Facebook
TwitterOpen Database License (ODbL) v1.0https://www.opendatacommons.org/licenses/odbl/1.0/
License information was derived automatically
This dataset was originally collected for a data science and machine learning project that aimed at investigating the potential correlation between the amount of time an individual spends on social media and the impact it has on their mental health.
The project involves conducting a survey to collect data, organizing the data, and using machine learning techniques to create a predictive model that can determine whether a person should seek professional help based on their answers to the survey questions.
This project was completed as part of a Statistics course at a university, and the team is currently in the process of writing a report and completing a paper that summarizes and discusses the findings in relation to other research on the topic.
The following is the Google Colab link to the project, done on Jupyter Notebook -
https://colab.research.google.com/drive/1p7P6lL1QUw1TtyUD1odNR4M6TVJK7IYN
The following is the GitHub Repository of the project -
https://github.com/daerkns/social-media-and-mental-health
Libraries used for the Project -
Pandas
Numpy
Matplotlib
Seaborn
Sci-kit Learn
Facebook
Twitterhttp://rdm.uva.nl/en/support/confidential-data.htmlhttp://rdm.uva.nl/en/support/confidential-data.html
This data set belongs to:Beyens, I., Pouwels, J. L., van Driel, I. I., Keijsers, L., & Valkenburg, P. M. (2020). The effect of social media on well-being differs from adolescent to adolescent. Scientific Reports. doi:10.1038/s41598-020-67727-7The design, sampling and analysis plan of the study are available on the Open Science Framework (OSF) at https://osf.io/nhks2.For more information, please contact the authors at i.beyens@uva.nl or info@project-awesome.nl.
Facebook
TwitterAs of April 2024, around 16.5 percent of global active Instagram users were men between the ages of 18 and 24 years. More than half of the global Instagram population worldwide was aged 34 years or younger.
Teens and social media
As one of the biggest social networks worldwide, Instagram is especially popular with teenagers. As of fall 2020, the photo-sharing app ranked third in terms of preferred social network among teenagers in the United States, second to Snapchat and TikTok. Instagram was one of the most influential advertising channels among female Gen Z users when making purchasing decisions. Teens report feeling more confident, popular, and better about themselves when using social media, and less lonely, depressed and anxious.
Social media can have negative effects on teens, which is also much more pronounced on those with low emotional well-being. It was found that 35 percent of teenagers with low social-emotional well-being reported to have experienced cyber bullying when using social media, while in comparison only five percent of teenagers with high social-emotional well-being stated the same. As such, social media can have a big impact on already fragile states of mind.
Facebook
Twitterhttps://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/
Dataset Description:
This dataset captures the real-world online behavior of teenagers, focusing on e-safety awareness, cybersecurity risks, and device interactions. The data was collected from network activity logs and e-safety monitoring systems across various educational institutions and households in Texas and California. Spanning from January 2017 to October 2024, this dataset includes interactions with social media platforms, educational websites, and other online services, providing an in-depth look at teenage online activities in urban and suburban settings. The dataset is anonymized to protect user privacy and contains real incidents of network threats, security breaches, and cybersecurity behavior patterns observed in teenagers.
Use Cases:
Predicting e-safety awareness and online behavior patterns. Detecting malware exposure risk and cybersecurity vulnerabilities. Analyzing online habits related to social media and internet consumption. Evaluating cybersecurity behaviors like password strength, VPN usage, and phishing attempts. Features Overview:
S.No Feature Name Description 1 Device Type The type of device used during the online session (Mobile, Laptop, Tablet, Desktop, etc.) 2 Malware Detection Whether malware was detected on the device during the session (Yes/No) 3 Phishing Attempts Number of phishing attempts experienced during online activity 4 Social Media Usage Frequency of social media usage (Low, Medium, High) 5 VPN Usage Whether a VPN was used during the session (Yes/No) 6 Cyberbullying Reports Number of reported cyberbullying incidents 7 Parental Control Alerts Number of alerts triggered by parental control software 8 Firewall Logs Number of blocked or allowed network connections by the firewall 9 Login Attempts Number of login attempts during the session 10 Download Risk Risk level associated with downloaded files (Low, Medium, High) 11 Password Strength Strength of the passwords used (Weak, Moderate, Strong) 12 Data Breach Notifications Number of alerts regarding compromised personal information 13 Online Purchase Risk Risk level of online purchases made (Low, Medium, High) 14 Education Content Usage Frequency of engagement with educational content (Low, Medium, High) 15 Age Group Age category of the teenager (Under 13, 13-16, 17-19) 16 Geolocation Location of network access (US, EU, etc.) 17 Public Network Usage Whether the online activity occurred over a public network (Yes/No) 18 Network Type Type of network connection (WiFi, Cellular, etc.) 19 Hours Online Total hours spent online during the session 20 Website Visits Number of websites visited per hour during the session 21 Peer Interactions Level of peer-to-peer interactions during online activity 22 Risky Website Visits Whether visits to risky websites occurred (Yes/No) 23 Cloud Service Usage Whether cloud services were accessed during the session (Yes/No) 24 Unencrypted Traffic Whether unencrypted network traffic was accessed during the session (Yes/No) 25 Ad Clicks Whether online advertisements were clicked during the session (Yes/No) 26 Insecure Login Attempts Number of insecure login attempts made (e.g., over unencrypted networks) Potential Research and Machine Learning Applications:
Cybersecurity and anomaly detection models. Predictive modeling for e-safety awareness and risk behaviors. Time-series analysis of internet consumption and security threat trends. Behavioral clustering and pattern recognition in teenage online activity. Data Collection Method: The data was collected through collaboration with local schools and cybersecurity monitoring agencies. Real-time network monitoring systems captured interactions across different online platforms. All personally identifiable information (PII) was anonymized to ensure privacy, making the dataset ideal for public use in research and machine learning tasks.
This dataset provides a rich foundation for studying teenage online behavior patterns and developing predictive models for cybersecurity awareness and risk mitigation. Researchers and data scientists can use this data to create models that better understand online behavior, identify security risks, and design interventions to improve e-safety for teenagers.
Facebook
TwitterCristiano Ronaldo has one of the most popular Instagram accounts as of April 2024.
The Portuguese footballer is the most-followed person on the photo sharing app platform with 628 million followers. Instagram's own account was ranked first with roughly 672 million followers.
How popular is Instagram?
Instagram is a photo-sharing social networking service that enables users to take pictures and edit them with filters. The platform allows users to post and share their images online and directly with their friends and followers on the social network. The cross-platform app reached one billion monthly active users in mid-2018. In 2020, there were over 114 million Instagram users in the United States and experts project this figure to surpass 127 million users in 2023.
Who uses Instagram?
Instagram audiences are predominantly young â recent data states that almost 60 percent of U.S. Instagram users are aged 34 years or younger. Fall 2020 data reveals that Instagram is also one of the most popular social media for teens and one of the social networks with the biggest reach among teens in the United States.
Celebrity influencers on Instagram
Many celebrities and athletes are brand spokespeople and generate additional income with social media advertising and sponsored content. Unsurprisingly, Ronaldo ranked first again, as the average media value of one of his Instagram posts was 985,441 U.S. dollars.
Facebook
Twitterhttps://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/
This dataset is designed to analyze mental health patterns in teenagers, focusing on stress levels using anonymized data from social media activity, surveys, and wearable devices. It consists of 5000 entries and 11 columns, each capturing different aspects of the user's daily behavior and well-being. The goal is to detect correlations between factors like social media usage, physical activity, sleep patterns, and stress levels. This dataset can be useful for research on adolescent mental health, early stress detection, and preventive care.
Facebook
TwitterAttribution-NonCommercial-NoDerivs 4.0 (CC BY-NC-ND 4.0)https://creativecommons.org/licenses/by-nc-nd/4.0/
License information was derived automatically
Age Estimation - 6,000 Photos
Dataset contains 9,000 high-quality facial images of children and teenagers aged 7â15, designed for age estimation, facial recognition, and anti-spoofing research. Its primary application is supporting the development of robust age estimation models, improving facial analysis for younger demographics, and studying social media usage patterns. â Get the data
Dataset characteristics:
Characteristic Data
Description
Photos of⌠See the full description on the dataset page: https://huggingface.co/datasets/ud-biometrics/kids-and-teens-selfie-dataset.
Facebook
TwitterHow many people use social media?
Social media usage is one of the most popular online activities. In 2024, over five billion people were using social media worldwide, a number projected to increase to over six billion in 2028.
Who uses social media?
Social networking is one of the most popular digital activities worldwide and it is no surprise that social networking penetration across all regions is constantly increasing. As of January 2023, the global social media usage rate stood at 59 percent. This figure is anticipated to grow as lesser developed digital markets catch up with other regions
when it comes to infrastructure development and the availability of cheap mobile devices. In fact, most of social mediaâs global growth is driven by the increasing usage of mobile devices. Mobile-first market Eastern Asia topped the global ranking of mobile social networking penetration, followed by established digital powerhouses such as the Americas and Northern Europe.
How much time do people spend on social media?
Social media is an integral part of daily internet usage. On average, internet users spend 151 minutes per day on social media and messaging apps, an increase of 40 minutes since 2015. On average, internet users in Latin America had the highest average time spent per day on social media.
What are the most popular social media platforms?
Market leader Facebook was the first social network to surpass one billion registered accounts and currently boasts approximately 2.9 billion monthly active users, making it the most popular social network worldwide. In June 2023, the top social media apps in the Apple App Store included mobile messaging apps WhatsApp and Telegram Messenger, as well as the ever-popular app version of Facebook.
Facebook
TwitterThis is the data base for the paper called 'Problematic social media use: Results from a large-scale nationally representative adolescent sample' submitted in PlosONE.
Facebook
TwitterThis project examined the role of technology use in teen dating violence and abuse, and bullying. The goal of the project was to expand knowledge about the types of abuse experiences youth have, the extent of victimization and perpetration via technology and new media (e.g., social networking sites, texting on cellular phones), and how the experience of such cyber abuse within teen dating relationships or through bullying relates to other life factors. This project carried out a multi-state study of teen dating violence and abuse, and bullying, the main component of which included a survey of youth from ten schools in five school districts in New Jersey, New York, and Pennsylvania, gathering information from 5,647 youth about their experiences. The study employed a cross-sectional, survey research design, collecting data via a paper-pencil survey. The survey targeted all youth who attended school on a single day and achieved an 84 percent response rate.
Facebook
Twitterhttps://www.kcl.ac.uk/researchsupport/assets/DataAccessAgreement-Description.pdfhttps://www.kcl.ac.uk/researchsupport/assets/DataAccessAgreement-Description.pdf
The Social media, Smartphone use and Self-Harm (3S-YP) study is a prospective observational cohort study to investigate the associations between social media and smartphone use and self-harm in young people. Young people aged 13â25 years old from secondary mental health services were recruited and followed for up to 6 months. Data collected in the study includes questionnaire data and data extracted from electronic health records (EHR) and user generated data sources.
Facebook
TwitterApache License, v2.0https://www.apache.org/licenses/LICENSE-2.0
License information was derived automatically
*****Documentation Process***** 1. Data Preparation: - Upload the data into Power Query to assess quality and identify duplicate values, if any. - Verify data quality and types for each column, addressing any miswriting or inconsistencies. 2. Data Management: - Duplicate the original data sheet for future reference and label the new sheet as the "Working File" to preserve the integrity of the original dataset. 3. Understanding Metrics: - Clarify the meaning of column headers, particularly distinguishing between Impressions and Reach, and comprehend how Engagement Rate is calculated. - Engagement Rate formula: Total likes, comments, and shares divided by Reach. 4. Data Integrity Assurance: - Recognize that Impressions should outnumber Reach, reflecting total views versus unique audience size. - Investigate discrepancies between Reach and Impressions to ensure data integrity, identifying and resolving root causes for accurate reporting and analysis. 5. Data Correction: - Collaborate with the relevant team to rectify data inaccuracies, specifically addressing the discrepancy between Impressions and Reach. - Engage with the concerned team to understand the root cause of discrepancies between Impressions and Reach. - Identify instances where Impressions surpass Reach, potentially attributable to data transformation errors. - Following the rectification process, meticulously adjust the dataset to reflect the corrected Impressions and Reach values accurately. - Ensure diligent implementation of the corrections to maintain the integrity and reliability of the data. - Conduct a thorough recalculation of the Engagement Rate post-correction, adhering to rigorous data integrity standards to uphold the credibility of the analysis. 6. Data Enhancement: - Categorize Audience Age into three groups: "Senior Adults" (45+ years), "Mature Adults" (31-45 years), and "Adolescent Adults" (<30 years) within a new column named "Age Group." - Split date and time into separate columns using the text-to-columns option for improved analysis. 7. Temporal Analysis: - Introduce a new column for "Weekend and Weekday," renamed as "Weekday Type," to discern patterns and trends in engagement. - Define time periods by categorizing into "Morning," "Afternoon," "Evening," and "Night" based on time intervals. 8. Sentiment Analysis: - Populate blank cells in the Sentiment column with "Mixed Sentiment," denoting content containing both positive and negative sentiments or ambiguity. 9. Geographical Analysis: - Group countries and obtain additional continent data from an online source (e.g., https://statisticstimes.com/geography/countries-by-continents.php). - Add a new column for "Audience Continent" and utilize XLOOKUP function to retrieve corresponding continent data.
*****Drawing Conclusions and Providing a Summary*****
Facebook
TwitterAttribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Youth is becoming the centre of attention among political debate in East and South Asia. The present study examined the role of youth in shaping the political structure and their political participation through social media. The public sphere is considered as an integral part of democracy; a social space in which citizens are able to engage in political activities pertinent to the public interest. However, nowadays it has become common among the public to discuss political matters in public places. This quantitative study is limited to Pakistan and Indonesia. The data were collected through a semi-structured interview schedule and a sample of 400 respondents was chosen for the purpose. The finding of this study suggests that youth has a significant role in political structure, they are frequently discussing political matters on the social media to sensitize the public and role of youth has changed the political scenario of both countries.
Facebook
TwitterThis survey charted the gambling, social media usage and subjective well-being of young people aged 15-25 years in the United States. The study was conducted as part of the "Problem Gambling and Social Media: Social Psychological Study on Youth Behaviour in Online Gaming Communities" research project. The aim of the project was to analyse how young social media users evaluate, adopt and share gambling-related online content and how online group processes affect their gambling and gambling-related attitudes. FSD's holdings also include two other datasets that were collected using a nearly identical questionnaire (FSD3399 and FSD3400). Data for the research project have been collected in Finland, the United States, Spain, and South Korea. First, the respondents were asked which social media services they used (e.g. Facebook, YouTube, Instagram, discussion forums, online casinos) and how often. Topics that the respondents discussed on gambling-related social media were charted more closely, and they were asked, for example, whether the discussion usually related to instructions or tips on gambling or to problem gambling and recovering from problem gambling. Some questions on the respondents' social media activity were also presented, for instance, how often they saw gambling-related advertising online, how often they changed their most important social media passwords, and how often they uploaded pictures of themselves on social media. The respondents were asked whether they had ever been harassed online or had been the victim of a crime on the Internet in the past three years (e.g. defamation, identity theft, fraud, sexual harassment). The respondents' identity bubbles on social media were surveyed by using the IBR scale (Identity Bubble Reinforcement Scale). The respondents were asked, for instance, whether they thought they could be themselves on social media and whether they only interacted with people similar to them on social media. Additionally, the CIUS scale (Compulsive Internet Use) was used to examine problems related to Internet use. Questions focused on, for example, whether the respondents found it difficult to stop using the Internet when they were online, whether people close to them said they should use the Internet less, and whether they felt restless, frustrated or irritated when they couldn't use the Internet. In the next section of the questionnaire, the respondents were randomly assigned to two groups for a vignette experiment. Respondents in the test group were told they belong to Group C because they had answered the earlier questions in a similar manner to others in the group. Those in the control group were given no information on the group. The respondents were presented with different gambling-related social media scenarios, and they were asked to evaluate the contents of the gambling-related messages by "liking" or "disliking" the message or by not reacting to it at all. Each respondent was shown four different gambling messages with different contents. Three factors were manipulated in the scenarios (2x2x2 design): expressed stance of the message on gambling (positive or negative), narrative perspective of the message (experience-driven first-person narration or fact-driven third-person narration) and majority opinion of other respondents on the message (positively or negatively biased distribution of likes or dislikes). For Group C, the majority opinion was seemingly provided by other Group C members, whereas for the control group the majority opinion was seemingly provided by other respondents. Additionally, the respondents' attitudes towards the message were surveyed with statements regarding, for instance, how likely they would find the message interesting or share it on social media. Next, the respondents' attitudes towards gambling were charted by using the ATGS scale (Attitudes Towards Gambling Scale). They were asked, for example, whether people should have the right to gamble whenever they want, whether most people who gamble do so sensibly and whether it would be better if gambling was banned altogether. The respondents' gambling habits were examined by using the SOGS scale (South Oaks Gambling Screen), and they were asked, for instance, which types of gambling they had done in the past 12 months (played slot machines, visited an online casino, bet on lotteries etc.), whether the people close to them had gambling problems, and whether they had borrowed money to gamble or to pay gambling debts. In addition, the respondents' alcohol consumption was surveyed with a few questions from the AUDITC scale (The Alcohol Use Disorders Identification Test), and they were asked whether they had used various drugs for recreational purposes (e.g. cannabis, LSD, amphetamine, opioids) and which online resources they had used to purchases these drugs (e.g. Facebook, Instagram, Craigslist). The respondents' subjective well-being and social relationships were examined next. The respondents were asked how happy they were in general and how satisfied they were with their economic situation and life in general. They were also asked how well the single statement "I have high self-esteem" from the SISE scale (Single-item Self-esteem Scale) described them. The three statements on lacking companionship, feeling left out and feeling isolated from the LONE scale (Three-item Loneliness Scale) were also included in the survey. Feelings of belonging to different groups or communities (e.g. family, friends, neighbourhood, parish/religious community) were charted, and the 12-item GHQ scale (General Health Questionnaire) was used to survey the respondents' recent mental health. Questions included, for example, whether the respondents had been able to concentrate on what they were doing, had felt they couldn't overcome their difficulties, and had been losing confidence in themselves. Finally, the respondents' sense of control over the events in their lives was examined with the MASTERY scale (Sense of Mastery Scale), with questions focusing on, for instance, whether they thought they had little control over the things that happen to them and whether they often felt helpless in dealing with the problems of life. The respondents' impulsivity was surveyed by using the EIS scale (Eysenck Impulsivity Scale) and their willingness to delay gratification was surveyed with the GRATIF scale (Delay of Gratification). Background variables included the respondent's gender, age, country of birth (own and parents') level of education, type of municipality of residence, household composition, disposable income, possible financial problems, and economic activity and occupational status.
Facebook
TwitterHow much time do people spend on social media?
As of 2024, the average daily social media usage of internet users worldwide amounted to 143 minutes per day, down from 151 minutes in the previous year. Currently, the country with the most time spent on social media per day is Brazil, with online users spending an average of three hours and 49 minutes on social media each day. In comparison, the daily time spent with social media in
the U.S. was just two hours and 16 minutes. Global social media usageCurrently, the global social network penetration rate is 62.3 percent. Northern Europe had an 81.7 percent social media penetration rate, topping the ranking of global social media usage by region. Eastern and Middle Africa closed the ranking with 10.1 and 9.6 percent usage reach, respectively.
People access social media for a variety of reasons. Users like to find funny or entertaining content and enjoy sharing photos and videos with friends, but mainly use social media to stay in touch with current events friends. Global impact of social mediaSocial media has a wide-reaching and significant impact on not only online activities but also offline behavior and life in general.
During a global online user survey in February 2019, a significant share of respondents stated that social media had increased their access to information, ease of communication, and freedom of expression. On the flip side, respondents also felt that social media had worsened their personal privacy, increased a polarization in politics and heightened everyday distractions.
Facebook
TwitterAttribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
This dataset contains the raw data extracted for a scoping review entitled âPredictors, Mediators, and Moderators of Problematic Social Media Use (PSMU) Among Adolescents.âThe data were compiled from 43 empirical journal articles that met the inclusion criteria based on the Arksey and OâMalley (2005) scoping review framework and PRISMA guidelines. The dataset serves as the foundational evidence for mapping the variables associated with PSMU among adolescents.The dataset includes extracted information on:Bibliographic details of included studies (title, author, year, country)Sample characteristics (sample size, mean age, age range, gender composition)Measurement instruments used for assessing PSMU and their reliability coefficients (Cronbachâs alpha, Ď)Predictor variables (e.g., self-esteem, family function, social support, stress, FOMO, parental monitoring)Mediator and moderator variables (e.g., depression, mindfulness, resilience, gender, family support)Study outcomes and statistical associations reportedCategorical coding for thematic analysis of predictors, mediators, and moderatorsAll data were extracted manually from full-text peer-reviewed journal articles and verified independently by two reviewers to ensure accuracy and reliability.File format:Microsoft Excel (.xlsx) â compatible with CSV and other tabular data formats.Data collection period:Articles published up to December 2024 were included.Data sources:Scopus, Web of Science, Springer, PubMed, ProQuest, EBSCO, Nature, ScienceDirect, Taylor & Francis, Sage, and Wiley.Methodology:The dataset was constructed following the five stages of the Arksey and OâMalley framework:Identifying research questionsIdentifying relevant studiesStudy selection using predefined inclusion/exclusion criteriaCharting the dataCollating, summarizing, and reporting resultsPotential reuses:Meta-analysis or meta-synthesis on PSMU predictors and mediatorsComparative research on digital behavior across countries or age groupsValidation of theoretical models on adolescent digital addictionMethodological review of PSMU measurement toolsLimitations:This dataset includes only studies with adolescent samples (10â19 years old) and excludes non-empirical or non-English research. Numerical data were transcribed as reported in the original articles without re-analysis.Ethical considerations:No human participants were directly involved. All data were derived from publicly available, peer-reviewed publications.
Facebook
TwitterNYTD in Practice publications provide resources to help the NYTD workforce.
Metadata-only record linking to the original dataset. Open original dataset below.
Facebook
TwitterMedia use assesses children's use of TV series, (computer) games and social media. In the YOUth Baby and Child cohort, questions focused on tablet use, watching TV series, the frequency of gaming and the frequency of reading. In the YOUth Child and Adolescent cohort, questions focused on gaming (type and frequency), social media use and instant messaging (type, frequency, number of followers/friends), and self-reported over-use of internet (e.g., at the expense of homework or sleep).
Facebook
TwitterThis survey charted the gambling, social media usage and subjective well-being of young people aged 15-30 years in Finland. The study was conducted as part of the "Problem Gambling and Social Media: Social Psychological Study on Youth Behavior in Online Gaming Communities" research project. The aim of the project was to analyse how young social media users assess, adopt and share gambling-related online content and how online group processes affect their gambling and gambling-related attitudes. This dataset contains additional data collected from popular Finnish social media sites. FSD's holdings also include two other datasets that were collected using a nearly identical questionnaire (FSD3399 and FSD3591). Data for the research project have been collected in Finland, the United States, Spain, and South Korea. First, the respondents were asked which social media services they used (e.g. Facebook, YouTube, Instagram, discussion forums, online casinos) and how often. Topics that the respondents discussed on gambling-related social media were charted more closely, and they were asked, for example, whether the discussion usually related to instructions or tips on gambling or to problem gambling and recovering from problem gambling. Some questions on the respondents' social media activity were also presented, for instance, how often they saw gambling-related advertising online, how often they changed their most important social media passwords, and how often they uploaded pictures of themselves on social media. The respondents were asked whether they had ever been harassed online or had been the victim of a crime on the Internet in the past three years (e.g. defamation, identity theft, fraud, sexual harassment). The respondents' identity bubbles on social media were surveyed by using the IBR scale (Identity Bubble Reinforcement Scale). The respondents were asked, for instance, whether they thought they could be themselves on social media and whether they only interacted with people similar to them on social media. Additionally, the CIUS scale (Compulsive Internet Use) was used to examine problems related to Internet use. Questions focused on, for example, whether the respondents found it difficult to stop using the Internet when they were online, whether people close to them said they should use the Internet less, and whether they felt restless, frustrated or irritated when they couldn't use the Internet. In the next section of the questionnaire, the respondents were randomly assigned to two groups for a vignette experiment. Respondents in the test group were told they belong to Group C because they had answered the earlier questions in a similar manner to others in the group. Those in the control group were given no information on the group. The respondents were presented with different gambling-related social media scenarios, and they were asked to evaluate the contents of the gambling-related messages by "liking" or "disliking" the message or by not reacting to it at all. Each respondent was shown four different gambling messages with different contents. Three factors were manipulated in the scenarios (2x2x2 design): expressed stance of the message on gambling (positive or negative), narrative perspective of the message (experience-driven first-person narration or fact-driven third-person narration) and majority opinion of other respondents on the message (positively or negatively biased distribution of likes or dislikes). For Group C, the majority opinion was seemingly provided by other Group C members, whereas for the control group the majority opinion was seemingly provided by other respondents. Additionally, the respondents' attitudes towards the message were surveyed with statements regarding, for instance, how likely they would find the message interesting or share it on social media. Next, the respondents' attitudes towards gambling were charted by using the ATGS scale (Attitudes Towards Gambling Scale). They were asked, for example, whether people should have the right to gamble whenever they want, whether most people who gamble do so sensibly and whether it would be better if gambling was banned altogether. The respondents' gambling habits were examined by using the SOGS scale (South Oaks Gambling Screen), and they were asked, for instance, which types of gambling they had done in the past 12 months (played slot machines, visited an online casino, bet on lotteries etc.), whether the people close to them had gambling problems, and whether they had borrowed money to gamble or to pay gambling debts. In addition, the respondents' alcohol consumption was surveyed with a few questions from the AUDITC scale (The Alcohol Use Disorders Identification Test), and they were asked whether they had used various drugs for recreational purposes (e.g. cannabis, LSD, amphetamine, opioids). The respondents' subjective well-being and social relationships were examined next. The respondents were asked how happy they were in general and how satisfied they were with their financial circumstances and life in general. They were also asked how well the single statement "I have high self-esteem" from the SISE scale (Single-item Self-esteem Scale) described them. The three statements on lacking companionship, feeling left out and feeling isolated from the LONE scale (Three-item Loneliness Scale) were also included in the survey. Feelings of belonging to different groups or communities (e.g. family, friends, neighbourhood, parish/religious community) were charted, and the 12-item GHQ scale (General Health Questionnaire) was used to survey the respondents' recent mental health. Questions included, for example, whether the respondents had been able to concentrate on what they were doing, had felt they couldn't overcome their difficulties, and had been losing confidence in themselves. Finally, the respondents' sense of control over the events in their lives was examined with the MASTERY scale (Sense of Mastery Scale), with questions focusing on, for instance, whether they thought they had little control over the things that happen to them and whether they often felt helpless in dealing with the problems of life. The respondents' impulsivity was surveyed by using the EIS scale (Eysenck Impulsivity Scale) and their willingness to delay gratification was surveyed with the GRATIF scale (Delay of Gratification). Background variables included the respondent's gender, age, country of birth (own and parents') level of education, type of municipality of residence, number of inhabitants in municipality of residence, household composition, disposable income, possible financial problems, and economic activity and occupational status.
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TwitterData from: Sex-related Online Behaviors, Perceived Peer Norms and Adolescentsâ Experience with Sexual Behavior: Testing an Integrative ModelSPSS file containing data from: Sex-related Online Behaviors, Perceived Peer Norms and Adolescentsâ Experience with Sexual Behavior: Testing an Integrative ModelPLOS ONE data.savData from: Sex-related Online Behaviors, Perceived Peer Norms and Adolescentsâ Experience with Sexual Behavior: Testing an Integrative ModelCVS file containing data from: Sex-related Online Behaviors, Perceived Peer Norms and Adolescentsâ Experience with Sexual Behavior: Testing an Integrative ModelPLOS ONE data.csv
Facebook
TwitterOpen Database License (ODbL) v1.0https://www.opendatacommons.org/licenses/odbl/1.0/
License information was derived automatically
This dataset was originally collected for a data science and machine learning project that aimed at investigating the potential correlation between the amount of time an individual spends on social media and the impact it has on their mental health.
The project involves conducting a survey to collect data, organizing the data, and using machine learning techniques to create a predictive model that can determine whether a person should seek professional help based on their answers to the survey questions.
This project was completed as part of a Statistics course at a university, and the team is currently in the process of writing a report and completing a paper that summarizes and discusses the findings in relation to other research on the topic.
The following is the Google Colab link to the project, done on Jupyter Notebook -
https://colab.research.google.com/drive/1p7P6lL1QUw1TtyUD1odNR4M6TVJK7IYN
The following is the GitHub Repository of the project -
https://github.com/daerkns/social-media-and-mental-health
Libraries used for the Project -
Pandas
Numpy
Matplotlib
Seaborn
Sci-kit Learn