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COVID-19 PANDEMİSİ SÜRECİNDE PROBLEMLİ TEKNOLOJİ KULLANIMI

Year 2020, Volume: 5 - COVID-19 Special Issue, 108 - 114, 28.09.2020
https://doi.org/10.35232/estudamhsd.767526

Abstract

COVID-19 salgını ile mücadele kapsamında hastalığın yayılımını önlemek amacıyla iş yerlerinin, eğitim kurumlarının, kültür ve eğlence mekanlarının geçici olarak kapatılması, işyerinin çalışanlarını evden çalışmaya teşvik etmesi gibi biri dizi önlemler alındı. Hastalıktan kaynaklanan korkunun yansıra sosyal izolasyon, geleceğe ilişkin belirsizlik ve finansal sıkıntılar, tüm dünyadaki insanların yaşadığı stres ve kaygıyı artırdı. COVID-19 salgını gibi krizlerde toplumlar stres ve kaygıyı azaltmak ve depresyonu hafifletmek için teknolojiyi daha aktif kullanmaktadırlar. Teknoloji büyük insan gruplarının evden çalışmasını sağlarken, bu süreçte sosyalleşmenin ana aracı olmuştur. Teknoloji ihtiyaç duyulan eğlenceyi sağlarken, bilinçsiz bireyler sorunlu kullanım kalıpları geliştirme riski altındadır. Bu derlemenin amacı teknoloji kullanımı risklerini tartışmak ve etkilerini azaltmaya yardımcı olabilecek bazı pratik öneriler sunmaktır.

References

  • 1. Dickens BL, Koo JR, Wilder-Smith A, Cook AR. Institutional, not home-based, isolation could contain the COVID-19 outbreak. Lancet. 2020 May 16;395(10236):1541–2.
  • 2. Banerjee D. The COVID-19 outbreak: Crucial role the psychiatrists can play. Asian J Psychiatr [Internet]. 2020 Apr 1 [cited 2020 Jul 9];50:102014. Available from: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7270773/
  • 3. Ahmed MZ, Ahmed O, Aibao Z, Hanbin S, Siyu L, Ahmad A. Epidemic of COVID-19 in China and associated Psychological Problems. Asian J Psychiatr. 2020 Jun 1;51:102092.
  • 4. Xiang YT, Yang Y, Li W, Zhang L, Zhang Q, Cheung T, et al. Timely mental health care for the 2019 novel coronavirus outbreak is urgently needed. The Lancet Psychiatry [Internet]. 2020 Mar 1 [cited 2020 Jul 9];7(3):228–9. Available from: http://www.nhc.gov.cn/jkj/s3577/202001/6adc08b966594253b
  • 5. Yezli S, Khan A. COVID-19 social distancing in the Kingdom of Saudi Arabia: Bold measures in the face of political, economic, social and religious challenges. Travel Med Infect Dis [Internet]. 2020 [cited 2020 Jul 9]; Available from: https://pubmed.ncbi.nlm.nih.gov/32330561/
  • 6. Király O, Urbán R, Griffiths MD, Ágoston C, Nagygyörgy K, Kökönyei G, et al. The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: An online survey. J Med Internet Res [Internet]. 2015 Apr 1 [cited 2020 Jun 26];17(4):e88. Available from: https://www.jmir.org/2015/4/e88/
  • 7. Jacobs DF. A general theory of addictions: A new theoretical model. J Gambl Behav [Internet]. 1986 Mar [cited 2020 Jun 26];2(1):15–31. Available from: https://link.springer.com/article/10.1007/BF01019931
  • 8. Blasi MDI, Giardina A, Giordano C, Coco GLO, Tosto C, Billieux J, et al. Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers. J Behav Addict [Internet]. 2019 Mar 1 [cited 2020 Jun 26];8(1):25–34. Available from: https://akjournals.com/view/journals/2006/8/1/article-p25.xml
  • 9. Király O, Potenza MN, Stein DJ, King DL, Hodgins DC, Saunders JB, et al. Preventing problematic internet use during the COVID-19 pandemic: Consensus guidance. Compr Psychiatry. 2020 Jul 1;100:152180.
  • 10. Statista. Coronavirus impact: global in-home media consumption by country 2020 [Internet]. Statista. 2020 [cited 2020 Jun 26]. Available from: https://www.statista.com/statistics/1106498/home-media-consumption-coronavirus-worldwide-by-country/
  • 11. Patrick Shanley. Gaming Usage Up 75 Percent Amid Coronavirus Outbreak, Verizon Reports [Internet]. Hollywood Reporter. 2020 [cited 2020 Jun 26]. Available from: https://www.hollywoodreporter.com/news/gaming-usage-up-75-percent-coronavirus-outbreak-verizon-reports-1285140
  • 12. Lepido Daniele, Rolander Niclas. Fortnite Gamers Stuck at Home Strain Italy’s Network [Internet]. Bloomberg. 2020 [cited 2020 Jun 26]. Available from: https://www.bloomberg.com/news/articles/2020-03-12/housebound-italian-kids-strain-network-with-fortnite-marathon
  • 13. Stephen Bijan. Twitch viewership is up because of global coronavirus lockdowns [Internet]. The Verge. 2020 [cited 2020 Jun 26]. Available from: https://www.theverge.com/2020/3/18/21185114/twitch-youtube-livestreaming-streamelements-coronavirus-quarantine-viewership-numbers
  • 14. Razzoli M, Pearson C, Crow S, Bartolomucci A. Stress, overeating, and obesity: Insights from human studies and preclinical models. Neurosci Biobehav Rev. 2017;76:154–62.
  • 15. King DL, Delfabbro PH, Billieux J, Potenza MN. Problematic online gaming and the COVID-19 pandemic. J Behav Addict [Internet]. 2020 Apr 29 [cited 2020 Jun 26];1(aop). Available from: https://akjournals.com/view/journals/2006/aop/article-10.1556-2006.2020.00016/article-10.1556-2006.2020.00016.xml
  • 16. Saunders JB, Hao W, Long J, King DL, Mann K, Fauth-Bühler M, et al. Gaming disorder: Its delineation as an important condition for diagnosis, management, and prevention. J Behav Addict [Internet]. 2017 [cited 2020 Jun 26];6(3):271–9. Available from: https://akjournals.com/view/journals/2006/6/3/article-p271.xml
  • 17. Yao H. The more exposure to media information about COVID-19, the more distressed you will feel. Brain Behav Immun [Internet]. 2020 Jul [cited 2020 Jul 8];87:167–9. Available from: https://linkinghub.elsevier.com/retrieve/pii/S0889159120308783
  • 18. Sun Y, Li Y, Bao Y, Meng S, Sun Y, Schumann G, et al. Brief Report: Increased Addictive Internet and Substance Use Behavior During the COVID‐19 Pandemic in China. Am J Addict [Internet]. 2020 Jul 4 [cited 2020 Jul 8];29(4):268–70. Available from: https://onlinelibrary.wiley.com/doi/abs/10.1111/ajad.13066
  • 19. Dubey MJ, Ghosh R, Chatterjee S, Biswas P, Chatterjee S, Dubey S. COVID-19 and addiction. Diabetes Metab Syndr Clin Res Rev [Internet]. 2020 Sep 1 [cited 2020 Jul 8];14(5):817–23. Available from: /pmc/articles/PMC7282772/?report=abstract
  • 20. Balhara YS, Kattula D, Singh S, Chukkali S, Bhargava R. Impact of lockdown following COVID-19 on the gaming behavior of college students. Indian J Public Health [Internet]. 2020 Jun 1 [cited 2020 Jul 9];64(6):172. Available from: http://www.ijph.in/text.asp?2020/64/6/172/285596
  • 21. Demirbilek Y, Pehlivantürk G, Özgüler ZÖ, Meşe EALP. Covid-19 outbreak control, example of ministry of health of turkey. Vol. 50, Turkish Journal of Medical Sciences. Turkiye Klinikleri; 2020. p. 489–94.
  • 22. Yeşilay. Teknoloji Bağımlılığı [Internet]. Yeşilay. [cited 2020 Jul 9]. Available from: https://www.yesilay.org.tr/tr/bagimlilik/teknoloji-bagimliligi

PROBLEMATIC TECHNOLOGY USE IN THE COVID-19 PANDEMIC

Year 2020, Volume: 5 - COVID-19 Special Issue, 108 - 114, 28.09.2020
https://doi.org/10.35232/estudamhsd.767526

Abstract

In order to prevent the spread of the disease within the scope of combating the COVID-19 epidemic, several measures were taken such as temporary closure of workplaces, educational institutions, cultural and entertainment venues, and encouraging for employees working from home. Social isolation, future uncertainty, and financial difficulties as well as fear of illness have increased stress and anxiety all over the world. In crises such as the COVID-19 outbreak, societies use technology more actively to reduce stress, anxiety, and depression. While technology enables large groups of people to work from home, it has been the main tool of socializing in this process. While technology provides the entertainment needed, unconscious individuals are at risk of developing problematic usage patterns. The aim of this review is to discuss technology use risks and provide some practical suggestions that can help reduce technology impact.

References

  • 1. Dickens BL, Koo JR, Wilder-Smith A, Cook AR. Institutional, not home-based, isolation could contain the COVID-19 outbreak. Lancet. 2020 May 16;395(10236):1541–2.
  • 2. Banerjee D. The COVID-19 outbreak: Crucial role the psychiatrists can play. Asian J Psychiatr [Internet]. 2020 Apr 1 [cited 2020 Jul 9];50:102014. Available from: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7270773/
  • 3. Ahmed MZ, Ahmed O, Aibao Z, Hanbin S, Siyu L, Ahmad A. Epidemic of COVID-19 in China and associated Psychological Problems. Asian J Psychiatr. 2020 Jun 1;51:102092.
  • 4. Xiang YT, Yang Y, Li W, Zhang L, Zhang Q, Cheung T, et al. Timely mental health care for the 2019 novel coronavirus outbreak is urgently needed. The Lancet Psychiatry [Internet]. 2020 Mar 1 [cited 2020 Jul 9];7(3):228–9. Available from: http://www.nhc.gov.cn/jkj/s3577/202001/6adc08b966594253b
  • 5. Yezli S, Khan A. COVID-19 social distancing in the Kingdom of Saudi Arabia: Bold measures in the face of political, economic, social and religious challenges. Travel Med Infect Dis [Internet]. 2020 [cited 2020 Jul 9]; Available from: https://pubmed.ncbi.nlm.nih.gov/32330561/
  • 6. Király O, Urbán R, Griffiths MD, Ágoston C, Nagygyörgy K, Kökönyei G, et al. The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: An online survey. J Med Internet Res [Internet]. 2015 Apr 1 [cited 2020 Jun 26];17(4):e88. Available from: https://www.jmir.org/2015/4/e88/
  • 7. Jacobs DF. A general theory of addictions: A new theoretical model. J Gambl Behav [Internet]. 1986 Mar [cited 2020 Jun 26];2(1):15–31. Available from: https://link.springer.com/article/10.1007/BF01019931
  • 8. Blasi MDI, Giardina A, Giordano C, Coco GLO, Tosto C, Billieux J, et al. Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers. J Behav Addict [Internet]. 2019 Mar 1 [cited 2020 Jun 26];8(1):25–34. Available from: https://akjournals.com/view/journals/2006/8/1/article-p25.xml
  • 9. Király O, Potenza MN, Stein DJ, King DL, Hodgins DC, Saunders JB, et al. Preventing problematic internet use during the COVID-19 pandemic: Consensus guidance. Compr Psychiatry. 2020 Jul 1;100:152180.
  • 10. Statista. Coronavirus impact: global in-home media consumption by country 2020 [Internet]. Statista. 2020 [cited 2020 Jun 26]. Available from: https://www.statista.com/statistics/1106498/home-media-consumption-coronavirus-worldwide-by-country/
  • 11. Patrick Shanley. Gaming Usage Up 75 Percent Amid Coronavirus Outbreak, Verizon Reports [Internet]. Hollywood Reporter. 2020 [cited 2020 Jun 26]. Available from: https://www.hollywoodreporter.com/news/gaming-usage-up-75-percent-coronavirus-outbreak-verizon-reports-1285140
  • 12. Lepido Daniele, Rolander Niclas. Fortnite Gamers Stuck at Home Strain Italy’s Network [Internet]. Bloomberg. 2020 [cited 2020 Jun 26]. Available from: https://www.bloomberg.com/news/articles/2020-03-12/housebound-italian-kids-strain-network-with-fortnite-marathon
  • 13. Stephen Bijan. Twitch viewership is up because of global coronavirus lockdowns [Internet]. The Verge. 2020 [cited 2020 Jun 26]. Available from: https://www.theverge.com/2020/3/18/21185114/twitch-youtube-livestreaming-streamelements-coronavirus-quarantine-viewership-numbers
  • 14. Razzoli M, Pearson C, Crow S, Bartolomucci A. Stress, overeating, and obesity: Insights from human studies and preclinical models. Neurosci Biobehav Rev. 2017;76:154–62.
  • 15. King DL, Delfabbro PH, Billieux J, Potenza MN. Problematic online gaming and the COVID-19 pandemic. J Behav Addict [Internet]. 2020 Apr 29 [cited 2020 Jun 26];1(aop). Available from: https://akjournals.com/view/journals/2006/aop/article-10.1556-2006.2020.00016/article-10.1556-2006.2020.00016.xml
  • 16. Saunders JB, Hao W, Long J, King DL, Mann K, Fauth-Bühler M, et al. Gaming disorder: Its delineation as an important condition for diagnosis, management, and prevention. J Behav Addict [Internet]. 2017 [cited 2020 Jun 26];6(3):271–9. Available from: https://akjournals.com/view/journals/2006/6/3/article-p271.xml
  • 17. Yao H. The more exposure to media information about COVID-19, the more distressed you will feel. Brain Behav Immun [Internet]. 2020 Jul [cited 2020 Jul 8];87:167–9. Available from: https://linkinghub.elsevier.com/retrieve/pii/S0889159120308783
  • 18. Sun Y, Li Y, Bao Y, Meng S, Sun Y, Schumann G, et al. Brief Report: Increased Addictive Internet and Substance Use Behavior During the COVID‐19 Pandemic in China. Am J Addict [Internet]. 2020 Jul 4 [cited 2020 Jul 8];29(4):268–70. Available from: https://onlinelibrary.wiley.com/doi/abs/10.1111/ajad.13066
  • 19. Dubey MJ, Ghosh R, Chatterjee S, Biswas P, Chatterjee S, Dubey S. COVID-19 and addiction. Diabetes Metab Syndr Clin Res Rev [Internet]. 2020 Sep 1 [cited 2020 Jul 8];14(5):817–23. Available from: /pmc/articles/PMC7282772/?report=abstract
  • 20. Balhara YS, Kattula D, Singh S, Chukkali S, Bhargava R. Impact of lockdown following COVID-19 on the gaming behavior of college students. Indian J Public Health [Internet]. 2020 Jun 1 [cited 2020 Jul 9];64(6):172. Available from: http://www.ijph.in/text.asp?2020/64/6/172/285596
  • 21. Demirbilek Y, Pehlivantürk G, Özgüler ZÖ, Meşe EALP. Covid-19 outbreak control, example of ministry of health of turkey. Vol. 50, Turkish Journal of Medical Sciences. Turkiye Klinikleri; 2020. p. 489–94.
  • 22. Yeşilay. Teknoloji Bağımlılığı [Internet]. Yeşilay. [cited 2020 Jul 9]. Available from: https://www.yesilay.org.tr/tr/bagimlilik/teknoloji-bagimliligi
There are 22 citations in total.

Details

Primary Language Turkish
Subjects Public Health, Environmental Health
Journal Section Review
Authors

Mehmet Enes Gökler 0000-0002-1524-8565

Şenol Turan This is me 0000-0002-8684-2617

Publication Date September 28, 2020
Submission Date July 10, 2020
Published in Issue Year 2020 Volume: 5 - COVID-19 Special Issue

Cite

Vancouver Gökler ME, Turan Ş. COVID-19 PANDEMİSİ SÜRECİNDE PROBLEMLİ TEKNOLOJİ KULLANIMI. ESTUDAM Public Health Journal. 2020;5:108-14.

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