Mistreatment of others though social media platforms
cyberbullying
The name of the video game used for cancer treatment compliance
Re-Mission
Percentage of increased mental health episodes from 2008-2018
83%
A weekly notification on your phone to alert you of usage
screen time
Nonmedical factors that influence health outcomes (ex. SES/education/race)
Social determinants of health
Individual's feelings of isolation or dismay that others are enjoying experiences in their absence
FOMO
Video games impact this the most
Sleep
Age group more susceptible to mental illness or substance use
15-24
Highly associated with smart phone use before bed
Poor sleep quality
Type of healthcare deliverable remotely
Telehealth
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
Number of active users across social media platforms
Percentage of youth with a smartphone
95%
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