The extensive use of social media by Arab university students (gratifications, impact, and risks)

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2025-01-28 DOI:10.1016/j.entcom.2025.100926
Hunida Gindil Abu Backer , Ibaa Awad
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引用次数: 0

Abstract

This study investigated the effects of extensive social media use on Arab university students, focusing on gratification, impact, and risk. An online survey was conducted with 536 students from three universities in the UAE, Saudi Arabia, and Egypt. The results showed that 68% of the students used social media for more than 60 h per week. While 81% of the students acknowledged the lack of credibility and 77% recognized social media’s tendency to ignore important issues, they continued to use it extensively for entertainment (95%), global cultural exposure (94%), and sharing thoughts (94%). Researchers found a moderate negative correlation (−0.47, p = 0.007) between the number of daily hours spent on social media and the level of satisfaction attained. According to this study, excessive use reduces attention to local and global issues, while exposing users to misinformation risks. Despite awareness of these negative consequences, students remain heavily engaged because of perceived benefits such as freedom of expression and networking opportunities. This study recommends implementing awareness and educational campaigns in Arab universities to promote an understanding of the risks associated with excessive reliance on social media. Additionally, it suggests that relevant ministries in developing countries should initiate projects to channel youth energy into productive fields, supporting activities that help students achieve their goals, while contributing positively to societal development.
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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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