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

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Saqib Nawaz , Jahar Bhowmik , Tanya Linden , Matthew Mitchell
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引用次数: 0

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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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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