Kim Sol I, Jin Jae-Chan, Yoo Seo-Koo, Han Doug Hyun
Department of Psychiatry, Woori Children's Hospital, Seoul, Republic of Korea.
School of Social Welfare, Soongsil University, Seoul, Republic of Korea.
JMIR Pediatr Parent. 2025 Feb 11;8:e66448. doi: 10.2196/66448.
As adolescents increasingly engage with digital experiences, the internet serves as a platform for social interaction, entertainment, and learning. The COVID-19 pandemic accelerated this trend, with remote learning and restricted physical interactions driving changes in internet behavior. Adolescents spent more time on gaming and social media, reflecting a notable shift in use patterns.
We hypothesized that the COVID-19 pandemic changed internet use patterns among Korean adolescents, including content types, time spent on web-based activities, and pathological use prevalence. Additionally, we anticipated that these changes would correlate with shifts in adolescents' psychological status during the pandemic.
Data from 827 adolescents aged 12 to 15 years (n=144 in 2018, n=142 in 2019, n=126 in 2020, n=130 in 2021, n=143 in 2022, and n=142 in 2023) were gathered over 6 years from 43 middle schools across 16 regions and 1 hospital in South Korea. The demographic data collected included age, sex, and school year. Participants also provided information on their internet use patterns and levels of internet addiction. Additionally, psychological status, including mood, anxiety, attention, and self-esteem, was assessed.
There were significant differences in the depression scale (Patient Health Questionnaire 9). The Patient Health Questionnaire 9 scores for 2018, 2019, and 2023 decreased compared to those in 2020, 2021, and 2022 (F=3.07; P=.007). Regarding changes in internet use behavior, game playing among adolescents decreased after the pandemic compared to before, while watching videos increased. Additionally, the rate of problematic internet use was highest for games before COVID-19, but after COVID-19, it was highest for videos, and this trend continued until 2023 (χ=8.16, P=.04). Furthermore, this study showed that the Young's Internet Addiction Scale (YIAS) score was highest in the game group in 2018 compared to other groups before COVID-19 (F=14.63; P<.001). In 2019, both the game and video groups had higher YIAS scores than other groups (F=9.37; P<.001), and by 2022, the YIAS scores among the game, video, and Social Network Service groups did not differ significantly. The degree of influence on the severity of internet addiction was also greatest for games before COVID-19, but after COVID-19, the effect was greater for videos than for games.
During the COVID-19 pandemic, internet use for academic and commercial purposes, including remote classes and videoconferences, increased rapidly worldwide, leading to a significant rise in overall internet use time. The demand for and dependence on digital platforms is expected to grow even further in the coming era. Until now, concerns have primarily focused on the use of games, but it is now necessary to consider what types of internet behaviors cause problems and how to address them.
随着青少年越来越多地参与数字体验,互联网成为社交互动、娱乐和学习的平台。新冠疫情加速了这一趋势,远程学习和身体接触受限推动了互联网行为的变化。青少年在游戏和社交媒体上花费的时间更多,这反映出使用模式的显著转变。
我们假设新冠疫情改变了韩国青少年的互联网使用模式,包括内容类型、基于网络活动的时间以及病理性使用的患病率。此外,我们预计这些变化将与疫情期间青少年心理状态的转变相关。
在6年时间里,从韩国16个地区的43所中学和1家医院收集了827名12至15岁青少年的数据(2018年144名,2019年142名,2020年126名,2021年130名,2022年143名,2023年142名)。收集的人口统计学数据包括年龄、性别和学年。参与者还提供了他们的互联网使用模式和网络成瘾水平的信息。此外,对包括情绪、焦虑、注意力和自尊在内的心理状态进行了评估。
抑郁量表(患者健康问卷9)存在显著差异。2018年、2019年和2023年的患者健康问卷9得分与2020年、2021年和2022年相比有所下降(F = 3.07;P = 0.007)。关于互联网使用行为的变化,疫情后青少年玩游戏的时间比之前减少,而观看视频的时间增加。此外,在新冠疫情之前,游戏的问题性互联网使用率最高,但在新冠疫情之后,视频的问题性互联网使用率最高,这一趋势一直持续到2023年(χ = 8.16,P = 0.04)。此外,本研究表明,在新冠疫情之前,2018年游戏组的杨氏网络成瘾量表(YIAS)得分高于其他组(F = 14.63;P < 0.001)。2019年,游戏组和视频组的YIAS得分均高于其他组(F = 9.37;P < 0.001),到2022年,游戏组、视频组和社交网络服务组的YIAS得分没有显著差异。在新冠疫情之前,对网络成瘾严重程度的影响程度游戏也是最大的,但在新冠疫情之后,视频的影响比游戏更大。
在新冠疫情期间,包括远程课程和视频会议在内的学术和商业用途的互联网使用在全球范围内迅速增加,导致整体互联网使用时间大幅上升。在未来时代,对数字平台的需求和依赖预计将进一步增长。到目前为止,人们的担忧主要集中在游戏的使用上,但现在有必要考虑哪些类型的互联网行为会引发问题以及如何解决这些问题。