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Forms of technology addiction have been considered as diagnoses since the mid 1990s. [3] In current research on the adverse consequences of technology overuse, "mobile phone overuse" has been proposed as a subset of forms of "digital addiction" or "digital dependence", reflecting increasing trends of compulsive behavior among users of technological devices. [4]
[2] [3] [4] Benefits of digital media use in childhood and adolescent development have been found. [5] [6] Concerns have been expressed by researchers, clinicians and the public in regard to apparent compulsive behaviors of digital media users, as correlations between technology overuse and mental health problems become apparent. [2] [6] [7] [8]
Experts from many different fields have conducted research and held debates about how using social media affects mental health.Research suggests that mental health issues arising from social media use affect women more than men and vary according to the particular social media platform used, although it does affect every age and gender demographic in different ways.
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 .
From 53,573 page views taken from various users, 17% of the views lasted less than 4 seconds while 4% lasted more than 10 minutes. In regards to page content, users will only read 49% of a site that contains 111 words or fewer while users will opt to read 28% of an average website (approximately 593 words).
[4] Educators' concerns are supported by data showing the negative impact of constant notifications and the addictive nature of smartphones. A 2023 survey by Common Sense Media found that the average student receives hundreds of notifications daily, with many occurring during school hours. [5]
Quizlet was founded in October 2005 by Andrew Sutherland, who at the time was a 15-year old student, [2] and released to the public in January 2007. [3] Quizlet's primary products include digital flash cards, matching games, practice electronic assessments, and live quizzes. In 2017, 1 in 2 high school students used Quizlet. [4]
A smart device is an electronic device, generally connected to other devices or networks via different wireless protocols (such as Bluetooth, Zigbee, near-field communication, Wi-Fi, NearLink, Li-Fi, or 5G) that can operate to some extent interactively and autonomously.