That is the core of the study
The psychologists and health researchers Marta Beranuy, Txon Vega and Begoña Haro have declared the aim of their study to analyze the connections between smartphones and Internet and gaming addiction, all while taking gender differences into account. They are not the first to deal with this topic, although the warnings about the high addictive potential of smartphone games have so far often fallen on deaf ears. And this despite the fact that their research results speak for themselves.
Risk patterns discovered in almost a third
Beranuy, Vega and Haro have as part of their study found that 30 percent of the study participants – almost a third – showed risk patterns. According to information from psychologists and health researchers, the vocational students who were the core of the investigations have not yet received sufficient attention. Therefore, they used 1,107 vocational students with an average age of 18.8 years to carry out the project, 55.1 percent of whom were male. They came from 17 educational centers in Navarre.
These are the results at a glance
More specifically, the study results show that 7.9 percent of the study participants already use their smartphones problematically, while 28.6 percent occasionally use them problematically. 92.5 percent of participants used their cell phones for messaging, 87 percent for social media and another 78.5 percent also for music. The gender differences were also clear. Male participants were significantly more likely to use their devices for sports betting, video games, other online gambling and pornography, while female participants were more likely to use their devices for music, academic activities, entertainment, maps and navigation.
"We talk about problematic cell phone use when people spend more time on it than they would like; when they want to stop but don't and feel like they are losing control over their use. In addition, all of this has a negative impact on their lives as they neglect school, family and non-virtual leisure activities."- Txon Vega, State University of Navarra, Press release
Video games identified as a risk factor
87.1 percent of participants used their smartphones in the education center, with women doing this more often than men. For video games - the most important gaming platform - the devices were used by 25.6 percent of those surveyed, i.e. Just over a quarter, but among men this proportion was 36.1 percent. Merely 12.7 percent of females played on their cell phones. Playing video games and watching films and series on mobile phones are risk factors for problematic use of mobile devices, as the study found.
Significant differences observed in gambling participation
Only 1.4 percent of them placed sports bets with their mobile device, compared to 7.2 percent of male participants. 5.1 percent of them also used online gambling offers, while 1.6 percent of female participants also did so. This doesn't necessarily allow us to conclude whether smartphones actually promote gambling addiction. What is interesting, however, is that use for sports betting and online gambling was not associated with risky behavior in the study.
Women use smartphones in a more communicative and emotional way
The study suggests that women's use of smartphones is often more communicative and emotional than their male counterparts. This is the reason why occasional difficulties occur more frequently among female participants. It fits with the fact that it was also surveyed that they used their devices more frequently for messenger services, i.e. Communication options. Conversely, according to the study from India, being female is a risk factor for problematic cell phone use.
The education system is challenged
While the India study showsigt that common problems are rather rare, the education system is still in demand. The percentage of students who are at risk of developing addictions or occasional problems that can escalate should alert those responsible. The fact that around 30 percent of the study participants have a risk pattern of cell phone use must result in preventive measures, for example better basic digital education.
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