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Evidence Base

Orig. title: Mediennutzung Jugendlicher in Luxemburg

Engl. transl.: Media use of young people in Luxembourg

Keywords

Internet use Children Teenager Dysfunctional use Gaming Gambling

Publication details

Year: 2015
Issued: 2015
Language: German
Start Page: 1
End Page: 133
Editors:
Authors: König A.; Steffgen G.
Type: Report and working paper
Place: orbilu.uni.lu
Topics: Internet usage, practices and engagement; Risks and harms; Access, inequalities and vulnerabilities
Sample: The questionnaire was completed by 265 persons (153 male, 112 female). The average age of the respondents was M = 14.54 years (standard deviation SD = 2.48 years).

Abstract

Outcome

Access and usage behaviour - 71.3% of the participants used their smartphone daily. - Other mobile devices were used every day by 30.3%. - 67.6% of the 10 to 11 years old use a smartphone to access the Internet. This number increases until 14 to 15 years of age, where it stabilizes at 94.6%. - 27.5% are using a laptop daily. - 18.1% are using a PC daily. - 19.7% are using a TV with internet access daily. - 13.2 % are using a console daily. - Nearly 2/3 of the participants use between 5 and 7 different devices to access the internet. - There was no significant difference between the online questionnaire and the pen and paper questionnaire. - For 68.6% is the own bedroom the location where the internet is most often used, closely followed by other rooms in the own house. Mobile use on the move is mentioned in third place with 32.8%. Internet cafes (4%) and libraries (5%) are rarely used. - In the past twelve month 55.4% of the participants were using four or more locations to go online. - The number of locations increases with the age of the respondents (r = .15, p < .05, N = 267). - The average age of first-time internet use was 9.1 years old. The difference between genders was significant. For boys, the first time use is earlier (with 8.75 years) than for girls (9.46 years) - 52.7% of the participants used the internet daily in the past 12 months. - There were no significant differences between the genders. - There was a significant difference for the age. The older the children/adolescents the more often they use the Internet. - On schooldays, most participants use the internet between 30 minutes and 2.5 hours a day (>70%) - On days off from school, the majority uses the Internet more than 4 hours a day (32.4%). - There are no significant gender differences, but significant age differences. The older the participants, the more time they spend per day on the Internet. - - Over the last 12 months at least once per week these percentages of participants used the internet for: - Communication: o 72.6% for social community o 46.7% for chats (chatbox) o 43.5% for short message apps (whatsapp) o 42.9% for instant messenger (skype) o 23.6% for e-mail o 17.4% for internet forums - Gaming: o 23.2% for shooter o 19.2% for single player games o 15.5% for MMORPGs o 13.9% for real time strategy games o 6.1% for online games for money - Leisure activity: o 76.8% for watching videos o 11.9% for creating your own website/blog o 9.3% for online shopping o 1.9% for online gambling - Downloads: o 36.9% for music o 24.2% for games o 15.3% for software/apps o 12.6% for movies - Websites with the following content o 52.6% about news o 38.5% about research for homework o 37.0% about the hobby o 10.3% about legal and illegal downloads o 6.9% about medicine o 5.8% about sexual education - 50% of respondents are "often or very often" allowed by their parents to use any internet site. - 43.8% of respondents are "rarely or never" restricted in the amount of time of their internet use. - 28.3% of the respondents’ parents "rarely or never" know which websites their children are visiting. - Over 50% of the participants denied that they neglected activities because of their internet use, and they denied that they would reduce their time of internet use. - Motives for the reduction of time spent on the internet: - 66.9% would like to do more for school - 37.6% have friends that are more interested in "offline" activities - 32.3% to build and strengthen relationships - 26.9% parents, teachers or other adults made them reduce their internet use - 25.8% thought the Internet was no longer interesting - 19.4% had disconnects or disruptions of the Internet at home - 15.1% had something else - Member of a social network: - 77.5% Facebook - 42.5% others o 48.8% Instagram o 23.6% Twitter o 20.5% Snapchat o 16.5% Skype o 14.2% Youtube o 9.5% Ask.fm o 7.1% Tumblr o 3.9% Steam o 1.6% Spielaffe - 30.3% Google + - Mean number of friends in different social networks: - 341.5 for Facebook - 11.7 for Google+ - 64.4 for Others - 29.8% are using social media more than 2 hours a day on school days. - 50.3% are using social media more than 2 hours a day on off-school days. - In the last 12 months, 49.5% had contact to a stranger over the Internet they had not yet met in real life. - 41.8% of those who had previously met a stranger met them face to face. - 11.5% of those who met a stranger face to face felt negatively affected by the meeting. - 51.8% have seen sexual/pornographic content on websites in the past 12 months. - There were no significant gender differences. - Age made a significant difference. Especially in the age span of 14-15 years the consumption increased significantly. - In the online study, this was reported significantly more often (56.2%) than in the paper version (34.6%). - 36% have seen sexual/pornographic content on social media in the past 12 months. - Female participants feel more negatively affected than male participants. - Young participants feel more negatively affected than older ones (Especially for 10-13 years of age). - Proportion of respondents who have visited websites with potentially harmful content once or several times in the last 12 months: - Self-injury: o Once: 21.8% o Several times: 5.1% - Suicide: o Once: 16.3% o Several times: 4.0% - Extreme weight loss: o Once: 29.5% o Several times: 9.8% - Hate-speech: o Once: 24.3% o Several times: 9.1% - Drug use: o Once: 20% o Several times: 6.5% - A significant gender difference could be found for websites about suicide and extreme weight loss, which were both more often used by female participants. - Younger children don’t think that they have more competences with the internet than their parents. - From the age of 12 onwards, they think they have more competences than their parents. - Most participants rate their own knowledge of the internet well. - Age and gender differences are significant. Male participants rate their knowledge better than female participants. 14 to 21 year old’s rate their knowledge better than 10 to 13 year old’s. - Specific competences among participants: - 68.9% compare different pieces of information to find out if the information is correct. - 64.4% Bookmark a website - 54.0% Block unwanted banner ads or junk / spam mails - 40.5% Change filter settings ([...]how your computer or internet browser filters or selects the pages you can or cannot see). - 23.2% Use proxy server - On a scale on 1 to 5 the Internet-related competence sum score is 2.48. - The Internet was useful in the following areas for: - 82.5% for doing homework. - 76.4% to stay in contact with friends and family. - 66.2% getting news. - 50.5% to get new skills. - 48.4% for entertainment. - 46.2% to learn new things about their hobbies. - 29.5% to find friends with which they can have offline contact. - 22.2% for not feeling lonely. - 21.1% to find friends with which they can have only online contact. - 16.1% to found or participate in new groups or social initiatives. - 12.7% other things. - 3.3% didn’t perceive the internet as useful for them. - On a scale on 1 to 11 the Internet-related usefulness sum score is 4.58. - Male participants perceive the internet as more useful than female participants. - Older participants (14-21) perceived the internet as more useful than younger participants (10-13). - Compared to girls (4.3%), more than four times as many boys (21.4%) play computer games every day. - 2-3 times per week three times as many boys (31.8%) play computer games than girls (11.3%). - 10.4% of the boys and 24.3% of the girls never play computer games. - There is no significant age difference. - Average daily time spent playing computer games during school days: o Not at all 34.6% o Several minutes to half an hour 27.9% o 1 to 1.5 hours 20.4% o 2 to 2.5 hours 8.2% o 3 to 3.5 hours 3.3% o 4 or more hours 5.6% - Average daily time spent playing computer games during Weekend / Vacation / Holiday: o Not at all 25.7% o Several minutes to half an hour 18.2% o 1 to 1.5 hours 20.1% o 2 to 2.5 hours 17.5% o 3 to 3.5 hours 6.3% o 4 or more hours 12.3% - Male respondents play significantly longer than female respondents. - Long game episodes of more than 2 hours are mainly found among 14-15 year olds (44.4%) and decrease steadily from 16-17 year olds (28.8%) to 18-21 year olds (16.8%). - 85.2% never participated in online or offline gambling - 9.3% participated once in online or offline gambling - 4.9% participated more often in online or offline gambling - Compulsive Internet Use Scale: o Inconspicuous: 89.9% o Abusive: 6.7% o Addicted: 3.4% o Total dysfunctional use: 10.1% - Prevalence of dysfunctional computer gaming (AICA-S) o Inconspicuous (AICA < 7.0): 4.8% o Abusive (AICA > 7.0): 4.8% o Addicted (AICA > 13.5): 2.2% o Total dysfunctional use: 7.1% - No addicted behavior could be observed for children from 10 to 13 years. - Significant correlative relationships between dysfunctional computer gaming and various online activities: - Gambling and downloads: o Gambling r = .20, p < .01 o Downloading software r = .23, p < .01 o Downloading movies r = .17, p < .01 o Downloading games r = .16, p < .01 - Consulted websites: o Research for homework r = .15, p < .01 o Sexual education information r = .22, p < .01 o Medical websites r = .21, p < .01 o Links to legal and illegal downloads r = .34, p < .01 - Online games: o Real time strategy games r = .18, p < .01 o Online multiplayer roleplaying games r = .18, p < .01 o Shooter r = .21, p < .01 - Online communication: o Instant messenger r = .15, p < .05 o Social community r = .14, p < .05 o App for short messages r = .20, p < .01 - Contact with content harmful to minors o Self-harm r = .34, p < .01 o Suicide r = .14, p < .05 o Extreme weight loss r = .24, p < .01 o Hate-speech r = .26, p < .01 o Drugs r = .23, p < .01 - Type of Internet access: o Desktop-PC r = .18, p < .01 o Laptop r = .17, p < .01 o Using the own room r = .18, p < .01 - Multiple logistic regression with dysfunctional internet use as criterion: o Gender OR = .41, p = .08 o Age of first use of the Internet OR = .72, p < .01 o In social communities Time spent on school days > 2h OR = 3.46, p < .01 o Age OR = 1.24, p < .05 o Time spent playing computer games on school days > 2h OR = 2.99, p < .05 - significant correlative relationships between dysfunctional internet use and: - Internet access location: o Own Room r = .12, p < .05 o Living room (shared rooms) r = .14, p < .05 o Internet Café r = .19, p < .01 o Library (public spaces) r = .15, p < .05 o At relatives' homes r = .25, p < .01 o On the way on a mobile device r = .13, p < .01 - Contact with content harmful to minors o Self-harm r = .28, p < .01 o Suicide r = .29, p < .05 o Extreme weight loss r = .23, p < .01 o Hate-speech r = .17, p < .01 o Drugs r = .24, p < .01 - Online communication: o Internet Forum r = .13, p < .05 o Instant messenger r = .12, p < .05 o Social community r = .13, p < .05 o App for short messages r = .20, p < .01 o Email r = .13, p < .05 - Online games: o Real time strategy games r = .16, p < .01 o Online multiplayer roleplaying games r = .13, p < .05 o Shooter r = .19, p < .01 - Consulted websites: o News r = .13, p < .05 o Sexual education information r = .18, p < .01 o Medical websites r = .23, p < .01 o Links to legal and illegal downloads r = .23, p < .01 - Correlations between dysfunctional internet use and the Family Relationship subscales (FRI) o FRI Cohesion r = -.17, p < .01 o FRI Expressivity r = -.18, p < .01 o FRI Conflict r = -.15, p < .05 - “A significantly increased risk of being classified as dysfunctional is found for the usage behaviour of respondents who spend an average of more than 2 hours per school day on the internet in general (OR = 6.41) or specifically in social networks (OR = 4.69), as well as with computer games (OR = 3.33).” (Andreas Köning, Georges Steffgen, 2015, page 87) (translated by the coder).

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