Mistreatment others though social media platforms
cyberbullying
Current #1 video game in the world
Call of Duty
Percentage of increased mental health episodes from 2008-2018
83%
A notification on your phone weekly to alert you of usage
screen time
This aspect of Instagram is said to be important to determine self image or self worth in users
likes
Video games impact this the largest
Emotional regulation
Age group more susceptible to mental illness or substance use
15-24
Highly associated with smart phone use before bed
Poor sleep quality
Use of this SM platform in particular has been associated with loneliness, anxiety, depression, narcissistic traits, and poor body image
This aspect of gaming has been found to have negative consequences on social relationships, school achievement, and sleep
Gaming duration
Minority group commonly stated to find connections in social media groups
LGBTQ
Percentage of youth with a smartphone
95%
Individual's feelings of isolation or dismay that others are enjoying experiences in their absence
FOMO
Neurotransmitters associated with playing video games
Dopamine
Number of active users across social media platforms
4.2 billion
Neurotransmitters increased in the brain when using a smartphone
GABA
HVSM acronym meaning
highly visual social media
The name of the video game used for cancer treatment compliance
Re-mission
Global daily average screen time
7 hours
bluelight