R., & Castelfranchi, C. (2016). Cognitive and social
action. Garland Science.
[11] Pontes, H. M., Kuss, D. J., & Griffiths, M. D. (2017).
Psychometric assessment of Internet Gaming Disorder in
neuroimaging studies: A systematic review. In Internet
addiction (pp. 181-208). Springer, Cham.
[12] Billieux, J., Deleuze, J., Griffiths, M. D., & Kuss, D. J. (2015).
Internet gaming addiction: The case of massively multiplayer
online role-playing games. In Textbook of addiction
treatment: International perspectives (pp. 1515-1525).
Springer, Milano.
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