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  2. Problematic smartphone use - Wikipedia

    en.wikipedia.org/wiki/Problematic_smartphone_use

    Increased use can also lead to adverse effects on relationships, degraded mental or physical health, and increased anxiety when separated from a mobile phone or sufficient signal. Individuals between the ages of 3 and 11 are at the highest risk for problematic smartphone use; 9-12 hours a day being the average. [2]

  3. Digital media use and mental health - Wikipedia

    en.wikipedia.org/wiki/Digital_media_use_and...

    An analysis of data from the Monitoring the Future survey, the Millennium Cohort Study, and the Youth Risk Behavior Surveillance System found that digital technology use (including, playing video games, watching television, using social media, etc.) accounted for only 0.4% of the variation in adolescent well-being. [44]

  4. Screen time - Wikipedia

    en.wikipedia.org/wiki/Screen_time

    Screen time is the amount of time spent using a device with a screen such as a smartphone, computer, television, video game console, or a tablet. [1] The concept is under significant research with related concepts in digital media use and mental health. Screen time is correlated with mental and physical harm in child development. [2]

  5. Dopamine fasting - Wikipedia

    en.wikipedia.org/wiki/Dopamine_fasting

    One account suggests that the practice is about avoiding cues, such as hearing the ring of a smartphone, that can trigger impulsive behaviors, such as remaining on the smartphone after the call to play a game. [10] In one sense, dopamine fasting is a reaction to technology firms that have engineered their services to keep people hooked.

  6. After burning out making video games, she quit and found ...

    www.aol.com/news/burning-making-video-games-she...

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  7. Computer addiction - Wikipedia

    en.wikipedia.org/wiki/Computer_addiction

    Video game addiction may present itself as compulsive gaming, social isolation, mood swings, diminished imagination, and hyper-focus on in-game achievements, to the exclusion of other events in life. [12] [13] Social media addiction: Data suggest that participants use social media to fulfill their social needs but are typically dissatisfied ...

  8. 1 in 3 Filipino gamers would quit jobs to play NFT games: survey

    www.aol.com/1-3-filipino-gamers-quit-065431408.html

    One in three gamers among 1,103 respondents are willing to quit or will consider resigning from their professional positions to play non-fungible token (NFT) games full time, according to a survey ...

  9. TikTok asks court to pause ban legislation; content creators ...

    www.aol.com/tiktok-asks-supreme-court-review...

    Users who have TikTok on their devices would still be able to use the app, but banning TikTok from app stores would prohibit future software updates. If ByteDance sells TikTok before Jan. 19, the ...