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dc.contributor.authorJouhki, Hannu
dc.contributor.authorSavolainen, Iina
dc.contributor.authorSirola, Anu
dc.contributor.authorOksanen, Atte
dc.date.accessioned2022-10-10T09:39:45Z
dc.date.available2022-10-10T09:39:45Z
dc.date.issued2022
dc.identifier.citationJouhki, H., Savolainen, I., Sirola, A., & Oksanen, A. (2022). Escapism and Excessive Online Behaviors : A Three-Wave Longitudinal Study in Finland during the COVID-19 Pandemic. <i>International Journal of Environmental Research and Public Health</i>, <i>19</i>(19), Article 12491. <a href="https://doi.org/10.3390/ijerph191912491" target="_blank">https://doi.org/10.3390/ijerph191912491</a>
dc.identifier.otherCONVID_157015585
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/83501
dc.description.abstractExcessive online behaviors refer to harmful or disproportionate use of digital network applications. Such behaviors are likely to be associated with escapist motives. Our aim was to analyze whether escapism predicts excessive gambling, excessive gaming, and excessive internet use over time. A longitudinal sample of Finnish residents aged 18–75 years (n = 1022, 51.27% male) was surveyed at three time points during the COVID-19 pandemic in 6-month intervals: April 2021 (Time 1), October–November 2021 (Time 2), and April–May 2022 (Time 3). Of the original Time 1 respondents, 66.80% took part in the surveys at both Time 2 and Time 3. All surveys included measures for excessive gambling (Problem Gambling Severity Index), excessive gaming (Internet Gaming Disorder Test), and excessive internet use (Compulsive Internet Use Scale). Three escapism-specific questions were used to construct a dedicated escapism variable. Socio-demographic variables, alcohol consumption, and psychological distress were used as controls. The study was conducted with multilevel regression analyses using hybrid models. Our research showed that escapism had strong within-person effects on excessive gambling, B = 0.18, p = 0.003; excessive gaming, B = 0.50, p < 0.001; and excessive internet use, B = 0.77, p < 0.001 over time. The between-person effect of escapism was demonstrated on excessive gaming B = 0.91, p < 0.001, and excessive internet use B = 0.61, p = 0.036. Adverse societal events and uncertain times can manifest in excessive online behaviors motivated by escapism, highlighting a need to focus prevention efforts on healthy coping methods.en
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherMDPI AG
dc.relation.ispartofseriesInternational Journal of Environmental Research and Public Health
dc.rightsCC BY 4.0
dc.subject.otherescapism
dc.subject.otheraddiction
dc.subject.otherexcessive behaviors
dc.subject.otherinternet use
dc.subject.othergambling
dc.subject.othergaming
dc.titleEscapism and Excessive Online Behaviors : A Three-Wave Longitudinal Study in Finland during the COVID-19 Pandemic
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-202210104827
dc.contributor.laitosYhteiskuntatieteiden ja filosofian laitosfi
dc.contributor.laitosDepartment of Social Sciences and Philosophyen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.relation.issn1661-7827
dc.relation.numberinseries19
dc.relation.volume19
dc.type.versionpublishedVersion
dc.rights.copyright© 2022 by the authors. Licensee MDPI, Basel, Switzerland.
dc.rights.accesslevelopenAccessfi
dc.subject.ysorahapelit
dc.subject.ysoInternet
dc.subject.ysoeskapismi
dc.subject.ysopelihimo
dc.subject.ysoverkkopelit
dc.subject.ysoriippuvuus
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p3446
jyx.subject.urihttp://www.yso.fi/onto/yso/p20405
jyx.subject.urihttp://www.yso.fi/onto/yso/p6645
jyx.subject.urihttp://www.yso.fi/onto/yso/p20290
jyx.subject.urihttp://www.yso.fi/onto/yso/p22610
jyx.subject.urihttp://www.yso.fi/onto/yso/p9414
dc.rights.urlhttps://creativecommons.org/licenses/by/4.0/
dc.relation.doi10.3390/ijerph191912491
jyx.fundinginformationThis research was funded by The Finnish Foundation for Alcohol Studies (Gambling in the Digital Age Project, 2021–2023, PI: Atte Oksanen).
dc.type.okmA1


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