Research Trend on the Use of IT in Digital Addiction: An Investigation Using a Systematic Literature Review
Abstract
:1. Introduction
2. Methodology
- EC 1: Papers that are not related to the intended topic based on reading the title and abstract
- EC 2: Duplicate studies and studies with similar topics and findings
- EC 3: Comparison papers and review papers
- EC 4: Papers that are not relevant to the intended purpose of this study based on reading the paper content
3. Results
4. Studies
4.1. Study A
4.2. Study B
4.3. Study C
4.4. Study D
4.5. Study E
4.6. Study F
4.7. Study G
4.8. Study H
4.9. Study I
4.10. Study J
4.11. Study K
4.12. Study L
4.13. Study M
4.14. Study N
4.15. Study O
5. Discussion
6. Conclusions
Author Contributions
Funding
Conflicts of Interest
References
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Study ID | Year | Citation | Country | Category | Domain | Goal | Method | Findings | |
---|---|---|---|---|---|---|---|---|---|
A | 2017 | Choi et al. [38] | South Korea | Detection | Smartphone addiction | To extract the usage patterns related to smartphone dependence and to use a data-driven prediction algorithm to predict smartphone dependence | Smartphone monitoring application to collect smartphone usage log data, questionnaire-based assessment to categorize subjects; tensor factorization to derive usage patterns; logistic regression to predict addicted users | The six usage patterns identified were significant predictors of smartphone dependence. The usage patterns membership vectors achieved better prediction performance compared to the raw data. | |
B | 2017 | Hafeez, Idrees, and Kim [39] | South Korea | Detection | Game addiction | To investigate the frequency attributes of electroencephalographs (EEGs) for detecting the early signs of game addiction and to design a framework for alerting the user about their potential game addiction | Questionnaire-based assessment to categorize subjects; experimental study to collect EEG data; temporal and frequency domain analysis and logistic regression modeling to analyze the EEG data | The evidential proof to detect game addiction was provided by the parameterization of EEG signals from the occipital region. A device/application design for game addiction detection was proposed based on the results of the examination of the frequency attributes of EEGs. | |
C | 2017 | Wibirama & Nugroho [40] | Indonesia | Detection | Smartphone addiction | To demonstrate the usage of eye-tracking for observing the screen size effect on the immersion experience | Experiment for data gathering; Immersive Experience Questionnaire (IEQ) to measure the level of immersion | The experience of immersion was affected by screen size. Fixational eye movements may indicate the mobile device addiction. | |
D | 2018 | Kim et al. [41] | South Korea | Detection | Game addiction | To detect a craving for gaming in an individual with Internet Gaming Disorder (IGD) using multimodal biosignal measurements | Experiment to get PPG, GSR, and EOG data, signal processing, SVM to classify craving states, statistical test to analyze results | EOG is considered to be a potential marker of the craving state for individuals with IGD. | |
E | 2018 | Yeo et al. [42] | South Korea | Detection | Game addiction | To measure the heart rate (HR), heart rate variability (HRV), pulse transit time (PTT), and skin temperature (SKT) data changes in the resting state and the game playing state using developed biosignal measuring device | Experiment for measuring electrocardiogram, photoplethysmogram, and skin temperature data; statistical analysis (t-test & Mann–Whitney method) to analyze the measurement results | The pulse transit time, heart rate variability, and skin temperature showed increased the activities of the sympathetic nerve during gameplay, while the parasympathetic nerves became less active. | |
F | 2019 | Di, Gong, Shi, Ahmed, & Nandi [43] | China | Detection | Internet addiction | To examine the reliability of machine learning methods in detecting internet addiction | Four questionnaire-based assessments for dataset acquisition; C-SVM, v-SVM, and FNN for data classification | The SVM proved to be a reliable method to employ in assessing IA. The C-SVM, when applied to the six-feature dataset without normalization, had the best detection performance (96.32%). Some potential features for IA detection were identified. | |
G | 2019 | Hsieh, Shih, Shih, & Lin [44] | Taiwan | Detection | Internet addiction | To propose a secure web service-based ensemble classifier with case-based reasoning (EMBAR) system for classifying users’ internet addiction (IA) | Questionnaire-based assessment to determine subjects’ addiction level; temporary internet files (TIFs) to identify internet usage patterns; ensemble classifier to classify subjects’ addiction level; CBR to make a final judgment | The integration of ensemble classifiers with CBR is considered the best approach to identify IA. The identification of the level of IA by using the ensemble classifier with CBR had an average accuracy of 89.9%. | |
H | 2019 | Ji, Chen, & Hsiao [45] | Taiwan | Detection | Internet addiction | To propose a reinforcement learning system to determine internet addiction (IA) | Questionnaire-based assessments to determine subjects’ addiction status; experimental study to collect subjects’ respiratory instantaneous frequency (IF) data; XCSR to classify subjects’ IA | XCSR was an effective learning classifier system for detecting high-risk IA (HIA) and lower-risk IA (LIA). The accuracy of classification by XCSR can reach nearly 100% for all data. | |
I | 2019 | Noë et al. [46] | UK | Detection | Smartphone addiction | To develop a new approach for user activity monitoring by using the physical interactions between the user and the user interface (UI) | Bespoke monitoring application to collect user interface interaction events; questionnaire-based assessment to determine subjects’ addiction status; correlation analysis to find the correlation between UI interactions and smartphone addiction | The interaction events were not significantly associated with smartphone addiction when all application data were considered. The high levels of interaction with lifestyle applications, particularly among female users, were significantly associated with smartphone addiction. Smartphone addiction correlated with interactions in social applications in general. The Snapchat application was correlated with smartphone addiction in all interface interaction types. | |
J | 2018 | Chow et al. [47] | Hongkong | Prevention | Smartphone addiction | To explore possibilities of preventing excessive smartphone use using a character-based mobile application | Field trial of using the application; questionnaire to survey the general usage of smartphones; interview to get participant’s cognitive responses | About half of the participants associate imaginative consequences to their behavior of using phones. Positive change behavior in using phones was seen in one-third of the participants. | |
K | 2019 | Alrobai et al. [48] | UK | Intervention | Digital addiction | To develop a reference model for designing interactive online platforms to host peer groups and combat digital addiction and to develop a process model to build a customizable online persuasive ecology (COPE) for different groups | Qualitative methods including user studies and observational studies | A reference model for designing interactive online platforms to host peer groups and a process model to build a COPE were developed. | |
L | 2020 | Aggarwal et al. [49] | India | Detection | Game addiction | To predict the player’s IGD based on game and player statistics | Logistic Regression (LR), KNearest Neighbor (KNN), Naive Bayes (NB), Decision Tree (DT), and Decision Tree with Adaboost (DT-A) to predict IGD | The Logistic Regression classifier could predict IGD with a maximum accuracy of 93.18%. A strong positive correlation was found between game statistics of PUBG players and IGD | |
M | 2020 | Liu et al. [50] | New Zealand | Intervention | Internet addiction | To develop an AI-based recovery framework for internet addiction | Literature analysis | The AI-based recovery framework that consists of three key components was proposed | |
N | 2020 | Probierz & Galuszka [51] | Poland | Prevention | Internet addiction | To propose the use of an expert system to build a personalized prevention program for a person with PIU | Questionnaire to obtain the data, decision trees to determine the prevention program | The expert system that consists of three decision trees was proposed | |
O | 2020 | Sama & Kalvakolanu [52] | India | Detection | Smartphone addiction | To assess the level of smartphone addiction and find the correlation between some demographic data and smartphone addiction | The chi-square and Fisher’s exact test to test the hypotheses, Fuzzy triangular method to convert the addiction scores into linguistic values | A high percentage of respondents with mild and moderate levels of addiction was found. Gender, age groups, and years of usage were associated with smartphone addiction. The “lack of control” and “excessive use” dimensions influenced the smartphone addiction level. |
Study | IT Used/Proposed | IT Function | IT Category |
---|---|---|---|
A | Mobile application | Record the user’s behavior from a log file for further analysis in smartphone addiction prediction | Application |
B |
|
|
|
C | Eye tracker | Track eye movements to observe the experience of immersion | Biosignal recording system |
D |
|
|
|
E | ECG, PPG, and skin temperature wearable device | Record ECG, PPG, and skin temperature signals to examine the changes of these biosignals during gameplay | Biosignal recording system |
F | Support Vector Machine and Fuzzy Neural Network | Classify user’s internet addiction | AI method |
G | A web service-based ensemble classifier with case-based reasoning (EMBAR) system | Classify the user’s internet addiction level | AI method |
H | eXtended Classifier System with Continuous Real-Coded Variables (XCSR) | Classify user’s internet addiction | AI method |
I | A bespoke monitoring application | Record user interaction with smartphone applications | Application |
J | A character-based mobile application | Poll the screen status (i.e., on or off) of the user’s smartphone and generate an animated character with different states | Application |
K | A reference model and a process model, COPE.er | Guide the process of designing interactive online platforms and building a customizable online persuasive ecology | Framework |
L | Several supervised machine learning methods | Predict the occurrence of IGD | AI method |
M | A framework to develop an AI-based recovery system | Guide the development of AI-based recovery system | Framework |
N | Expert system with decision trees | Classify user’s PIU risk level, determine the duration of the prevention program, and determine the type of prevention program | AI method |
O | Fuzzy triangular approach | Find the most influencing dimension of smartphone addiction | AI method |
Study | Data Source | Detection Approach | Advantage | Limitation |
---|---|---|---|---|
B, C, D, E, H | Physiological parameters | Measuring certain physiological properties and comparing it with particular criteria | The human biosignals provide more accurate and real-time cues for detecting addiction | It requires a particular device to record the biosignals that may be impractical to implement. |
A, G, I, L | Log File or API | Examining user usage behavior and analyze it with a particular method | It is relatively simple to extract usage behavior | The detection based on usage behavior needs some period to extract the data. The usage behavior derived from usage time may not represent the strongest indicator of smartphone addiction. |
F, O | Questionnaire | Matching response with particular criteria | The data collection is relatively easy to do. The strength of this approach may rely on the strength of the processing method used | Assessment is based on the participant’s perception. It may be lack authenticity. |
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Rahayu, F.S.; Nugroho, L.E.; Ferdiana, R.; Setyohadi, D.B. Research Trend on the Use of IT in Digital Addiction: An Investigation Using a Systematic Literature Review. Future Internet 2020, 12, 174. https://doi.org/10.3390/fi12100174
Rahayu FS, Nugroho LE, Ferdiana R, Setyohadi DB. Research Trend on the Use of IT in Digital Addiction: An Investigation Using a Systematic Literature Review. Future Internet. 2020; 12(10):174. https://doi.org/10.3390/fi12100174
Chicago/Turabian StyleRahayu, Flourensia Sapty, Lukito Edi Nugroho, Ridi Ferdiana, and Djoko Budiyanto Setyohadi. 2020. "Research Trend on the Use of IT in Digital Addiction: An Investigation Using a Systematic Literature Review" Future Internet 12, no. 10: 174. https://doi.org/10.3390/fi12100174
APA StyleRahayu, F. S., Nugroho, L. E., Ferdiana, R., & Setyohadi, D. B. (2020). Research Trend on the Use of IT in Digital Addiction: An Investigation Using a Systematic Literature Review. Future Internet, 12(10), 174. https://doi.org/10.3390/fi12100174