- Impact of Technology on Adolescents
- Child Development and Digital Technology
- Social Media and Politics
- Digital Mental Health Interventions
- Digital Games and Media
- Research in Social Sciences
- Gambling Behavior and Treatments
- Obesity, Physical Activity, Diet
- Psychological and Temporal Perspectives Research
- Child and Adolescent Psychosocial and Emotional Development
- Physical Activity and Health
- Gender and Technology in Education
- School Health and Nursing Education
- Health disparities and outcomes
- Eating Disorders and Behaviors
- Educational Methods and Impacts
- Patient Safety and Medication Errors
- Mobile Health and mHealth Applications
- Obesity and Health Practices
- Technology Adoption and User Behaviour
- Youth Development and Social Support
- Online Learning and Analytics
- Bullying, Victimization, and Aggression
- Substance Abuse Treatment and Outcomes
- Nutritional Studies and Diet
University of Oulu
2017-2025
Oulu University of Applied Sciences
2016-2025
Oulu University Hospital
2025
UCLouvain
2016
Background and aims Despite many positive benefits, mobile phone use can be associated with harmful detrimental behaviors. The aim of this study was twofold: to examine (a) cross-cultural patterns perceived dependence on phones in ten European countries, first, grouped four different regions (North: Finland UK; South: Spain Italy; East: Hungary Poland; West: France, Belgium, Germany, Switzerland), second by country, (b) how socio-demographics, geographic differences, usage patterns,...
The aim of this study was to identify problematic gaming behavior among Finnish adolescents and young adults, evaluate its connection a variety psychological, social, physical health symptoms.This cross-sectional conducted with random sample 293 respondents aged from 13 24 years. Participants completed an online survey. Problematic measured the Game Addiction Scale (GAS). Self-reports covered measures such as psychological (psychopathological symptoms, satisfaction life), social (preferences...
Background and aims Gaming applications have become one of the main entertainment features on smartphones, this could be potentially problematic in terms dangerous, prohibited, dependent use among a minority individuals. A cross-national study was conducted Belgium Finland. The aim to examine relationship between gaming smartphones self-perceived smartphone via an online survey ascertain potential predictors. Methods Short Version Problematic Mobile Phone Use Questionnaire (PMPUQ-SV)...
Background: The present study compared adult usage patterns of online activities, the frequency rate problematic internet use (PIU), and risk factors (including psychopathology associated with PIU, i.e., distress impulsivity) among adults in 15 countries from Europe, America, Asia. Methods: A total 5130 Belgium, Finland, Germany, Italy, Spain, France, Switzerland, Hungary, Poland, UK, Norway, Peru, Canada, US, Indonesia completed an survey assessing PIU a number psychological variables...
The prevalence of mobile phone use across the world has increased greatly over past two decades. Problematic Mobile Phone Use (PMPU) been studied in relation to public health and comprises various behaviours, including dangerous, prohibited, dependent use. These types problematic behaviours are typically assessed with short version Questionnaire (PMPUQ⁻SV). However, date, no study ever examined degree which PMPU scale assesses same construct different languages. aims present were (i)...
The 14-item Compulsive Internet Use Scale (CIUS) is one of the most frequently internationally adapted psychometric instruments developed to assess generalized problematic use. Multiple adaptations this instrument have led versions in different languages (e.g., Arabic and French), numbers items from 5 16 instead original 14). However, date, CIUS has never been simultaneously compared validated several versions. Consequently, present study tested properties four (i.e., CIUS-14, CIUS-9,...
The socioeconomic status of parents is reportedly closely related to the digital screen usage and physical inactivity levels children adolescents. Internalizing externalizing behavior characteristics may be linked these associations explain them. purpose present study was investigate effects parents' (SES) on youths' total time along with through internalizing characteristics. Thus, we examined between (using scores based several indicators) adolescents' exposure level, together potentially...
The aim of the study was to identify associations between problematic social media use (PSMU), type internet activity, various background factors, psychosocial factors (mood, fear missing out, need belong, relationships) and COVID-19-pandemic's impacts on among young adults in Finland. Data were collected from 381 aged 18–35 (M = 26.01; SD 4.55) Finland through a web-based survey conducted during autumn 2020. PSMU identified using Bergen Social Media Addiction Scale. Nine types platform used...
Good social relationships with parents and peers protect children adolescents from developing mental disorders in adulthood while several negative experiences increase the risk of depression later life.We used population-based cohort data Northern Finland Birth Cohort (NFBC) 1986. Participants (n = 6147), their teachers reported factors associated environment adolescents. Diagnoses members were derived Finnish nationwide registers. We conducted regression analyses to assess which childhood...
Introduction Problem gambling forms a continuum of severity from mild to moderate and severe. While most young individuals who gamble do so responsibly, for some becomes problem with severe negative consequences. Excessive is strongly linked substance use other behavioral addictions, particularly among students. Methods In this study we draw large sample higher education students evaluate the links between behavior, socioeconomic status, mental health, alcohol potentially addictive...
This study was conducted to investigate the psychometric properties of Finnish version Internet Gaming Disorder Test ( IGDT ‐10), identify proportion displaying problematic gaming behavior PGB ) among vocational school students, and characterize relationships between sociodemographic factors characteristics predicting in this population. cross‐sectional involving 773 students (mean age 17.5 years). Socio‐demographic were established using a web‐based survey. A confirmatory factor analysis...
Multiplatform digital media use and gaming have been increased in recent years. The aim of this study was to examine associations between sociodemographics behavior characteristics (i.e., time, medium, genres) with problematic adolescents. A convenience sample Finnish junior high school students (n = 560; mean age 14 years, ranging from 12 16 years) participated the cross-sectional survey, which, 83% 465) reported having played games regularly. Sociodemographic data, different forms use,...
Purpose: Adolescents’ excessive social media use has characteristics similar to other addictive behaviours. This study aims explore whether the same risk factors are associated with as gaming and gambling among Finnish adolescents. Methods: Multinomial logistic regression analyses were carried out using European School Survey Project on Alcohol Other Drugs data, collected from adolescents aged 15–16 in 2019 (n = 4595). Results: Excessive of was more common girls (reported by 46% respondents)...
Abstract Problematic Internet use is recognised as an emerging public health issue, particularly among young adults. Yet, there scarce information on problematic a predictor for academic burnout. This study aimed to identify burnout’s association with both and specific health-risk behaviour higher education students. We analysed the population-based cross-sectional survey data (with post-stratification weighting) of Finnish Data was collected in 2021 ( n = 6258; age 18–34). Regression...
The objective of this work was to examine the connections between problematic digital gaming and various health-related behavior characteristics in a population vocational school students. Data collection performed (N = 1335) via an online survey units northern Finland. incorporated Internet Gaming Disorder Test (IGD10) as well self-reported measures including questions on socio-demographics, information living arrangements participants, habits, behaviors. Eighty-four percent (n 773)...