Background: Dangerous behaviors adversely affect the health of adolescents and young adults. This study aimed to identify the subgroups of college students based on the parameters of risky behavior and analyze the impact of demographic factors and internet gaming disorder (IGD) belonging to each class.
Study Design: A cross-sectional study.
Methods: The study was conducted on 1355 students through a multi-stage random sampling method in 2020. A survey questionnaire was used to collect data, and all students completed 1294 sets of questionnaires. The data were analyzed using t test and latent class analysis (LCA) through SPSS and PROC LCA in SAS 9.2 software.
Results: Three latent classes have been identified as low-risk (75%), tobacco smoker (8%), and high-risk (17%). There was a high possibility of risky behavior in the third class. Marital status (being single) (OR = 2.28, 95% CI: 1.19-4.37), unemployment (having no job) along with education (OR = 1.56, 95% CI: 1.04-2.33), and IGD (OR = 1.06, 95% CI: 1.04-1.09) increased the risk of inclusion in the tobacco smoker class. Moreover, unemployment (having no job) along with education (OR = 1.43, 95% CI: 1.11-1.84) increased the chance of being in the high-risk class.
Conclusion: According to the findings of this study, 25% of the students were tobacco smokers or were in the high-risk class. The results of this study may help develop and evaluate preventive strategies that simultaneously take into account different behaviors.
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http://dx.doi.org/10.34172/jrhs.2022.91 | DOI Listing |
Acta Psychol (Amst)
December 2024
School of Physical Therapy, Graduate Institute of Rehabilitation Science, College of Medicine, Chang Gung University, 259 Wen-Hua 1st Rd., Taoyuan 333323, Taiwan. Electronic address:
This study investigates the relationship between maladaptive digital technology use, which arises from nomophobia, and insomnia among young adults. It specifically focuses on problematic gaming (PG), problematic social media use (PSMU), and problematic YouTube use (PYTU) as significant forms of digital behavior contributing to this contemporary health concern. Adolescents and young adults, being the first generation raised in a highly digitized environment, encounter unique challenges, including the emergence of behavioral addictions.
View Article and Find Full Text PDFBMC Psychol
December 2024
Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Helmholtzstr. 8/1, 89081, Ulm, Germany.
Social capital is an important construct in diverse scientific disciplines for understanding health promotion, entrepreneurship, and economic growth. In an increasingly digitalized world, social capital can be established and used in both online and offline contexts. Previous research suggests that personality might be relevant to an understanding of individual differences in social capital.
View Article and Find Full Text PDFCurr Issues Personal Psychol
June 2024
: Lleida Institute for Biomedical Research, Dr. Pifarré Foundation, Lleida, Spain.
Background: This study was designed to examine the prevalence and relationships between the Internet gaming disorder (IGD) behaviors, suggested by the Diagnostic and Statistical Manual of Mental Disorders (DSM-5), and personality traits.
Participants And Procedure: A sample community of 1,548 subjects, 707 men and 841 women, with a mean age of 40.90 and 38.
J Med Internet Res
December 2024
Department of Mental Health, Johns Hopkins Bloomberg School of Public Health, Johns Hopkins University, Baltimore, MD, United States.
Background: Increasing digital technology and media use among young people has raised concerns about problematic use and negative consequences. The formal recognition of a technology addiction (eg, gaming disorder) requires an understanding of the landscape of interventions designed to prevent this disorder and related technology addictions.
Objective: We conducted a rapid systematic review to investigate the current evidence on approaches to prevent problematic technology use and promote digital well-being, defined as the healthy use of digital media and technology and the absence of problems resulting from excessive use.
J Med Internet Res
December 2024
Imperial College Business School, Imperial College London, London, United Kingdom.
Background: Open-world games, characterized by their expansive and interactive environments, may offer unique cognitive escapism opportunities, potentially leading to relaxation and enhanced well-being. These games, such as "The Legend of Zelda: Breath of the Wild" and "The Legend of Zelda: Tears of the Kingdom," allow players to experience a sense of freedom and autonomy, which can reduce stress and improve mental health. While previous research has examined the general impact of video games on mental well-being, specific studies on the effects of open-world games among postgraduate students are limited.
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