Aims: The aim of this study was to investigate the relationship between problematic internet use and eating attitudes in a group of university students.
Methods: The study sample consisted of 314 students attending programs at the faculties of education, medicine and communications at the Karadeniz Technical University in Turkey. One hundred forty-seven (46.8 %) were male and 167 (53.2 %) female. The Problematic Internet Use Scale was used to measure problematic internet use levels among university students and the Eating Attitudes Test to determine anorexia nervosa symptoms. Additionally, a Personal Data Form was used to determine age, gender, faculty attended and computer ownership. Data were analyzed on SPSS 15.00. Pearson's product moments correlation coefficient, multiple linear regression analysis, the independent t test and one-way ANOVA were used for data analysis.
Results: The research findings showed that 46.8 % of students were female and 53.2 % male. Mean age was 20.65 (SD 1.42). Analysis showed a significant positive correlation between problematic internet use and eating attitudes (r = 0.77, p < 0.01). Problematic internet use was found to be a significant predictor of eating attitudes. The results also showed a significant difference in problematic internet use with regard to program variables [F (2,311) = 102.79]. There were no significant differences in problematic internet use in terms of gender or computer ownership.
Conclusions: The results of this study indicate that problematic internet use is significantly correlated with eating disorders, that problematic internet use does not vary on the basis of gender or computer ownership and that variations arise in problematic internet use depending on the faculty attended.
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http://dx.doi.org/10.1007/s40519-014-0150-3 | DOI Listing |
PLoS One
January 2025
Department of Communication, University of Delaware, Newark, DE, United States of America.
This research expanded on prior work exploring the relationship between social media use, social support, and mental health by including the usage of social virtual reality (VR). In Study 1 (undergraduate students; n = 448) we examined divergent relationships between problematic social media use (e.g.
View Article and Find Full Text PDFFront Public Health
January 2025
Institute For Ethics, History, and the Humanities, Faculty of Medicine, University of Geneva, Geneva, Switzerland.
Introduction: The internet of things (IoT) is increasingly used for occupational safety and health (OSH) purposes in private and public organisations. Current practices and regulations are unclear, and some stakeholders raised concerns about deploying this technology at work.
Methods: Following the PRISMA-ScR checklist, we reviewed the main opportunities and ethical issues raised by using IoT devices for OSH purposes, as discussed in the academic literature.
Neuropsychopharmacol Rep
March 2025
National Center of Neurology and Psychiatry, National Institute of Mental Health, Kodaira, Tokyo, Japan.
Aim: The Internet Gaming Disorder Scale is a 9-item screening instrument developed based on the diagnostic criteria for Internet Gaming Disorder (IGD) in the DSM-5. This study aimed to examine the reliability and validity of the Internet Gaming Disorder Scale for children (IGDS-C) in Japanese clinical and nonclinical populations.
Methods: The study included clinical outpatients aged 9-29 with problematic game use and nonclinical adolescents aged 12-18 who played online games at least once a week.
J Behav Addict
January 2025
2Ciber Physiopathology of Obesity and Nutrition (CIBERObn), Instituto de Salud Carlos III, Barcelona, Spain.
Background And Aims: Internet gaming disorder (IGD) is a highly engrossing activity with the individual spending up to 10 h per day gaming, this causes issues in accomplishing their tasks and personal goals. Also, to generate in them increased anxiety, impulsivity and lack of social skills, this impacts the good personal development and individual's quality of life. Therefore, it is vital to better understand, in terms of treatment, which factors are associated with therapeutic outcomes (largely to achieve control over the use of video games and the lack of relapses) following a standardized Cognitive Behavioral Therapy (CBT) protocol.
View Article and Find Full Text PDFJ Behav Addict
January 2025
1General Psychology: Cognition, Faculty of Computer Science, University of Duisburg-Essen, Germany.
Background: During the development of addictive behaviors, theoretical models assume a shift from experience of gratification being a driver in early stages to experience of compensation which dominates at later stages of addiction development. Initial studies show a trend in this direction; however, this shift has not yet been investigated in clinical samples. We assume experienced gratification to be highest in individuals with risky use (indicating the beginning of the addiction process), and compensation to be highest in individuals with pathological use.
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