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  • ✇Techdirt
  • Yet Another Study Finds That Internet Usage Is Correlated With GREATER Wellbeing, Not LessMike Masnick
    You’ve all heard the reports about how the internet, social media, and phones are apparently destroying everyone’s well being and mental health. Hell there’s a best selling book and its author making the rounds basically everywhere, insisting that the internet and phones are literally “rewiring” kids minds to be depressed. We’ve pointed out over and over again that the research does not appear to support this finding. And, really, if the data supported such a finding, you’d think that a new stud
     

Yet Another Study Finds That Internet Usage Is Correlated With GREATER Wellbeing, Not Less

17. Květen 2024 v 18:34

You’ve all heard the reports about how the internet, social media, and phones are apparently destroying everyone’s well being and mental health. Hell there’s a best selling book and its author making the rounds basically everywhere, insisting that the internet and phones are literally “rewiring” kids minds to be depressed. We’ve pointed out over and over again that the research does not appear to support this finding.

And, really, if the data supported such a finding, you’d think that a new study looking at nearly 2 and a half million people across 168 countries would… maybe… find such an impact?

Instead, the research seems to suggest much more complex relationships, in which for many people, this ability to connect with others and with information are largely beneficial. For many others, it’s basically neutral. And for a small percentage of people, there does appear to be a negative relationship, which we should take seriously. However, it often appears that that negative relationship is one where those who are already dealing with mental health or other struggles, turn to the internet when they have no where else to go, and may do so in less than helpful ways.

The Oxford Internet Institute has just released another new study by Andrew Przybylski and Matti Vuorre, showing that there appears to be a general positive association between internet usage and wellbeing. You can read the full study here, given that it has been published as open access (and under a CC BY 4.0 license). We’ve also embedded it below if you just want to read it there.

As with previous studies done by Vuorre and Przbylski, this one involves looking at pretty massive datasets, rather than very narrow studies of small sample sizes.

We examined whether having (mobile) internet access or actively using the internet predicted eight well-being outcomes from 2006 to 2021 among 2,414,294 individuals across 168 countries. We first queried the extent to which well-being varied as a function of internet connectivity. Then, we examined these associations’ robustness in a multiverse of 33,792 analysis specifications. Of these, 84.9% resulted in positive and statistically significant associations between internet connectivity and well-being. These results indicate that internet access and use predict well-being positively and independently from a set of plausible alternatives.

Now, it’s important to be clear here, as we have been with studies cited for the opposite conclusion: this is a correlational study, and is not suggesting a direct causal relationship between having internet access and wellbeing. But, if (as folks on the other side claim) internet access was truly rewiring brains and making everyone depressed, it’s difficult to see how then we would see these kinds of outcomes.

People like Jonathan Haidt have argued that these kinds of studies obscure the harm done to teens (and especially teenaged girls) as his way of dismissing these sorts of studies. However, it’s nice to see the researchers here try to tease out possible explanations, to make sure such things weren’t hidden in the data:

Because of the large number of predictors, outcomes, subgroups to analyze, and potentially important covariates that might theoretically explain observed associations, we sought out a method of analysis to transparently present all the analytical choices we made and the uncertainty in the resulting analyses. Multiverse analysis (Steegen et al., 2016) was initially proposed to examine and transparently present variability in findings across heterogeneous ways of treating data before modeling them (see also Simonsohn et al., 2020). We therefore conducted a series of multiverse analyses where we repeatedly fitted a similar model to potentially different subgroups of the data using potentially different predictors, outcomes, and covariates.

That allowed them to explore questions regarding different subgroups. And while they did find one “negative association” among young women, it was not in the way you might have heard or would have thought of. There was a “negative association” between “community well-being” and internet access:

We did, however, observe a notable group of negative associations between internet use and community well-being. These negative associations were specific to young (15–24-year-old) women’s reports of community well-being. They occurred across the full spectrum of covariate specifications and were thereby not likely driven by a particular model specification. Although not an identified causal relation, this finding is concordant with previous reports of increased cyberbullying (Przybylski & Bowes, 2017) and more negative associations between social media use and depressive symptoms (Kelly et al., 2018; but see Kreski et al., 2021). Further research should investigate whether low community well-being drives engagement with the internet or vice versa.

This took me a moment to understand, but after reading the details, it’s showing that (1) if you were a 15 to 24-year old woman and (2) if you said in the survey that you really liked where you live (3) you were less likely to have accessed the internet over the past seven days. That was the only significant finding of that nature. That same cohort did not show a negative correlation for other areas of well being around fulfilment and such.

To be even more explicit: the “negative association” was only with young women who answered that they strongly agree with the statement “the city or area where you live is a perfect place for you” and then answered the question “have you used the internet in the past seven days.” There were many other questions regarding well-being that didn’t have such a negative association. This included things like rating how their life was from “best” to “worst” on a 10 point scale, and whether or not respondents “like what you do every day.”

So, what this actually appears to do is support is the idea that if you are happy with where you live (happy in your community) than you may be less focused on the internet. But, for just about every other measure of well-being it’s strongly correlated in a positive way with internet access. There are a few possible explanations for this, but at the very least it might support the theory that the studies of those who are both facing mental health problems and excessive internet usage may stem from problems outside of the internet, leading them to turn to the internet for a lack of other places to turn.

The authors are careful to note the limitations of their findings, and recognize that human beings are complex:

Nevertheless, our conclusions are qualified by a number of factors. First, we compared individuals to each other. There are likely myriad other features of the human condition that are associated with both the uptake of internet technologies and well-being in such a manner that they might cause spurious associations or mask true associations. For example, because a certain level of income is required to access the internet and income itself is associated with well-being, any simple association between internet use and well-being should account for potential differences in income levels. While we attempted to adjust for such features by including various covariates in our models, the data and theory to guide model selection were both limited.

Second, while between-person data such as we studied can inform inferences about average causal effects, longitudinal studies that track individuals and their internet use over time would be more informative in understanding the contexts of how and why an individual might be affected by internet technologies and platforms (Rohrer & Murayama, 2021).

Third, while the constructs that we studied represent the general gamut of well-being outcomes that are typically studied in connection to digital media and technology, they do not capture everything, nor are they standard and methodically validated measures otherwise found in the psychological literature. That is, the GWP data that we used represent a uniquely valuable resource in terms of its scope both over time and space. But the measurement quality of its items and scales might not be sufficient to capture the targeted constructs in the detailed manner that we would hope for. It is therefore possible that there are other features of well-being that are differently affected by internet technologies and that our estimates might be noisier than would be found using psychometrically validated instruments. Future work in this area would do well in adopting a set of common validated measures of well-being (Elson et al., 2023).

On the whole it’s great to see more research and more data here, suggesting that, yes, there is a very complex relationship between internet access and wellbeing, but it should be increasingly difficult to claim that internet access is an overall negative and harmful, no matter what the popular media and politicians tell you.

  • ✇Roblox Blog
  • Dedicated to building a safer and more civil online worldTami Bhaumik, Vice President of Civility and Partnerships
    Roblox is an immersive platform focused on bringing people together to create, educate, and share with one another in meaningful ways. Our company mission is to connect one billion people with optimism and civility. As such, safety and civility have been the foundation of Roblox from the start, and become even more important as we grow and evolve.  Although safety is broadly understood, civility is often not. Civility is built on a foundation of safety. We have the opportunity to build one of th
     

Dedicated to building a safer and more civil online world

Roblox is an immersive platform focused on bringing people together to create, educate, and share with one another in meaningful ways. Our company mission is to connect one billion people with optimism and civility. As such, safety and civility have been the foundation of Roblox from the start, and become even more important as we grow and evolve. 

Although safety is broadly understood, civility is often not. Civility is built on a foundation of safety. We have the opportunity to build one of the most civil immersive communities in the world. One that is Fair, Respectful, and provides a deep sense of Belonging. Civility is when people’s conduct and behaviors align with contextual expectations. Civility is complex because it depends on the context of who you are with, where you are etc. For instance, how you behave in a library is different from how you behave at a party.

The mission of the civility team is to empower people to navigate Roblox and the online world with civility and confidence, which requires  the development of  a set of skills and behaviors which help to create positive online interactions that are respectful, inclusive, and supportive. To achieve this, Roblox has a dedicated civility initiative focused on the following pillars:

  • Lead – Continually innovating and amplifying our civility initiative for all people around the world
  • Educate – Delivering educational resources driven by evidence-based data partnering with global experts in the areas of human development, mental health, and digital literacy
  • Empower – Advocating for civility-by-design through product development and developer collaboration

For each of these three pillars, we are excited to share what we’ve learned in fostering civility and how we’re inspiring positive change to help people thrive on Roblox. 

Lead: Civility starts with education and awareness

A foundational element of creating civil online spaces is ensuring that everyone has clear and easy-to-access information about the online spaces their friends and family interact in. 

Research is foundational to create relevant and impactful strategies and content to empower kids, teens, parents, and caregivers. All of our civility education research is evidence-based, and conducted in partnership with leading global researchers, child development experts, and online well-being organizations.

Examples include our parent guides created with NAMLE, our “Into the Digital Future” podcast created in partnership with Sesame Workshop, and our Roblox Family Guide—all of which can be found on our resources page.

The next iteration of the internet is upon us, and our work is never done. We’re excited to announce the launch of our Civility microsite, civility.roblox.com, for anyone seeking advice about Roblox, using account controls, or more broadly, well-being and digital literacy advice. The site will contain updates from the latest research and Roblox resources as we work to amplify our civility education globally. 

Educate: Delivering recommendations to improve online civility by partnering with experts

Our vision was that the online world could be safer and more civil than real life due to advancements in technology before the end of this decade. We collaborated with the Digital Wellness Lab (run by Boston Children’s Hospital and Harvard Medical School), hosting a series of workshops to explore what needs to happen across society in Technology Innovation, Product Policy, and Education to make this hypothesis a reality.

Over 100 global experts in various fields relating to children’s welfare and development attended, including educators, researchers, clinicians, policymakers, advocacy groups, youth-support not-for-profit organizations, and technology companies. Our aim, in debating key issues and topics, was to develop guiding recommendations to educate technology leaders and policy-makers looking to build a more civil online world. Here are some proposals:

  • Approach online civility from a youth-rights framework – ensure everything we build, design, and deploy has young people’s rights at the forefront.
  • Involve youth meaningfully in the design of apps, platforms, policies, and resources.
  • Commit across the tech and media industries to co-create and adhere to policies that are positively framed and encourage growth.
  • Build onboarding processes that set expectations for behavior to support civility-focused norms in a fun and engaging way
  • Design, deploy, and continually improve accessible civility resources.

These proposals were grounded in evidence about the state of civility in online spaces, and the effect of online platforms and media literacy on an individual’s wellbeing. You can read the full whitepaper here

We’ve also recently wrapped up our latest research project with UK safety partner, Internet Matters. This work focuses on the digital experiences of neurodiverse teens, and includes key findings about their experience online. You can read the full report and access guides for neurodivergent young people and their parents here.

These are only a few of the ways that we partner across organizations to deliver educational resources for specific audiences. 

Empower: Evolving new features to keep Roblox safe and civil

Every day, people come to Roblox to create, play, work, learn, and connect with each other in virtual user-generated experiences built by a global community of creators. Although we have strict Community Standards in order to help ensure that everyone feels safe and welcome, people may not realize they are unintentionally violating our policies.

To help educate people, we are testing a new feature that helps users know when they may be violating our Community Standards in chat with voice. To date, it has shown promising results, and we will continue to test and make feature improvements. 

What’s next?

We will continue our work across these three pillars to help our community thrive. In this spirit, we will deepen our knowledge of how individual communities use Roblox and other online spaces; so we can ensure an inclusive, healthy, and positive community where everyone has the information they need to have a safe and civil online experience.

The post Dedicated to building a safer and more civil online world appeared first on Roblox Blog.

  • ✇Roblox Blog
  • Insights From Our Latest Digital Expression, Fashion & Beauty Trends ReportDaniel Terdiman
    Watch our virtual expert panel “What’s Next in Digital Self-Expression?” for a deep dive into this year’s trends. Self-expression is a vital part of many people’s experiences in immersive 3D spaces—especially Gen Z, who are growing up building connections in digital worlds. That’s why we’ve put together the 2023 Digital Expression, Fashion & Beauty Trends Report, which explores the full spectrum of self-expression through avatars, including brand considerations, the psychology behind crea
     

Insights From Our Latest Digital Expression, Fashion & Beauty Trends Report

9. Listopad 2023 v 14:55

Watch our virtual expert panel “What’s Next in Digital Self-Expression?” for a deep dive into this year’s trends.

Self-expression is a vital part of many people’s experiences in immersive 3D spaces—especially Gen Z, who are growing up building connections in digital worlds. That’s why we’ve put together the 2023 Digital Expression, Fashion & Beauty Trends Report, which explores the full spectrum of self-expression through avatars, including brand considerations, the psychology behind creating an avatar look and the impact of authentic self-expression on people’s physical style, purchasing decisions, and even mental well-being. 

This work builds on the research we did last year that provided valuable early insights on how people express themselves in immersive spaces. Our 2023 report offers new insights that will help creators, brands and industry experts better anticipate and respond to quickly evolving consumer needs.

Here are the top 5 takeaways from the 2023 report*:

1. The importance of digital self-expression continues to grow

In this year’s survey* of over 1,500 members of Gen Z in the U.S. and UK who are active on platforms like Roblox, 56% say styling their avatar is more important to them than styling themselves in the physical world. And for older Gen Z aged 22-26, 64% say that, given a choice, dressing up their avatar would be more important than dressing up in the physical world.

Additionally, 84% of Gen Z respondents say digital fashion is at least somewhat important for them, and  85% think the importance of digital fashion has grown at least some over the past year. More than half (53%) think it’s grown a lot.

These findings echo what we see on our platform: self-expression through digital identity and fashion is an essential part of people’s experience. For example, during the first three quarters of 2023 on Roblox, there were a total of 165 billion avatar updates, up 38% year over year, and people bought nearly 1.6 billion digital fashion items and accessories, up 15% year over year. Plus, millions of Roblox users continue to update their avatars every day.

But the influence of digital style and fashion doesn’t stay in the virtual world. In the survey, 84% report that their physical style is at least somewhat inspired by their avatar’s style, including 54% who say they are very or extremely inspired by what their avatar and other avatars wear.

2. Brand recognition matters for Gen Z in the metaverse

When it comes to metaverse fashion, survey respondents stress that they care about distinct styles and brand recognition: 52% say “stylish digital clothes” is the attribute they pay most attention to when deciding if an avatar is “cool-looking.” And three in four say wearing digital fashions from a recognized brand is at least somewhat important, including 47% of survey respondents who say it’s very or extremely important.

This dynamic can drive purchasing behavior: 84% say that after wearing or trying on a brand’s item in virtual spaces, they’d be at least somewhat likely to consider this brand in the physical world. In fact, 50% say they’d be very or extremely likely to do so.

3. Consumers are open to spending on digital fashion—the more exclusive the better

Meanwhile, designers and brands will be happy to learn that most Gen Z users are also willing to spend on digital fashion: in our survey, 52% say they’re comfortable budgeting up to $10 each month, while another 19% are willing to spend up to $20 monthly and an additional 18% are open to buying $50-$100 of items every month. 

The launch of Limiteds this year highlighted Roblox users’ demand for exclusive and rare items, as evidenced by most Limiteds reselling for more than their original cost.

For example, community members lined up to earn Limiteds via challenges in the Gucci Ancora experience and to buy up items from Roblox-native brands like CHRUSH.

Similarly, a leading electronic music brand, Monstercat, recently teamed up with community creator @WhoseTrade on six single-edition necklaces. Each sold within minutes, including the Ruby Pendant, acquired for 1,000,001 Robux (approximately $10,000), the highest initial Limited sale to date.

4. From head to toe, avatars enable experimentation with expression

While digital fashion is important to Gen Z users, people are also experimenting with other innovative ways of expression through their avatars.

One example of this is avatar makeup, which is already available in some community-created experiences. In addition, numerous brands—like Fenty Beauty, Maybelline, NARS, Givenchy Beauty, NYX, and L’Oreal—are now investing in meeting customers’ interest in it. 

And there’s real opportunity for them. According to our survey, more than a third of all respondents (35%) say it’s important to customize their avatar’s makeup daily or weekly, and the number rises to 51% for self-identifying female respondents. 

People are also increasingly customizing their avatar hair on Roblox. This year alone, users purchased more than 139 million hairstyles, up 20% over the year before, including more than 7.3 million people who bought five or more hairstyles on Roblox.

But self-expression doesn’t end there: Roblox users have increasingly been adopting emotes, and so far this year, 9.8 million Roblox users bought them, up 64% year over year. That’s something that Tommy Hilfiger took note of in introducing emotes into its Roblox digital fashion collection.

Users are also choosing fantastical auras that match their vibe, like a colorful variety available within Paris Hilton’s Slivingland.

And soon, Roblox users will be able to have expressive avatars featuring realistic emotions. That’s likely to be well-received by Gen Z users since 86% of survey respondents say it is at least somewhat important that their avatar is able to express emotions in order to feel fully represented in the metaverse. 

5. Authenticity drives self-expression in immersive spaces and positively impacts well-being

One striking finding from the survey is that most members of Gen Z strive to look good in the metaverse for themselves rather than for others. When choosing their avatar look, 62% say they care a lot that their avatar looks good to them as compared to 37% who say they care a lot that it looks good to others. 

And 40% of Gen Z feel it’s easier to present their authentic selves in the metaverse than in the physical world. Among the reasons cited: more “freedom of expression” and “creative options.” Further, people feel they “can be whoever we want” and that it’s “less judgemental” when they interact with others as avatars in immersive spaces.

In fact, our research showed:

  • Twice as many respondents believe they are judged less on their looks in the metaverse than in the physical world, and;
  • Respondents were 2.2 times more likely to say that expressing themselves in immersive spaces via their avatar feels better (“more me”) than posting 2D photos from the physical world on social media. 

Finally, respondents cited a positive impact on their mental well-being: 88% say expressing themselves in immersive spaces has likely helped them comfortably express themselves in the physical world. They note it helps build connections with others (29%), boosts confidence (24%), allows for true self-expression (21%), and helps improve mental health in other ways (25%).

A Universal Connector

Authentic self-expression is often described as a universal connector for people: by sharing who we truly are, we can make genuine connections. As Roblox continues building its platform and products for immersive communication and connection, we’re ensuring that people have the broadest set of opportunities to authentically express themselves. We’re excited to continue studying this space because as our research demonstrated, we know that when people have more control over the many elements they can choose to represent themselves in immersive 3D digital spaces, it can lead to positive impacts on their physical-world connections and well-being.

DOWNLOAD THE FULL REPORT HERE

* Methodology: The ‘2023 Digital Expression, Fashion & Beauty Trends’ report includes two complementary sets of data: 

  • Behavioral data collected from the Roblox platform from January through September 2023.
  • Self-reported survey data collected from 1,545 Gen Z users between the ages of 14 and 26, living in the United States (1027 respondents) and the United Kingdom (518). To obtain these responses, Roblox commissioned a nationally representative survey from Qualtrics fielded September 27-29, 2023. Included stats represent the full respondent sample given sentiment between the two markets (U.S. and UK) was largely similar. The sample has been balanced for gender in both markets using the Census Bureau’s American Community Survey for the U.S. and Office for National Statistics in the UK to reflect the demographic composition of these markets’ population in that age range. In the full report data is referenced as ‘2023 Roblox Self-Expression Survey.’
  • For any additional clarifications or questions on the data please contact press@roblox.com.

 

The post Insights From Our Latest Digital Expression, Fashion & Beauty Trends Report appeared first on Roblox Blog.

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