Behavioural Addictions in the Context of New Media
EVA BRLEK
University North,
Dr. Žarko Dolinar Square 1, Koprivnica,
CROATIA
Abstract: New media are an integral part of modern society, and therefore an integral part of the lives of
school-aged children. In recent scientific studies the term "digital natives of the technology age", refers to the
immersion of school-aged children in media content within the new millennium. Existing scientific research is
insufficiently focused on the study of behavioural addictions observed through the discourse of new media.
Synthesizing the correlation of these claims, the focus of this study is on the impact of new media use on the
occurrence of behavioural addictions during the pandemic in the period of 2021-2022 in the school-aged
population. The research is based on a quantitative study of the length of daily use of new media and the impact
on the mental health of school-age children (N = 200). The analysis of the obtained results of the survey
conducted on a representative sample elaborates the hypothesis which claims that the pandemic affected the
increase in the use of new media in the population of children. The perception of the occurrence of
symptomatology belonging to the spectrum of behavioural dependencies of the mentioned population was also
analysed, and the obtained results were compared. Consequently, the more hours children spend online playing
video games, the more often negative symptoms such as helplessness, guilt and anxiety occur, as well as they
distance themselves from social relationships and lose contact with friends and family. The scientific
contribution of this paper is reflected in the analysis and comparison of the results obtained in Croatia with the
results of similar research on the global level.
Key-Words: behavioural addictions, new media, pandemic, mental health, school-aged children.
Received: June 26, 2022. Revised: January 11, 2023. Accepted: February 5, 2023. Published: February 28, 2023.
1 Introduction
The pandemic has influenced the way of upbringing
and education as well as the use of the free time of
school-aged children. The new media were an
integral part of the daily life of children even before
the pandemic, however during and after the
pandemic, they began to significantly occupy a
considerable amount of time in their lives. As a
result of curfews, self-isolation, social distancing,
and quarantining children did not only change their
interaction with the new media but it also
considerably affected their social relationships and
behaviour, [1]. Through new media, various online
social platforms as well as playing video games
children are progressively connecting with their
friends and family members while sharing content,
photos and ideas, [2]. The increase in time spent on
new media is changing the contextual framework of
the notion of mental health and behaviour patterns.
Therefore, observed through a broader social
definition, the question that should be addressed is
how the use of new media affects mental health of
children specially behaviour related addictions. The
aim of this study is to synthesize available scientific
research and to evaluate the significance attached to
new media leading to behavioural addictions among
the population of school-aged children in the
Republic of Croatia during the COVID-19
pandemic.
1.1 The Definition of Behavioural Addictions
Behavioural addiction or behavioural disorder is
defined as an addiction that is not related to the
abuse of a psychoactive substance but shares some
characteristics with addiction caused by a
psychoactive substance, [1], [2]. The most
frequently mentioned addictions are gambling
addiction, pathological overeating, hypersexual
disorder, compulsive shopping disorder, exercise
addiction, etc. covered by spectrum of disorders in
Diagnostic and statistical manual of mental
disorders DSM 5 [3], however in this scientific
research, the emphasis will be on Internet addiction
and Internet/video games addiction, which are
commonly related to the new media use and
children. Many terms such as internet addiction
disorder, compulsive internet use, problematic or
pathological internet use, computer addiction and
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pathological use of video games have also been used
to describe this phenomenon, [4], [5]. Because there
is insufficient evidence to establish the diagnostic
criteria needed to identify it as a separate mental
disorder, internet addiction is regarded as a
behavioural disorder in DSM-5, [4], [5].
Internet addiction as persistent and
repetitive use of the Internet to participate in games,
often with other players, leading to clinically
significant impairment or suffering and refers to 5 or
more of the following criteria over a 12-month
period:
1) Preoccupation with online games (a person thinks
about earlier games or plans to play the next game,
playing online becomes the dominant activity in
everyday life).
2) Symptoms of constriction when online gaming is
discontinued (e.g., irritability, anxiety, or sadness,
but no physical signs as in pharmacological
constriction).
3) Tolerance - the need to spend more and more
time playing games online.
4) Unsuccessful attempts to control participation in
online games.
5) The loss of interest in past hobbies and
entertainment, except for online games.
6) Constantly excessive participation in online
games despite learning about the existence of
psychosocial problems.
7) Lying to family members, therapists, or other
persons regarding the extent of online gaming.
8) Using online games to avoid or reduce negative
moods (e.g., feelings of helplessness, guilt, anxiety).
9) Endangering or losing an important relationship,
job, educational or business opportunity due to
participating in online games.
Numerous scientific studies suggest that time
spent on new media influences the rise of
behavioural addictions that often come in
comorbidity with other mental health difficulties.
Behavioural addictions are often combined with
anxiety disorders and mood disorders [6]. Many
authors also state that behavioural addictions often
serve as a means of sublimation to reduce unwanted
emotional states or to suppress overwhelming
emotions [6]. School-aged children are the most
vulnerable part of the population to the occurrence
of mental health problems that occur as a result of
frequent playing games online [7]. There are
difficulties in the field of children's mental health,
which are often manifested by symptoms such as
neglect of school obligations, neglect of social
activities, and less interest in active leisure time.
Behavioural addictions are in comorbidity with
other mental health problems such as anxiety and
depression in their research. Adolescents have been
called the “digital natives of the technology age”,
but their awareness, attitudes, and behaviour should
nevertheless be shaped and monitored [8], [9]. This
is especially true during the COVID-19 pandemic,
and could lead to difficulties in re-adapting to
“normal” life after the crisis, which could negatively
affect the quality of their lives. Habits are hard to
break, and adolescence is a critical stage in terms of
addiction development, [5].
2 Methodology
In the Republic of Croatia, there is no in-depth
research dealing with the influence of new media on
the occurrence of behavioural addictions in school-
aged children during the COVID-19 pandemic. The
aim of the research conducted for the purpose of this
paper was to explain the influence of time spent
using new media on the incidence of symptoms
from the spectrum of behavioural addictions. The
survey lasted for one year, from April 2021 to April
2022, applying the online Google Questionnaire
which was formed based on DSM 5 symptoms and
variables were conducted. Variables for research
into the impact of new media on mental health were
determined:
1. Symptoms of constriction when playing online
are discontinued.
2. Increased tolerance of time spent on new media.
3. Unsuccessful attempts to control participation in
online games.
4. The loss of interest in earlier hobbies.
5. Excessive participation in online games despite
learning about the existence of psychosocial
problems.
6. Lying about the extent of online gaming.
7. Using online games to reduce negative moods.
8. Endangering or losing important relationships.
The questionnaire consisted of 13 items
measured on a 5-point Likert scale (from 1 = “not at
all like me” to 5 = “very much like me”) and was
aimed at assessing the level of self-control
capacities referred to the domains of achievement
and task performance, impulse control, adjustment,
interpersonal relationships, and moral emotions.
Younger children completed the questionnaire with
the support of parents / foster parents, jointly
answering questions about the perception of the use
of new media and the impact on the occurrence of
behavioural symptoms.
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It took an average of 15 minutes to complete the
questionnaire. The questions were divided into two
categories; firstly, the personal characteristics and
behavioural characteristics of the respondents were
examined (age, preferred social networks, average
time spent on social networks, preferred devices).
The second category of questions examined
respondents' attitudes and perceptions of themselves
and the symptoms they perceived to have of
themselves.
2.1 The Aim of the Research and Hypotheses
The main goal of this study is to explain the impact
of new media on the incidence of behavioural
addictions studied through the duration of the
COVID-19 pandemic in school-age children. A
more detailed study of the constructs that influence
the use of media will investigate the time children
spend on new media during the pandemic, as well as
the incidence of symptomatology from the
behavioural addiction spectrum.
The comparative analysis aims to determine
whether there are differences in the perception of
the use of new media on the occurrence of mental
health problems with an emphasis on behavioural
addictions in the period of one year from March
2021 to March 2022 in Croatia.
Under the goals, hypotheses were set:
H1: The pandemic affects the increased
consumption of new media by school-age children
in Republic of Croatia
H2: There is a correlation between time spent on
new media and the incidence of behavioural
addiction symptoms.
2.2 Sample of Respondents
The sample of respondents (participants in the
research) consists of 200 primary school students (N
= 200) in the Republic of Croatia, 51.40% boys and
48.60% girls. The average age of the students
included in this study was M = 12.86.
2.3 Data Analysis and Discussion
Descriptive statistics and pairwise Pearson r’s
correlations (p-value > .05) were assessed through
SPSS v20.0. Correlations and the graphical
representation of paired variables association were
performed to assess multicollinearity among
variables.
Table 1. Time spent on new media on daily basis
before the pandemic
Time (hours)
Frequency
%
1-3
71
35,5
3-6
89
44,5
6-9
36
18
9>
4
2
Table 2. Time spent on new media on daily basis
during the pandemic
Frequency
%
2
1
67
33,5
122
61
9
4,5
Analysing the frequencies and percentages of
responses obtained in Table 1 and Table 2, it is
evident that the pandemic significantly affected the
use of new media during its time. The increase is
visible in all age groups. The average use of media
before the pandemic in the age group was M =3,86,
while during the pandemic the daily median was M
=7,51. The analysis and evaluation of the obtained
results show that with the increase of time spent on
new media, the tolerance for time spent on the
Internet increases. The more time a student spends
on different online content, the higher his tolerance.
Also, with more time spent online, students'
interests in earlier hobbies and time spent with
friends decreases, while the need for further playing
video games increases. Despite the appearance of
psychosomatic symptoms, anxiety, difficulties with
learning and fulfilling obligations, the student still
does not have the opportunity for self-reflection and
introspection and continues to increase the time
spent online. The more time a student spends
playing games, the more often he or she lies about
the time spent on them. A significant correlation (p
<.001) can be seen in the last two variables, which
suggest that the more hours a student spends online
playing video games, the more often negative
symptoms such as helplessness, guilt and anxiety
occur, and he or she distances from social
relationships and loses contact with friends and
family members. Table 3 shows several statistically
significant correlation coefficients. The highest
statistically significant correlation was found
between the first and the second variable.
Evaluating the obtained results, which are shown in
Table 3, it is evident that with the increase in the
time that school-age children spend on new media,
the probability of the appearance of symptoms such
as more and more frequent thinking about playing
games earlier or planning about playing the next
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game increases (p value = -1.0). With the before
mentioned behaviours, playing games on the
Internet becomes a dominant activity in everyday
life, which subsequently leads to difficulties in the
social-emotional functioning of the individual, and
creates a greater possibility for the development of
behavioural addictions. The results also show that in
children who spend more time on new media,
withdrawal symptoms occur more often when the
media is discontinued. The listed symptoms are
mostly manifested on a physiological level such as
irritability, anxiety or sadness. Observing the
obtained positive and statistically significant
correlations in other variables, it is evident that the
increase in time that children spend on new media
also affects the loss of interest in engaging in other
hobbies, and the increasing entry into the virtual
world with the aim of reducing experiencing and
experiencing negative emotions, which ultimately
significantly measures impact on mental health
difficulties (p value = 0.687). From Table 3, it can
be concluded that there is a correlation between the
amount of time spent on new media with an
emphasis on video games and time spent on social
networks with difficulties in the field of occurrence
of behavioural addiction symptoms. To combat the
COVID-19 pandemic, many governments have
implemented unprecedented measures, such as
social distancing, social isolation, curfews, and even
government-enforced large-scale quarantines. This
has resulted in technological tools becoming an
even more essential source of information,
communication, and socialization). The findings,
[10], [11], [5] also show that gender does not
moderate the indirect effect of attitude on behaviour.
However, when the extent (duration) of technology
use is included, both sex and duration of use
moderate the indirect effect of attitude and
behaviour. Regardless of the duration of technology
use, when the attitudes of females were negative,
their addictive behaviour was lower, and vice versa.
The results of the study indicate the difficulties of
self-control in children who are excessively exposed
to new media, which is confirmed by the results of
this research, with emphasis on increasing tolerance
for time spent on media content. According to the
results obtained in Tables 1 and 2, it can be seen that
the pandemic affected the increase in time spent on
new media. The average time spent on new media
before the pandemic was estimated at 3-5 hours,
while during the pandemic it was estimated at 7-9
hours per day.
Behavioural addictions are maladaptive
behaviours that can be conceptualized as emotional-
regulatory strategies, [12], [13], [14], [15], [16],
[17], [18]. The results obtained in this study
coincide with the results of other recent studies
confirming that psychopathological elements occur
in children who are excessively exposed to new
media, regardless of the type of device they access
Internet content, while certain studies predominantly
emphasize access to Internet content via mobile, [5],
[19]. Elaborating all the above statements that
coincide with the results obtained by methods of
inferential statistics (Table 3), the second hypothesis
was confirmed, which supports the relationship
between time spent on new media and the incidence
of behavioural addiction symptoms. Considering the
role of the new media, it can be concluded that
children who are less satisfied with life and less
socially adjusted use the media more, so the media
can be understood as a compensation for
shortcomings in real life, [20], [21]. The analysis
and synthesis of the obtained results confirmed that
new media are an integral part of the everyday life
of school-age children, and the time spent on new
media increased significantly during the pandemic,
which can be partly explained by the duration of
online teaching and social isolation, as well as
playing online games in free time.
3 Conclusion
New media are an integral part of modern society
and time spent on new media is one of the predictors
of the occurrence of symptoms from the spectrum of
behavioural addictions. The time students spend
using social media and playing video games
significantly affects their mental health. According
to the results of the research, there is more isolation
and more pathological patterns of behaviour such as
lying, and hiding time spent on the Internet, which
in turn reduces live social contacts, and declines in
quality of life. What makes it difficult to ‘’identify’’
behavioural addictions is certainly the fact that the
behaviours and habits are legal, desirable and often
healthy. The question is how and where to draw the
line when a "normal" and common behaviour
becomes addictive, or what criteria must be met for
a behaviour to be considered addictive? The
definition that best describes this "limit" states: "the
difference between healthy enthusiasm and
behavioural addiction is that healthy enthusiasm
contributes to the quality of life and addiction
greatly impairs it" [22], [23], [24]. The pandemic
further encouraged children's immersion in media
content, due to the use of online platforms for
attending classes, and isolation to prevent the spread
of disease, and thus there was an increase in time
spent in the digital world. Although behavioural
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addictions are a relatively new construct, in the
future more attention will certainly be paid to the
prevention and detection of this addiction, and new
media as creators of "digital natives of the
technology age".
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APPENDIX
Table 3. Pearson correlation of time spent on new media and symptom incidence
1.
2.
3.
4.
5.
6.
7.
8.
1.
Pearson's r
p-value
2.
Pearson's r
-1.000
***
p-value
< .001
3.
Pearson's r
-0.051
-0.051
p-value
0.836
0.836
4.
Pearson's r
0.687
***
0.687
***
0.687
***
p-value
0.001
0.001
0.001
5.
Pearson's r
-1.000
***
-1.000
***
-0.051
0.687
***
p-value
< .001
< .001
0.836
0.001
6.
Pearson's r
0.546
**
0.546
**
-0.076
0.688
***
0.546
**
p-value
0.016
0.016
0.756
0.001
0.016
7.
Pearson's r
0.687
***
0.687
***
0.687
***
-1.000
***
0.687
***
0.688
***
p-value
0.001
0.001
0.001
< .001
0.001
0.001
8.
Pearson's r
0.687
***
0.687
***
0.687
***
-0.331
0.687
***
-0.053
-0.331
p-value
0.001
0.001
0.001
0.166
0.001
0.831
0.166
* p < .05, ** p < .01, *** p < .001
Legend: 1. Symptoms of constriction when online gaming is discontinued, 2. Increased tolerance of time
spent on new media, 3. Unsuccessful attempts to control participation in online games, 4. The loss of
interest in previous hobbies, 5. Excessive participation in online games despite learning about the existence
of psychosocial problems, 6. Lying about the extent of online gambling, 7. Using online gambling to reduce
negative mood, 8. Threatening or losing important relationships.
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Contribution of Individual Authors to the
Creation of a Scientific Article (Ghostwriting
Policy)
The author contributed in the present research, at all
stages from the formulation of the problem to the
final findings and solution.
Sources of Funding for Research Presented in a
Scientific Article or Scientific Article Itself
No funding was received for conducting this study.
Conflict of Interest
The author has no conflict of interest to declare that
is relevant to the content of this article.
Creative Commons Attribution License 4.0
(Attribution 4.0 International, CC BY 4.0)
This article is published under the terms of the
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