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In a study on Japanese students’ cell phone and text message use, Kamibeppu and Sugiura (2005) found that almost half of the respondents experienced a feeling of insecurity when their text messages went unanswered.
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Other research ( Oulasvirta, Rattenbury, Ma, & Raita, 2012) has demonstrated that adults typically access their smartphones for an average of 34 daily short durations (less than 30 s) while another national study ( Mobile Mindset, 2012) showed that 58% of US smartphone users check their phones at least every hour, and 73% feel panicked if they misplace their phone. A recent national study of 7446 18- to 44-year-old smartphone users ( IDC, 2013) found that nearly eight in 10 adults and nine in ten young adults reach for their phone within 15 min of waking. With a Wi-Fi enabled mobile device, people can access the Internet, e-mail, text, and use applications that can do most traditional computing activities anywhere and at any time of the day or night and research shows that people are doing just that.
Medis technologies portable#
The advent of portable technology-including MP3 players, smartphones and other wireless mobile devices-changed the landscape so that nearly any activity that can be performed on a desktop or laptop machine can also be performed on a small, pocket size device. Those measurements were only possible because technology interaction-particularly computer use and online activities-was primarily accomplished on stationary devices including desktop and laptop computers or video game consoles. Similarly, in a widely quoted study, the Kaiser Family Foundation ( Rideout, Foehr, Roberts, & Brodie, 1999) reported a national sample of children ages 2- to 18-year-old children’s daily television, movies, computers, music, video games, and radio use in hours and minutes. (1998) reported Internet use in hours per week. In the pioneering Home-Net Study, for example, Kraut et al. Until recently, before mobile computer technologies became the norm, measuring media and technology use most often involved monitoring hours and minutes spent doing various computer activities ( Kraut et al., 1998 Stanger & Gridina, 1999 Subrahmanyam, Kraut, Greenfield, & Gross, 2000), watching television ( Stanger, 1998), playing video games ( Phillips, Rolls, Rouse, & Griffiths, 1995) or some combination of those activities ( Media Metrix, 1999 Nielsen Media Research, 1999). Given the reliability and validity results, the new Media and Technology Usage and Attitudes Scale was suggested as a method of measuring media and technology involvement across a variety of types of research studies either as a single 60-item scale or any subset of the 15 subscales. All subscales showed strong reliabilities and relationships between the subscales and pre-existing measures of daily media usage and Internet addiction were as predicted.
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Factor analyses were used to create 11 usage subscales representing smartphone usage, general social media usage, Internet searching, e-mailing, media sharing, text messaging, video gaming, online friendships, Facebook friendships, phone calling, and watching television in addition to four attitude-based subscales: positive attitudes, negative attitudes, technological anxiety/dependence, and attitudes toward task-switching. Sixty-six items concerning technology and media usage, along with 18 additional items assessing attitudes toward technology, were administered to two independent samples of individuals, comprising 942 participants. In the present study, a wide variety of items, covering a range of up-to-date technology and media usage behaviors. Current approaches to measuring people’s everyday usage of technology-based media and other computer-related activities have proved to be problematic as they use varied outcome measures, fail to measure behavior in a broad range of technology-related domains and do not take into account recently developed types of technology including smartphones.