Exploring the impact of smartphone dependency on real-life recreational activities: A theory of planned behaviour study

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2025-01-01 Epub Date: 2024-11-21 DOI:10.1016/j.entcom.2024.100906
Saqib Nawaz , Jahar Bhowmik , Tanya Linden , Matthew Mitchell
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Abstract

Research indicates that the widespread adoption of smartphones globally has led to increasing instances of problematic use and dependence. This study applies the Theory of Planned Behaviour (TPB) to explore how current smartphone usage patterns influence engagement in Real-Life Recreational Activities (RLRA). In particular, it explores the discrepancy between users’ preference for smartphone use versus their actual use during RLRA, considering socio-demographic variables, overall smartphone usage, and dependency levels. Data were collected from 523 Australian adults via an online survey employing convenience and purposive sampling. Bivariate analysis using the Chi-square test indicated significant associations between preference and actual smartphone use during RLRA with factors like age, parental status, and smartphone dependency. Heavy social media, audio, video, and podcast users particularly demonstrated a higher preference and actual smartphone use during RLRA. Despite most users reducing their smartphone engagement during active participation in RLRA, some users reported unchanged or increased smartphone use due to habits or necessity. The study proposes a theoretical framework to understand the drivers behind increased smartphone use and dependency, particularly in the context of recreational activities. This study highlights the need for multidisciplinary efforts to develop effective interventions for managing excessive smartphone use and dependency, emphasising the importance of integrating various professional perspectives.
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探索智能手机依赖对现实生活娱乐活动的影响:一种计划行为研究理论
研究表明,智能手机在全球范围内的广泛采用导致了越来越多的问题使用和依赖。本研究应用计划行为理论(TPB)来探讨当前智能手机使用模式如何影响现实生活中娱乐活动(RLRA)的参与。特别是,考虑到社会人口变量、智能手机的总体使用情况和依赖程度,它探讨了用户在RLRA期间对智能手机使用的偏好与实际使用之间的差异。通过方便和有目的的抽样,通过在线调查收集了523名澳大利亚成年人的数据。使用卡方检验的双变量分析表明,RLRA期间偏好和实际智能手机使用情况与年龄、父母状况和智能手机依赖等因素存在显著关联。重度社交媒体、音频、视频和播客用户在RLRA期间表现出更高的偏好和实际的智能手机使用。尽管大多数用户在积极参与RLRA期间减少了智能手机的使用,但一些用户表示,由于习惯或需要,智能手机的使用没有改变或增加了。该研究提出了一个理论框架来理解智能手机使用和依赖增加背后的驱动因素,特别是在娱乐活动的背景下。这项研究强调了需要多学科的努力来开发有效的干预措施来管理过度使用智能手机和依赖,强调了整合各种专业观点的重要性。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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