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- Author or Editor: Mohammad Seydavi x
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Abstract
Background and aims
FoMO has been considered a predisposing factor toward excessive internet use, and a great deal of literature has investigated the link between FoMO and internet use. However, there is still a lack of cohesion in the literature.
Methods
The current study have been conducted and reported in accordance with Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA).
Results
In the current systematic review and meta-analysis of 86 effect-sizes, representative of 55,134 participants (Mean age = 22.07, SD = 6.15, females = 58.37%), we found that the strength of the trait FoMO- internet use association significantly varies from r = 0.11 to r = 0.63. In some populations, FoMO appears to increase with age and it is reverse in other populations. Facebook use was unrelated to FoMO in some populations, and higher FoMO was linked with stopping Instagram use for some individuals. The FoMO- internet use association was independent of their severity, as the interaction was not significant, and this association was neither linear nor curvilinear. The FoMO-internet use association does not appear to be associated with depressive, anxiety, and stress symptoms or level of life satisfaction. The COVID-19 pandemic was the only significant moderator of the FoMO-internet use association, strengthening this relationship.
Discussion and Conclusions
FoMO demonstrates a considerable role in internet use; however, there is no evidence of interaction or bi-directional association between the mentioned. Overall, we still don’t know what factors contribute to individuals exhibiting distinct patterns in the FoMO-internet use association.
Abstract
Online gaming has become an essential form of entertainment with the advent of technology and a large sway of research has been undertaken to understand its various permutations. Previous reviews have identified associations between the Big Five personality traits and online gaming, but a systematic review and meta-analysis on the association between these constructs has yet to be undertaken. In the current study we aimed to fill this gap in the literature through a systematic review and meta-analysis comprising of 17 studies and 25,634 individuals (AgeMean = 26.55, males = 75%). The findings showed that agreeableness, extraversion, openness to experience, and neuroticism were not ubiquitously associated with online gaming. The findings showed that only conscientiousness, across samples, had a protective role in online gaming. Furthermore, there were non-significant variations in the Big Five personality traits associations with online gaming when comparing gamers to the general population, younger versus older participants, casual versus ‘hardcore’ gamers, and high versus low traits (with the exception of neuroticism). As a result of our observations, the underlying mechanisms of individual differences in online gaming remain unclear. Limitations and future directions for research are discussed.