This study explores the algorithmic skills of on-demand gig workers, such as food delivery workers and ride-hailing drivers, who navigate algorithmic management on a daily basis. While algorithms often constrain worker autonomy and reduce labor processes to standardized routines, we argue that gig workers cultivate practical algorithmic skills through their experiences. Drawing on interviews with 20 workers, we identify three dimensions of algorithmic skills: algorithmic awareness, algorithm learning and comprehension, and algorithm utilization and mastery, encompassing nine specific indicators: awareness of algorithm presence, recognition of data dependency, awareness of algorithmic evolution, understanding input–output relationships, reverse engineering, collaborative learning of algorithms, exploiting platform rules, leveraging technical tools, and experience-based decision-making. These skills afford workers meaningful agency, enabling them to navigate and occasionally challenge platform control. Compared with analyses rooted in the control-resistance framework, the algorithmic skill framework offers a more constructive and sustainable pathway for the future of human–algorithm collaboration in workplace contexts. This study also highlights the need to contextualize algorithmic skills within specific sociotechnical and occupational frameworks.
With the global aging population rapidly increasing, video games have emerged as a potential tool for enhancing the well-being of older adults. Drawing on socioemotional selectivity theory and the social convoy model, this study examined the social motivations driving older gamers and their relationship with well-being, emphasizing the mediating roles of social interactions (both online and offline) and social support (both online and offline). Data were collected through an online survey from 315 older gamers (44.4% female, Mage = 64.95) in China. The results indicated that social interaction and family bonding motive was positively related to both online and offline interaction. Online interactions were positively associated with both online and offline social support, while offline interactions were positively associated with offline social support. Online support was negatively associated with negative affect. Offline support was positively associated with life satisfaction, positive affect, and negative affect. The significance and limitations were discussed.
In today's digital age, online learning has become vital for adapting to the rapid pace of technological advancement. Despite its growing importance, the motivations behind online learning and its benefits, particularly for older adults, remain underexplored. This study investigates the link between motivation and media literacy, as well as the influence of media literacy on emotional and financial well-being among older online users aged 60 to 81. Data were collected through a web-based survey of 312 Chinese participants. The findings reveal that motivation is a significant predictor of media literacy, which, in turn, positively impacts emotional well-being online. Furthermore, while higher media literacy is associated with greater income levels, this relationship appears unaffected by the users' geographical locations. These insights underscore the need for tailored policies and customized training programs to better support the older adults in navigating the digital landscape in China.
PURPOSE:Despite increasing research on blind and visually impaired (BVI) gamers, little is known about their motivations, gaming time, and the social benefits of online games. This study investigated gaming motivation and gaming time of BVI players, as well as their associations with well-being, using a popular massively multiplayer online role-playing game (MMORPG) as an example. It also examined the relationships between different types of visual impairments, gaming motivation, time, and well-being. METHODS:Based on a review of existing literature on the potential effects of online games on people with BVI, this study used a mixed-methods approach. Semi-structured interviews with 21 participants were conducted to gather in-depth qualitative insights. Questionnaires were administered to a total sample of 209 participants, both online and offline, to collect quantitative data. RESULTS:A motivation scale specific to BVI gamers in MMORPG was developed and validated. Six motivations were identified and verified: fun, relationship initiation, relationship maintenance, venting emotions, killing time, and achievement. Fun and killing time positively predicted well-being, whereas venting emotions and relationship maintenance negatively predicted well-being. Total gaming time was positively associated with self-esteem. Totally blind and those with acquired impairments tend to spend more time on gaming, highlighting interesting nuances in gaming behaviors within the BVI community. CONCLUSIONS:This study provides insight into the relationship between online gaming and well-being of BVI individuals. These findings underscore the importance of further research and the development of inclusive gaming environments that enhance the well-being of BVI players.
Generative large language models (LLMs), such as ChatGPT, have significant potential for qualitative data analysis. This paper aims to provide an early insight into how LLMs can enhance the efficiency of text coding and qualitative analysis, and evaluate their reliability. Using a dataset of semistructured interviews with blind gamers, this study provides a step-by-step tutorial on applying ChatGPT 4-Turbo to the grounded theory approach. The performance of ChatGPT 4-Turbo is evaluated by comparing its coding results with manual coding results assisted by qualitative analysis software. The results revealed that ChatGPT 4-Turbo and manual coding methods exhibited reliability in many aspects. The application of ChatGPT 4-Turbo in grounded theory enhanced the efficiency and diversity of coding and updated the overall grounded theory process. Compared with manual coding, ChatGPT showed shortcomings in depth, context, connections, and coding organization. Limitations and recommendations for applying artificial intelligence in qualitative research were also discussed.
The effect of digital media use on psychological well-being has been debated among scholars and the public for a long time. This study investigates the relationship between various types of media use and psychological well-being. It was proposed that communication media such as phone calls, texting, and instant messaging positively correlate with well-being. In contrast, the usage of social network sites (SNSs) and online gaming would be negatively correlated. To test this hypothesis, we conducted a meta-analysis of 292 studies. The meta-analysis revealed a positive correlation between phone calls and psychological well-being and a negative correlation between online gaming and psychological well-being. However, the overall correlations between digital media use and well-being were weak. Furthermore, the impact of digital media on well-being was influenced by how technology was utilized. For example, using SNSs for entertainment was linked to better well-being, whereas self-presentation and content consumption on SNSs were correlated to poorer well-being.
BACKGROUND:This paper explores the widely discussed relationship between electronic media use and sleep quality, indicating negative effects due to various factors. However, existing meta-analyses on the topic have some limitations. OBJECTIVE:The study aims to analyze and compare the impacts of different digital media types, such as smartphones, online games, and social media, on sleep quality. METHODS:Adhering to Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines, the study performed a systematic meta-analysis of literature across multiple databases, including Web of Science, MEDLINE, PsycINFO, PubMed, Science Direct, Scopus, and Google Scholar, from January 2018 to October 2023. Two trained coders coded the study characteristics independently. The effect sizes were calculated using the correlation coefficient as a standardized measure of the relationship between electronic media use and sleep quality across studies. The Comprehensive Meta-Analysis software (version 3.0) was used to perform the meta-analysis. Statistical methods such as funnel plots were used to assess the presence of asymmetry and a p-curve test to test the p-hacking problem, which can indicate publication bias. RESULTS:Following a thorough screening process, the study involved 55 papers (56 items) with 41,716 participants from over 20 countries, classifying electronic media use into "general use" and "problematic use." The meta-analysis revealed that electronic media use was significantly linked with decreased sleep quality and increased sleep problems with varying effect sizes across subgroups. A significant cultural difference was also observed in these effects. General use was associated with a significant decrease in sleep quality (P<.001). The pooled effect size was 0.28 (95% CI 0.21-0.35; k=20). Problematic use was associated with a significant increase in sleep problems (P≤.001). The pooled effect size was 0.33 (95% CI 0.28-0.38; k=36). The subgroup analysis indicated that the effect of general smartphone use and sleep problems was r=0.33 (95% CI 0.27-0.40), which was the highest among the general group. The effect of problematic internet use and sleep problems was r=0.51 (95% CI 0.43-0.59), which was the highest among the problematic groups. There were significant differences among these subgroups (general: Qbetween=14.46, P=.001; problematic: Qbetween=27.37, P<.001). The results of the meta-regression analysis using age, gender, and culture as moderators indicated that only cultural difference in the relationship between Eastern and Western culture was significant (Qbetween=6.69; P=.01). All funnel plots and p-curve analyses showed no evidence of publication and selection bias. CONCLUSIONS:Despite some variability, the study overall confirms the correlation between increased electronic media use and poorer sleep outcomes, which is notably more significant in Eastern cultures.
We examined the symptoms network of Internet Gaming Disorder (IGD). We recruited 793 heavy game players online and 184 of them were diagnosed with IGD. We measured IGD via the 27-item IGD Scale and analyzed symptoms to examine how they interacted with each other to drive the addictive behaviors. Furthermore, we added motives and psychological well-being variables into the network. We found that the most central symptoms were conflict, withdrawal, and tolerance. Overall, two distinct groups of symptoms were discovered: one group for addictive symptoms and the other for psychological consequences.
In the current study, we aimed to investigate the network structure of COVID-19 symptoms and its related psychiatric symptoms, using a network approach. Specifically, we examined how COVID-19 symptoms relate to psychiatric symptoms and highlighted potential pathways between COVID-19 severity and psychiatric symptoms. With a sample of six hundred seventy-five recovered COVID-19 patients recruited 1 month after hospital discharge, we respectively integrated COVID-19 symptoms with PTSD, depression, and anxiety symptoms and analyzed the three network structures. In all three networks, COVID-19 severity and ICU admission are not linked directly to COVID-19 symptoms after hospitalization, while COVID-19 severity (but not ICU admission) is linked directly to one or more psychiatric symptoms. Specific pathways between COVID-19 symptoms and psychiatric symptoms were discussed. Finally, we used directed acyclic graph estimation to show potential causal effects between COVID-19 related variables and demographic characteristics.
Citation: Liu D, Liu W, Rodriguez M, Zhang J and Zhang F (2021) The Mental Health Impacts of COVID-19 on Pediatric Patients Following Recovery. Front. Psychol. 12:628707. doi: 10.3389/fpsyg.2021.628707
2021) to concerns regarding the integrity of the above paper.The issues raised include the following:• The authors incorrectly note a significant relationship between online gaming and well-being.They discuss this result in the abstract and in the text as though it is significant.However, the material in the paper shows that it is not significant.The reported effect in this paper appears to be driven by a single study Lee et al., 2015.The Lee study appears to be an outlier that was miscoded by the authors.The effect size for online gaming and anxiety in the Lee study was coded as r ¼ .41where it was reported as being r ¼ .17.If the Lee study is dropped from the analysis the results are strongly affected.This brings the potential for generalizing the results into question.• Other miscodings in the paper include the incorrect reporting of gender and location of the van den Eijnden et al. 2008 study.There is similar confusion in the reporting of the Longman (2014) study, the Scott (2015) study, and others.• All told, a significant portion of the material that is reported has incorrect information.These mistakes mischaracterize the studies reported in the paper and can have an effect on the main analysis.
최근에 이주민에 대한 사회적 관심이 높아졌는데 한국의 가장 대표적이고 오래된 이민자 집단인 ‘화교’는 많은 주목을 받지 못했다. 본 연구는 3/4세대 화교의 삶과 그들이 한국에서 경험하는 사회적 지지를 탐색하는데 목적을 두었다. 이를 위해 본 연구는 수도권 지역에 거주하는 화교 네 명을 대상으로 심층 인터뷰를 수행하였다. 본 연구는 스트라우스와 코빈(Strauss & Corbin, 1998)의 근거이론에서 제시된 "코딩 3단계" 중의 "개방 코딩"을 중심으로 이루어졌으며 총 20개의 개념과 10개의 하위 범주, 3개의 범주가 도출되었다. 연구결과는 다음과 같다. (1) 3/4세대 화교가 주로 제도적 지원, 사회환경 그리고 화교 공동체로부터 사회적 지지를 받고 있는 것으로 나타났다. (2) 1/2세대 화교에 비해 젊은 세대가 경험하는 더 많은 제도적 지지를 받고 있고 비교적 더 우호적 사회분위기에서 생활하고 있는 반면 화교 공동체가 그들에게 미치는 영향이 점점 감소되고 있다. 그러나 (3) 젊은 화교들에게 제공되는 지지와 그들의 실제로 지각되는 지지 간의 격차가 존재한다. 이와 같은 결과는 한국사회의 구성원으로서 화교를 포함한 이주민들의 삶에 대한 이해와 다문화정책의 나아갈 방향을 모색하는 데 있어서 기초 자료로 활용될 수 있기를 기대한다.
The coronavirus disease 2019 (COVID-19) pandemic can have a profound impact on the mental health of patients who survived the illness. However, little is known about the prevalence rate of mental health disorders among hospital discharged COVID-19 patients and its associated factors. A cross-sectional survey of hospital discharged patients was conducted April 11-22, 2020 in Wuhan, China (where the pandemic began). 675 participants completed the survey, including 90 (13.3%) medical staff (physicians and nurses who had been ill). We used Fisher's exact test and multivariable logistic regression methods to explore the risk factors associated with mental health problems (anxiety, depression, and PTSD symptoms associated with COVID-19 hospitalization). Adverse mental health effects of COVID-19 are evident after discharge from the hospital, with sleep difficulties highlighted as a central issue. As we found that perceived discrimination was a central predictor of mental illness, preventing and addressing social stigma associated with COVID-19 may be crucial for improving mental health for recovered patients.
Background: The number of deaths worldwide caused by coronavirus disease (COVID-19) is increasing rapidly. Information about the clinical characteristics of patients with COVID-19 who were not admitted to hospital is limited. Some risk factors of mortality associated with COVID-19 are controversial (eg, smoking). Moreover, the impact of city closure on mortality and admission rates is unknown. Objective: The aim of this study was to explore the risk factors of mortality associated with COVID-19 infection among a sample of patients in Wuhan whose conditions were reported on social media. Methods: We enrolled 599 patients with COVID-19 from 67 hospitals in Wuhan in the study; 117 of the participants (19.5%) were not admitted to hospital. The demographic, epidemiological, clinical, and radiological features of the patients were extracted from their social media posts and coded. Telephone follow-up was conducted 1 month later (between March 15 and 23, 2020) to check the clinical outcomes of the patients and acquire other relevant information. Results: The median age of patients with COVID-19 who died (72 years, IQR 66.5-82.0) was significantly higher than that of patients who recovered (61 years, IQR 53-69, P<.001). We found that lack of admission to hospital (odds ratio [OR] 5.82, 95% CI 3.36-10.1; P<.001), older age (OR 1.08, 95% CI 1.06-1.1; P<.001), diffuse distribution (OR 11.09, 95% CI 0.93-132.9; P=.058), and hypoxemia (odds ratio 2.94, 95% CI 1.32-6.6; P=.009) were associated with increasing odds of death. Smoking was not significantly associated with mortality risk (OR 0.9, 95% CI 0.44-1.85; P=.78). Conclusions: Older age, diffuse distribution, and hypoxemia are factors that can help clinicians identify patients with COVID-19 who have poor prognosis. Our study suggests that aggregated data from social media can also be comprehensive, immediate, and informative in disease prognosis.
Parental knowledge of a child’s whereabouts, activities, and relationships is one of the most salient factors protecting adolescents against delinquency and misconduct. It is important to understand which strategies are the most effective. Little is known about the relative strength of associations between different parental strategies and parental knowledge, as well as the potential moderating factors of these associations. Seeking to clarify the effectiveness of various strategies in providing parents with knowledge about their adolescent (ages 10–18) offspring’s activities and relationships, this meta-analytic review of 32 studies showed that children’s disclosure was significantly better than any parental strategy except for parental warmth, which, along with behavioral control, seems to set the stage for the effectiveness of children’s disclosure. Consistent with previous findings, psychological control was found to be the strategy with the lowest effect size. Further moderation analyses suggested that behavioral control had a better effect in Eastern than in Western cultures. Longitudinal studies were infrequent and displayed significantly lower effect sizes than one-time (correlational) studies for parental solicitation and children’s disclosure. Parental warmth was the best long-acting strategy. The effect of behavioral control was higher for mothers than fathers, suggesting that behavioral control was better executed by mothers. These findings enhance our understanding of primary sources of parental knowledge of adolescents’ activities and relationships. Implications for future research and design of interventions are also discussed.
The puzzle of whether digital media are improving or harming psychological well-being has been plaguing researchers and the public for decades. Derived from media richness theory, this study proposed that phone calls and texting improve well-being, while use of social network sites (SNSs), instant messaging (IM), and online gaming may displace other social contacts and, thereby, impair well-being. To test this hypothesis, a meta-analysis of 124 studies was conducted. The results showed that phone calls and texting were positively correlated with well-being, whereas online gaming was negatively associated with well-being. Furthermore, the relationship between digital media use and well-being was also contingent upon the way the technology was used. A series of meta-analyses of different types of SNS use and well-being was used to elucidate this point: interaction, self-presentation, and entertainment on SNSs were associated with better well-being, whereas consuming SNSs’ content was associated with poorer well-being.