Social Media
Video Games
Statistics
Smart phones
Nursing
100

Mistreatment of others though social media platforms

cyberbullying

100

The name of the video game used for cancer treatment compliance

Re-Mission

100

Percentage of increased mental health episodes from 2008-2018

83%

100

A weekly notification on your phone to alert you of usage

screen time

100

Nonmedical factors that influence health outcomes (ex. SES/education/race)

Social determinants of health

200

Individual's feelings of isolation or dismay that others are enjoying experiences in their absence

FOMO

200

Video games impact this the most

Sleep

200

Age group more susceptible to mental illness or substance use

15-24

200

Highly associated with smart phone use before bed

Poor sleep quality

200

Type of healthcare deliverable remotely

Telehealth

300

Use of this SM platform in particular has been associated with loneliness, anxiety, depression, narcissistic traits, and poor body image

Instagram

300

This aspect of gaming has been found to have negative consequences on social relationships, school achievement, and sleep

Gaming duration

300

Number of active users across social media platforms

4.2 billion (half the world)
300

Percentage of youth with a smartphone

95%

300

Given the widespread use of social media, high prevalence of sleep problems, and increasing burden of mental health disorders today, these two areas of nursing are especially impacted.

Mental health nursing and Public health nursing

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