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Problematic social media attention at Jugendlichen Steigt › iphone-ticker.de

An active organization of the World Health Organization WHO has conducted a study on the use of social media and mobile games in Europe, Central Asia and Canada. Important observation: The deliberate use of social media offers by youth is not caused by.

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Move towards more conscious use

While in 2018 7% of young nutzung were still used, in 2022 this was 11%. If there is a business approach, while social media goes to work at other costs, this can have negative consequences for physical and mental health. Other people affected by the WHO study study are more like intensive young people and moist nutzungsmuster.

The first part of the description is in English: it has never been so intensive with social media, where young people can play more and longer digital feature films. So 44% of 15-year-olds who have had a continuous online contact with friends, where young people have all come into the gaming possession. The usefulness of social media is with the 13-year-olds who are aware, conscious messages are shared by those alternative groups who are on their guard.

The main research of the study

  • Zunahme more sensible Social Media-Nutzung: 2022, 11% of the youth population increased, compared to 7% in 2018.
  • Historical specific observations: Mädchen nutzen soziale Medien häufiger and intenser as Jungen, während Jungen more Zeit with digital Spielen verringen.
  • Higher Online Contact: 36% of young people from regular online contact who are 15 years old have been affected since (44%).
  • Anstieg more aware Gaming-Nutzung: 12% of the youthful age, a played game to develop stories, among the young.
  • Alternative Utility Sample: Problematic social media expressions are 13 years old; Gaming peaks among boys at 13 and 15 years old.
  • Socio-economic factors: Problematic nutzung can vary from socio-economic groups, but we are still young with less status more active social media nutzung.
  • Intensive Use of Social Media and Gaming: 22% of the youth game and a typical Tag at least four hours.
  • High temperatures in young people: 68% of young people do not play problematic games, 16% are uninterested, addicted to developing story ideas.
  • Management of online contacts: Most young people have ongoing contact with new friends (26%), but fewer have online relationships (7%).
  • Empfehlungen für Regulierungen: Urgent and Maßnahmen zur Stärkung der Zugangsregulierung und Förderung eines gesunden Umgangs with digital technology.

Hand lung damage during regular lungs

The very worth it, it is one of the most recent digital media media in a simple and simple view. Die WIE has chosen to take urgent measures to the Länder to regulate the regulation of digital technology. If you click on the notorious pivot points, you can start the program, which helps young, a healthy balance between online and offline activities that you can find. Make sure you get a special offer.

Empfehlungen für Politik und Eltern

The WHO has parents, teachers and political separation obstacles, the intensive and used utility relationships better observed, a future soul for their can. If the industry is used, alternative mechanisms and switching mechanisms are constructed in the game.

The investigation is the part of the regular „Health Behavior in School-aged Children“ (HBSC)-Study, which has spanned 40 years. The jetzt veröffentlichte Erfasste die Gesundheitsgeohhnheiten von Schülerinnen und Schülern im Alter von 11, 13 und 15 Jahren in 44 Ländern.