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      Problematic internet use among young and adult population in Bangladesh: Correlates with lifestyle and online activities during the COVID-19 pandemic

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          Highlights

          • Largescale data of problematic internet use (PIU) during the pandemic are lacking.

          • PIU was examined among a sample of 13,525 Bangladeshi participants.

          • PIU was associated with being younger and having a higher education level.

          • PIU was also associated with cigarette smoking, more sleep, and less physical exercise.

          • PIU was associated with specific online activities (gaming, social media use).

          Abstract

          Background

          Although internet use can boost individuals’ quality of life in various aspects, activities on the internet (e.g., gambling, video gaming, social media use, pornography use, etc.) can be used as coping strategy to deal with psychological stressors and mood states (e.g., fear, anxiety, depression) particularly during the global COVID-19 pandemic.

          Objectives

          The present study assessed problematic internet use (PIU) among Bangladeshi youth and adults in Bangladesh and examined its correlation with lifestyle and online activities during the COVID-19 pandemic.

          Methods

          An online cross-sectional survey was utilized between May and June 2020 comprising 13,525 Bangladeshi individuals (61.3% male; age range 18–50 years; mean age 23.7 years) recruited from various online platforms. The self-report survey included questions concerning socio-demographics, lifestyle, and online activities during the COVID-19 pandemic, as well as psychometric scales such as the nine-item Internet Disorder Scale-Short Form (IDS9-SF).

          Results

          Utilizing hierarchical regression analysis, problematic internet use was significantly and positively associated with those who were younger, having a higher level of education, living with a nuclear family, engaging in less physical exercise, avoiding household chores, playing online videogames, social media use, and engaging in recreational online activities.

          Conclusions

          Excessive internet use appears to have been commonplace during the COVID-19 pandemic period and young adults were most vulnerable to problematic internet use.

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          Most cited references61

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          The Fear of COVID-19 Scale: Development and Initial Validation

          Background The emergence of the COVID-19 and its consequences has led to fears, worries, and anxiety among individuals worldwide. The present study developed the Fear of COVID-19 Scale (FCV-19S) to complement the clinical efforts in preventing the spread and treating of COVID-19 cases. Methods The sample comprised 717 Iranian participants. The items of the FCV-19S were constructed based on extensive review of existing scales on fears, expert evaluations, and participant interviews. Several psychometric tests were conducted to ascertain its reliability and validity properties. Results After panel review and corrected item-total correlation testing, seven items with acceptable corrected item-total correlation (0.47 to 0.56) were retained and further confirmed by significant and strong factor loadings (0.66 to 0.74). Also, other properties evaluated using both classical test theory and Rasch model were satisfactory on the seven-item scale. More specifically, reliability values such as internal consistency (α = .82) and test–retest reliability (ICC = .72) were acceptable. Concurrent validity was supported by the Hospital Anxiety and Depression Scale (with depression, r = 0.425 and anxiety, r = 0.511) and the Perceived Vulnerability to Disease Scale (with perceived infectability, r = 0.483 and germ aversion, r = 0.459). Conclusion The Fear of COVID-19 Scale, a seven-item scale, has robust psychometric properties. It is reliable and valid in assessing fear of COVID-19 among the general population and will also be useful in allaying COVID-19 fears among individuals.
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            National Sleep Foundation’s updated sleep duration recommendations: final report

            To make scientifically sound and practical recommendations for daily sleep duration across the life span.
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              The relationship between addictive use of social media and video games and symptoms of psychiatric disorders: A large-scale cross-sectional study.

              Over the last decade, research into "addictive technological behaviors" has substantially increased. Research has also demonstrated strong associations between addictive use of technology and comorbid psychiatric disorders. In the present study, 23,533 adults (mean age 35.8 years, ranging from 16 to 88 years) participated in an online cross-sectional survey examining whether demographic variables, symptoms of attention-deficit/hyperactivity disorder (ADHD), obsessive-compulsive disorder (OCD), anxiety, and depression could explain variance in addictive use (i.e., compulsive and excessive use associated with negative outcomes) of two types of modern online technologies: social media and video games. Correlations between symptoms of addictive technology use and mental disorder symptoms were all positive and significant, including the weak interrelationship between the two addictive technological behaviors. Age appeared to be inversely related to the addictive use of these technologies. Being male was significantly associated with addictive use of video games, whereas being female was significantly associated with addictive use of social media. Being single was positively related to both addictive social networking and video gaming. Hierarchical regression analyses showed that demographic factors explained between 11 and 12% of the variance in addictive technology use. The mental health variables explained between 7 and 15% of the variance. The study significantly adds to our understanding of mental health symptoms and their role in addictive use of modern technology, and suggests that the concept of Internet use disorder (i.e., "Internet addiction") as a unified construct is not warranted.
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                Author and article information

                Contributors
                Journal
                Addict Behav Rep
                Addict Behav Rep
                Addictive Behaviors Reports
                Elsevier
                2352-8532
                05 November 2020
                December 2020
                05 November 2020
                : 12
                : 100311
                Affiliations
                [a ]Department of Public Health and Informatics, Jahangirnagar University, Savar, Dhaka 1342, Bangladesh
                [b ]Youth Research Association, Savar, Dhaka 1342, Bangladesh
                [c ]Quest Bangladesh, Lalmatia, Dhaka 1207, Bangladesh
                [d ]Public Health Informatics Foundation (PHIF), Mirpur, Dhaka 1216, Bangladesh
                [e ]Advanced Institute of Industrial Technology, Shinagawa City, Tokyo 140-0011, Japan
                [f ]Department of Pharmacology, Uttara Adhunik Medical College, Uttara, Dhaka 1230, Bangladesh
                [g ]Department of Pharmacy, Jahangirnagar University, Savar, Dhaka 1342, Bangladesh
                [h ]United States Pharmacopeial Convention (USP) Herbal Medicines Compendium South Asia Expert Panel Member, Hyderabad, India
                [i ]International Gaming Research Unit, Psychology Department, Nottingham Trent University, 50 Shakespeare Street, Nottingham NG1 4FQ, UK
                Author notes
                [* ]Corresponding author at: Department of Public Health and Informatics, Jahangirnagar University, Savar, Dhaka 1342, Bangladesh. saiful@ 123456phiju.edu.bd
                Article
                S2352-8532(20)30126-7 100311
                10.1016/j.abrep.2020.100311
                7752719
                33364319
                40f25602-79c1-4f8a-b9a9-de77071f611d
                © 2020 The Authors

                This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/).

                History
                : 30 July 2020
                : 15 October 2020
                : 30 October 2020
                Categories
                Research paper

                problematic internet use,gaming,social media use,covid-19,pandemic,bangladesh

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