Social Media, Online Gaming, and Cyberbullying during the COVID-19 Pandemic: The Mediation Effect of Time Spent Online
Abstract
:1. Introduction
1.1. Sex Differences in the Use of Social Media and Online Gaming
1.2. Sex Differences in Cyberbullying
1.3. The Impact of the COVID-19 Pandemic on Cyberbullying: More Time Spent Online as a Risk Factor
1.4. Current Study
2. Materials and Methods
2.1. Participants
2.2. Measures
- Cybervictimization during the pandemic. The following question was used to assess the experience of cybervictimization during the pandemic: Indicate whether you experienced something similar during the COVID-19 pandemic in your social relationships with your friends and/or classmates. Participants could answer multiple options that were: I felt that social relationships alone replaced the need for face-to-face contact with classmates, friends, and family (video calls, chats, etc.) = 1; I used social to tease someone because it could not be done in person = 2; I have noticed that classmates or people I know have been teased the most = 3; I have been teased the most = 4; I have organized social jokes towards a classmate, friend, or acquaintance = 5; The exclusive use of social media to relate to others has made it difficult to resume normal relationships in person, after lockdown, creating a minimum of embarrassment to relate again not behind a screen = 6; None of the previous options = 7. For the analysis, the response of interest—I have been teased the most—was isolated and assigned a score of 0 for those who had not had that particular experience and a score of 1 for those who had. In this way, the variable was converted into a dichotomous variable.
- Cyberbullying perpetration during the pandemic. The following question was used to assess the experience of cyberbullying during the pandemic: Indicate whether you experienced anything similar during the COVID-19 pandemic in your social relationships with your friends and/or classmates. Participants could answer multiple options that were: I felt that social relationships alone replaced the need for face-to-face contact with classmates, friends, and family (video calls, chats, etc.) = 1; Social media was used to tease someone because it could not be done in person = 2; I have noticed that I have been teased the most = 3; I have organized social teasing toward a classmate, friend, or acquaintance = 4; The exclusive use of social media to relate to others made it difficult to resume normal in-person relationships after lockdown, creating a modicum of awkwardness to relate again not behind a screen = 5; None of the above options = 6. For the analyses, the response of interest—I have organized social teasing toward a classmate, friend, or acquaintance—was isolated and assigned a score of 0 for those who had not had that particular experience and a score of 1 for those who had. In this way, the variable was converted into a dichotomous variable.
- Time spent online. One item assessed the time, in terms of the number of hours, spent online, excluding the time spent in distance school learning (“How many hours a day do you spend online on average (excluding remote school learning)?”). The item was scored on a 6-point Likert scale as follows: 1 = 1 h; 2 = 2 h; 3 = 3 h; 4 = 4 h; 5 = 5 h; 6 = more than 5 h.
- Online activities. Participants answered, with multiple options, to the following question: “What activities do you carry out online?”. The options were: social media (TikTok, Instagram, WhatsApp, etc.) = 1; online games (Fortnite, Minecraft, Roblox, FIFA, etc.) = 2; Graphics (photo editing; video editing; etc.) = 3; streaming TV or other videos to watch (YouTube; etc.) = 4; live online courses (e.g., music courses) = 5. For the analysis, the responses of interest—social media (TikTok, Instagram, WhatsApp, etc.) and online games (Fortnite, Minecraft, Roblox, FIFA, etc.)—were isolated and assigned a score of 0 for those who did not use both social media and online games and a score of 1 for those who both used social media and online games. In this way, the variables were converted into dichotomous variables.
2.3. Procedure
2.4. Statistical Analysis
3. Results
3.1. Descriptives Statistics
3.1.1. Model 1: Cyberbullying Perpetration during the COVID-19 Pandemic through the Use of Social Media
3.1.2. Model 2: Cybervictimization during the COVID-19 Pandemic through the Use of Social Media
3.1.3. Model 3: Cyberbullying Perpetration during the COVID-19 Pandemic through Games Online
3.1.4. Model 4: Cybervictimization during the COVID-19 Pandemic through Games Online
4. Discussion
5. Limitations and Future Directions
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Mean (SD) | 1 | 2 | 3 | 4 | 5 | 6 | |
---|---|---|---|---|---|---|---|
1. Social media | 0.86 (0.35) | _ | |||||
2. Online game | 0.47 (0.50) | −0.13 *** | _ | ||||
3. Time spent online | 3.91 (1.41) | 0.17 *** | 0.06 *** | _ | |||
4. Cyberbullying | 0.16 (0.87) | 0.04 ** | 0.02 | 0.04 ** | _ | ||
5. Cybervictimization | 0.05 (0.21) | 0.01 | 0.05 ** | 0.04 ** | 0.05 ** | _ | |
6. Sex (Boys = 0) | 0.52 (0.50) | 0.23 *** | −0.56 *** | 0.05 ** | 0.01 | −0.04 * | _ |
Mean (SD) | t-Test | df | p | Cohen’s d | ||
---|---|---|---|---|---|---|
1. Social media | Boys | 0.77 (0.42) | −15.45 | 3310.76 | <0.001 | 0.47 |
Girls | 0.93 (0.25) | |||||
2. Online game | Boys | 0.77 (0.42) | 44.92 | 4241.82 | <0.001 | 1.36 |
Girls | 0.20 (0.40) | |||||
3. Time spent online | Boys | 3.84 (1.41) | −3.16 | 4336 | <0.001 | 0.10 |
Girls | 3.98 (1.40) | |||||
4. Cyberbullying | Boys | 0.04 (0.20) | 2.39 | 4007.80 | <0.01 | 0.07 |
Girls | 0.03 (0.16) | |||||
5. Cybervictimization | Boys | 0.04 (0.20) | −0.75 | 4336 | 0.226 | 0.02 |
Girls | 0.05 (0.22) |
Mediator Variable Model | B Log Odds | SE | LLCI | ULCI |
---|---|---|---|---|
Social media→Time online | −0.02 | 0.18 | −0.38 | 0.35 |
Sex→Time online | −0.44 ** | 0.13 | −0.69 | −0.19 |
Social media * Sex→Time online | 0.53 ** | 0.14 | 0.26 | 0.80 |
Dependent Variable Model | ||||
Social media→Cyberbullying | 0.92 *** | 0.42 | 0.20 | 1.64 |
Time online→Cyberbullying | 0.15 * | 0.06 | 0.03 | 0.28 |
Conditional Indirect Effect For Moderation Variable (Sex) | Effect | Boot SE | Boot LLCI | Boot ULCI |
Sex [Boys]: Social media→Time online→Cyberbullying | 0.08 | 0.04 | 0.01 | 0.15 |
Sex [Girls]: Social media→Time online→Cyberbullying | 0.16 | 0.07 | 0.25 | 0.31 |
Index of Moderated Mediation | 0.08 | 0.04 | 0.01 | 0.17 |
Mediator Variable Model | B Log Odds | SE | LLCI | ULCI |
---|---|---|---|---|
Social media→Time online | −0.02 | 0.18 | −0.38 | 0.35 |
Sex→Time online | −0.44 ** | 0.13 | −0.69 | −0.19 |
Social media * Sex→Time online | 0.53 ** | 0.14 | 0.26 | 0.80 |
Dependent Variable Model | ||||
Social media→Cybervictimization | 0.14 | 0.22 | −0.29 | 0.58 |
Time online→Cybervictimization | 0.14 * | 0.05 | 0.03 | 0.23 |
Conditional Indirect Effect For Moderation Variable (Sex) | Effect | Boot SE | Boot LLCI | Boot ULCI |
Sex [Boys]: Social network→Time online→Cybervictimization | 0.07 | 0.03 | 0.01 | 0.14 |
Sex [Girls]: Social network→Time online→Cybervictimization | 0.14 | 0.06 | 0.03 | 0.27 |
Index of Moderated Mediation | 0.07 | 0.04 | 0.01 | 0.15 |
Mediator Variable Model | B Log Odds | SE | LLCI | ULCI |
---|---|---|---|---|
Game online→Time online | 0.69 *** | 0.16 | 0.37 | 1.01 |
Sex→Time online | 0.44 *** | 0.07 | 0.30 | 0.58 |
Game online * Sex→Time online | −0.23 * | 0.10 | −0.43 | −0.03 |
Dependent Variable Model | ||||
Game online→Cyberbullying | 0.23 | 0.17 | −0.11 | 0.58 |
Time online→Cyberbullying | 0.18 ** | 0.06 | 0.05 | 0.30 |
Conditional Indirect Effect For Moderation Variable (Sex) | Effect | Boot SE | Boot LLCI | Boot ULCI |
Sex [Boys]: Game online→Time online→Cyberbullying | 0.08 | 0.03 | 0.02 | 0.15 |
Sex [Girls]: Game online→Time online→Cyberbullying | 0.04 | 0.02 | 0.01 | 0.09 |
Index of Moderated Mediation | −0.04 | 0.02 | −0.10 | −0.002 |
Mediator Variable Model | B Log Odds | SE | LLCI | ULCI |
---|---|---|---|---|
Game online→Time online | 0.69 *** | 0.16 | 0.37 | 1.01 |
Sex→Time online | 0.44 *** | 0.07 | 0.30 | 0.58 |
Game online * Sex→Time online | −0.23 * | 0.10 | −0.43 | −0.03 |
Dependent Variable Model | ||||
Game online→Cybervictimization | 0.42 ** | 0.15 | 0.13 | 0.70 |
Time online→Cybervictimization | 0.13 ** | 0.05 | 0.03 | 0.23 |
Conditional Indirect Effect For Moderation Variable (Sex) | Effect | Boot SE | Boot LLCI | Boot ULCI |
Sex [Boys]: Game online→Time online→Cybervictimization | 0.06 | 0.03 | 0.01 | 0.12 |
Sex [Girls]: Game online→Time online→Cybervictimization | 0.03 | 0.02 | 0.004 | 0.07 |
Index of Moderated Mediation | −0.03 | 0.02 | −0.07 | 0.000 |
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Marinoni, C.; Rizzo, M.; Zanetti, M.A. Social Media, Online Gaming, and Cyberbullying during the COVID-19 Pandemic: The Mediation Effect of Time Spent Online. Adolescents 2024, 4, 297-310. https://doi.org/10.3390/adolescents4020021
Marinoni C, Rizzo M, Zanetti MA. Social Media, Online Gaming, and Cyberbullying during the COVID-19 Pandemic: The Mediation Effect of Time Spent Online. Adolescents. 2024; 4(2):297-310. https://doi.org/10.3390/adolescents4020021
Chicago/Turabian StyleMarinoni, Carlo, Marco Rizzo, and Maria Assunta Zanetti. 2024. "Social Media, Online Gaming, and Cyberbullying during the COVID-19 Pandemic: The Mediation Effect of Time Spent Online" Adolescents 4, no. 2: 297-310. https://doi.org/10.3390/adolescents4020021
APA StyleMarinoni, C., Rizzo, M., & Zanetti, M. A. (2024). Social Media, Online Gaming, and Cyberbullying during the COVID-19 Pandemic: The Mediation Effect of Time Spent Online. Adolescents, 4(2), 297-310. https://doi.org/10.3390/adolescents4020021