Technology Addiction: Effects of Electronic Games and Social Media Use on Academic Performance and Symptoms of Psychiatric Disorders Among School-Age Adolescents
{"title":"Technology Addiction: Effects of Electronic Games and Social Media Use on Academic Performance and Symptoms of Psychiatric Disorders Among School-Age Adolescents","authors":"Mosiur Rahman, Prosannajid Sarkar, Syed Emdadul Haque, G. M. Rabiul Islam, Md. Nuruzzaman Haque, Tapan Kumar Roy, Farhana Akhter Liza, Anika Tabashsum, Md. Rashed Alam, Mahmudul Hasan, Izzeldin Fadl Adam, Nguyen Huu Chau Duc, Chowdhury Mashrur Mahdee, Jannatul Fardos Asha","doi":"10.1002/hsr2.71045","DOIUrl":null,"url":null,"abstract":"<div>\n \n \n <section>\n \n <h3> Background and Aims</h3>\n \n <p>There is conflicting research regarding the negative effects of electronic gaming and addictive social media use on psychological disorders and academic achievement. Therefore, we aimed to examine the association between social media use and electronic gaming addiction with depression and academic achievement.</p>\n </section>\n \n <section>\n \n <h3> Methods</h3>\n \n <p>This investigation is cross-sectional. The selection process involved 800 adolescents enrolled in grades 9 and 10 across four public and private high schools in the Rajshahi City Corporation. The outcomes of interest were depression and academic performance. Addiction to playing electronic games and using social media (mainly Facebook) were exposure of interest.</p>\n </section>\n \n <section>\n \n <h3> Results</h3>\n \n <p>From the total sample, 9.3% and 28.3% reported that they were addicted to electronic games and social media use. The mean scores for depression and academic achievement were 10.2 and 3.2, respectively. For one unit increase in depression scores, the odds of addiction to playing electronic games and using social media increase by a factor of 1.14 and 1.12. Additionally, it was found that for one unit an increase in academic performance scores, the odds of addiction to playing electronic games and using social media decrease by a factor of 0.67 and 0.71.</p>\n </section>\n \n <section>\n \n <h3> Conclusions</h3>\n \n <p>Adolescents who are more likely to engage in addictive behaviors such as playing electronic games or using social media should be the focus of public health initiatives, as they are more susceptible to depression along with poor academic accomplishment.</p>\n </section>\n </div>","PeriodicalId":36518,"journal":{"name":"Health Science Reports","volume":"8 7","pages":""},"PeriodicalIF":2.1000,"publicationDate":"2025-07-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/hsr2.71045","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Health Science Reports","FirstCategoryId":"1085","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/hsr2.71045","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"MEDICINE, GENERAL & INTERNAL","Score":null,"Total":0}
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Abstract
Background and Aims
There is conflicting research regarding the negative effects of electronic gaming and addictive social media use on psychological disorders and academic achievement. Therefore, we aimed to examine the association between social media use and electronic gaming addiction with depression and academic achievement.
Methods
This investigation is cross-sectional. The selection process involved 800 adolescents enrolled in grades 9 and 10 across four public and private high schools in the Rajshahi City Corporation. The outcomes of interest were depression and academic performance. Addiction to playing electronic games and using social media (mainly Facebook) were exposure of interest.
Results
From the total sample, 9.3% and 28.3% reported that they were addicted to electronic games and social media use. The mean scores for depression and academic achievement were 10.2 and 3.2, respectively. For one unit increase in depression scores, the odds of addiction to playing electronic games and using social media increase by a factor of 1.14 and 1.12. Additionally, it was found that for one unit an increase in academic performance scores, the odds of addiction to playing electronic games and using social media decrease by a factor of 0.67 and 0.71.
Conclusions
Adolescents who are more likely to engage in addictive behaviors such as playing electronic games or using social media should be the focus of public health initiatives, as they are more susceptible to depression along with poor academic accomplishment.