Epidemiology of Digital Addiction among Adolescent Cohorts, Understanding Contexts
Abstract
Hamid Yahya Hussain, Nezar Ahmed, Mohamed Hamid, Mohammed Tuffaha, Katrina Kay D Aguilar
Background: People with addiction do not have control over their behavior, actions or usage. Their addiction may reach to a point that it is harmful. Addiction does not only involve the physical aspects such as drugs or alcohol but also includes abstract things, often described as a behavioral addiction. The causes of addiction differ considerably and are seldom fully understood. They are generally caused by varying degrees of physical, mental, circumstantial and emotional factors.
Objectives: To study the electronic devise profile among children and adolescent in modern global cities such as Dubai and to study the prevalence and size of the addiction phenomena.
Methodology: This study was carried out in Dubai, United Arab Emirates during the Global School Health Survey in 2015. The sample included 7000 students who were randomly selected (multistage stratified random sample) from 10 private schools in Dubai. Data collection was carried out by standard questionnaire developed by the World Health Organization which includes different health domains (addiction, and addiction to electronic devices). Ethical issues were followed up to standards. The questionnaire and consent forms were given to the participants who met the inclusion criteria. An information sheet was attached to the questionnaire explaining the purpose of the study. The students were assured that the confidentiality and privacy of the answers were maintained. No names, phone numbers, and identification are required. Data coding, data entry and data analysis has been conducted by using SPSS 20 software.
Results: The present study revealed that 56% of school children aged 13-15 years old spend three hours or more a day using electronic games, and this percentage rises to nearly 63% with the age group 16-17 years. The study showed that children, who excessively use these games might face social, emotional and behavioral problems such as isolation, anxiety and depression. Pointing out that children may complain of psychological pressure, stress or dehydration and burning eye, due to constant staring with bright light across the screens of devices. Most students (68.7%) said they were on social media between one and five hours daily, while 3.3 per cent said they spend less than an hour. 39.8% of students stayed without food or drink for a long time and 50.5 % tried to quit social media last year but failed. 15% of students spend 4-8 hours on social media and 1.6% spend more than 10 hours. When the students were asked about how they feel of the burden on their daily life and social commitments, 60% of them replied that social media decreases their interaction with the outside environment and family time, 55.6% said it interfered with their homework. The study showed that more than one quarter (26.7%) or almost one out of four reach up to more than 6 hours per day and could sometimes reach up to 10 in browsing and interacting with social media. The study reflected that more than 400 children showed the negative symptoms on the use of tablets. It appeared significantly on children who use them for more than two hours a day compared to their counterparts who do not use it at all or use it less than two hours. They have noticed that those who use it less have great language, motor and mental skills. Parents do not seem to be paying attention on how technology is taking their kids away from them. Children between the ages of 11 and 17 found out what really is keeping them so busy on all these addictive devices. Around 70% of them are most vulnerable to gaming addiction. They belong to the under-five age group, because parents are preoccupied with them.
Conclusion: Electronic addiction among children and adolescents is a rapidly growing phenomena in the City of Dubai. It has a significant impact on the social and professional life and functions of this group, which necessitate intervention at many levels.