Time spent on the Internet, problematic gaming and social media use among adolescents

Increased Internet use during the COVID-19 pandemic and the possibility of problematic usage patterns and associated disorders among adolescents has become an important research topic. The longitudinal quantitative study presented in this article examines changes in adolescents’ use of online games...

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Main Authors: Sophia Berber, Katrin Potzel, Rudolf Kammerl, Lutz Wartberg, Caroline Meyer
Format: Article
Language:deu
Published: MedienPädagogik 2025-02-01
Series:MedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung
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Online Access:https://www.medienpaed.com/article/view/1941
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author Sophia Berber
Katrin Potzel
Rudolf Kammerl
Lutz Wartberg
Caroline Meyer
author_facet Sophia Berber
Katrin Potzel
Rudolf Kammerl
Lutz Wartberg
Caroline Meyer
author_sort Sophia Berber
collection DOAJ
description Increased Internet use during the COVID-19 pandemic and the possibility of problematic usage patterns and associated disorders among adolescents has become an important research topic. The longitudinal quantitative study presented in this article examines changes in adolescents’ use of online games and social media over the four-year period 2018 to 2021, focusing on the existence of problematic patterns before and during the COVID-19 pandemic. Data were collected from adolescents and one parent each (multi-perspective approach) at intervals of one year (four measurement points, t3 to t6). The sample consisted of 852 dyads at t3, with 474 dyads remaining in the sample at t6. The adolescents were between 13 and 16 years old at t3; Young people with problematic Internet usage were oversampled. Statistical analyses of the data comparing mean values show that the total time spent online, the time spent on gaming, and the time spent using social media increased significantly over the period under investigation. However, the results clearly show that problematic gaming and problematic usage of social media decreased significantly: Increased time spent on gaming and social media was not associated with problematic usage patterns. Rather, problematic use decreased significantly over the period, which included the COVID-19 pandemic (2020–2021). These findings run counter to results of past studies that reported a rise in problematic usage patterns during the COVID-19 pandemic. Although our results show an increase in digital media usage during this four-year period, that increase was not accompanied by more problematic usage patterns.
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spelling doaj-art-e6f017e6dc9a4317a985434c69c8ec7a2025-08-20T02:13:23ZdeuMedienPädagogikMedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung1424-36362025-02-012025Occasional Papers10.21240/mpaed/00/2025.02.18.XTime spent on the Internet, problematic gaming and social media use among adolescentsSophia Berber0https://orcid.org/0009-0005-4723-1695Katrin Potzel1https://orcid.org/0000-0002-5317-6945Rudolf Kammerl2https://orcid.org/0000-0001-5500-0487Lutz WartbergCaroline Meyer3Friedrich-Alexander-University Erlangen-NürnbergFriedrich-Alexander-University Erlangen-NürnbergFriedrich-Alexander-University Erlangen-NürnbergFriedrich-Alexander-University Erlangen-NürnbergIncreased Internet use during the COVID-19 pandemic and the possibility of problematic usage patterns and associated disorders among adolescents has become an important research topic. The longitudinal quantitative study presented in this article examines changes in adolescents’ use of online games and social media over the four-year period 2018 to 2021, focusing on the existence of problematic patterns before and during the COVID-19 pandemic. Data were collected from adolescents and one parent each (multi-perspective approach) at intervals of one year (four measurement points, t3 to t6). The sample consisted of 852 dyads at t3, with 474 dyads remaining in the sample at t6. The adolescents were between 13 and 16 years old at t3; Young people with problematic Internet usage were oversampled. Statistical analyses of the data comparing mean values show that the total time spent online, the time spent on gaming, and the time spent using social media increased significantly over the period under investigation. However, the results clearly show that problematic gaming and problematic usage of social media decreased significantly: Increased time spent on gaming and social media was not associated with problematic usage patterns. Rather, problematic use decreased significantly over the period, which included the COVID-19 pandemic (2020–2021). These findings run counter to results of past studies that reported a rise in problematic usage patterns during the COVID-19 pandemic. Although our results show an increase in digital media usage during this four-year period, that increase was not accompanied by more problematic usage patterns. https://www.medienpaed.com/article/view/1941Internet usage timesproblematic gamingproblematic use of social mediaAdolescenceYouthCOVID-19 pandemic
spellingShingle Sophia Berber
Katrin Potzel
Rudolf Kammerl
Lutz Wartberg
Caroline Meyer
Time spent on the Internet, problematic gaming and social media use among adolescents
MedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung
Internet usage times
problematic gaming
problematic use of social media
Adolescence
Youth
COVID-19 pandemic
title Time spent on the Internet, problematic gaming and social media use among adolescents
title_full Time spent on the Internet, problematic gaming and social media use among adolescents
title_fullStr Time spent on the Internet, problematic gaming and social media use among adolescents
title_full_unstemmed Time spent on the Internet, problematic gaming and social media use among adolescents
title_short Time spent on the Internet, problematic gaming and social media use among adolescents
title_sort time spent on the internet problematic gaming and social media use among adolescents
topic Internet usage times
problematic gaming
problematic use of social media
Adolescence
Youth
COVID-19 pandemic
url https://www.medienpaed.com/article/view/1941
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