Abstract Background Concerns have been raised of a potential connection between excessive online activity outside the academic realm and increased levels of psychological distress in young people. Young Minds Matter: the second Australian Child and Adolescent Survey of Mental Health and Wellbeing provides estimates of the prevalence of online activity and allows an exploration of associations between this activity, a range of mental disorders, socio-demographic characteristics and risk taking behaviour. Methods Based on a randomized nationally representative sample, a household survey of mental health and wellbeing (Young Minds Matter) was conducted in 2013-14. Interviews were conducted with 6,310 parents and carers of 4–17 year-olds (55 % ...
Objective: Problematic video-gaming or social media use may seriously affect adolescents’ health sta...
First online: 15 February 2016Adolescents are known to be an at-risk population for developing Inter...
Nowadays, children live in the world of modern technologies, which have be-come an integral part of ...
Abstract Background There has been rapid increase in time spent using Internet as a platform for ent...
Objectives: The aim of the present study was to evaluate the levels of possible internet addiction, ...
In the present cyber age, Internet gaming disorder (IGD) and risky online behaviour are prevalent, a...
Problem An important environmental factor affecting adolescents today is undoubtedly technological ...
Objective: Problematic video-gaming or social media use may seriously affect adolescents' health sta...
ObjectivesMost of the evidence on the effects of internet use on mental health derives from cross-se...
Background: Evidence on whether the amount of time children spend online affects their mental health...
Abstract Background This study investigated the Internet and game use of secondary school children, ...
OBJECTIVES: The aim of the present study was to evaluate the levels of possible internet addiction, ...
Objectives: To examine the relationship between young Australians’ cyberbullying experiences, their ...
BACKGROUND: Internet addiction (IA) currently is the major public health concern, especially in adol...
Abstract Previous large-scale studies suggest that internet gaming disorder (IGD) among children and...
Objective: Problematic video-gaming or social media use may seriously affect adolescents’ health sta...
First online: 15 February 2016Adolescents are known to be an at-risk population for developing Inter...
Nowadays, children live in the world of modern technologies, which have be-come an integral part of ...
Abstract Background There has been rapid increase in time spent using Internet as a platform for ent...
Objectives: The aim of the present study was to evaluate the levels of possible internet addiction, ...
In the present cyber age, Internet gaming disorder (IGD) and risky online behaviour are prevalent, a...
Problem An important environmental factor affecting adolescents today is undoubtedly technological ...
Objective: Problematic video-gaming or social media use may seriously affect adolescents' health sta...
ObjectivesMost of the evidence on the effects of internet use on mental health derives from cross-se...
Background: Evidence on whether the amount of time children spend online affects their mental health...
Abstract Background This study investigated the Internet and game use of secondary school children, ...
OBJECTIVES: The aim of the present study was to evaluate the levels of possible internet addiction, ...
Objectives: To examine the relationship between young Australians’ cyberbullying experiences, their ...
BACKGROUND: Internet addiction (IA) currently is the major public health concern, especially in adol...
Abstract Previous large-scale studies suggest that internet gaming disorder (IGD) among children and...
Objective: Problematic video-gaming or social media use may seriously affect adolescents’ health sta...
First online: 15 February 2016Adolescents are known to be an at-risk population for developing Inter...
Nowadays, children live in the world of modern technologies, which have be-come an integral part of ...