Project Topic

IMPACT OF TIKTOK CYBERBULLYING ON THE MENTAL HEALTH OF NIGERIAN YOUTHS

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 Format: MS word ::   Chapters: 1-5 ::   Pages: 45 ::   Attributes: Questionnaire, Data Analysis,Abstract  ::   150 people found this useful

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CHAPTER TWO

REVIEW OF RELATED LITERATURE

2.0 Introduction

The following sub-topics were briefly discussed in this chapter: conceptual framework, theoretical framework, and Review of pertinent empirical investigations, as well as a synopsis of the studied literatures.

2.1 Conceptual Review

2.1.1 The Concept of Mental Health

          Mental health has been a global concern in recent years. According to the World Health Organization (WHO), mental health is defined as the state of well-being in which individuals realise their own abilities, can cope with the normal stresses of life, can work productively and fruitfully, and are able to contribute to their community (WHO, 2017). The three most common issues in mental health are depression, stress, and anxiety. According to American Psychiatry Association, mental health issue is defined as the problem to function in the social aspect and it is related to the conditions involving changes in emotion, thinking, and/or behaviour of an individual. It is associated with depression, anxiety, and distress with problems functioning in social, work, or family activities. Mental health affects daily life such as productivity (working, studying), family relationship, and physical health. In a report by American Psychiatry Association, one in five (19%) of American adults experienced some form of mental health problem and one in twenty-four (4.1%) suffered from serious mental health issues (Ranna, 2018).

          Mental health has been observed to be connected with the prevalence of social media addiction among young university students. Over the last couple of years, Internet addiction and social media addiction have become a global concern to the public and these can be classified as health issues. From a clinical psychologist’s perspective, the addiction to social media is a waste and poses a serious concern to its users’ health, especially young people. “Facebook Addiction Disorder” and “Social Network Site Addiction Disorder” happen because addiction criteria, such as neglect of personal life, mental preoccupation, escapism, mood modifying experiences, tolerance, and concealing the addictive behaviour appear to be present in some people who use social networking sites excessively (Kuss & Griffiths, 2011), which lead to the prevalence of social media addiction.

2.1.2 The Concept of Social Media

          Social media is that means that employs mobile and web based technology to create highly interactive platforms via which individuals and community share, co-create, discuss and modifies users generated content (Nwabueze, 2011). Social media is a phrase being tossed around a lot. It is a website that does not just give you information but interact with you while giving you information. It is a group of internet based application that allows the creation and exchange of users generated content. It is easy to confuse social media with social news because we often refer to members of the news as the media. Adding to it, that social news site is also social media site. Some media website includes;

1. Social book Marking – interact by tagging website and searching through website book marked by others (Blink list, simple).

 2. Social News – interact by voting for articles and commenting on them (Digg, propello).

3.  Social Networking – interact by adding friends, commenting on photo and profiles, sharing groups for discussions (Face book, 2go, BB chat)

4.  Social Photo and Video Sharing – interact by sharing photos or videos and commenting on the user submission (U-tube and fliki).

5. Wikis – interact by adding articles and editing existing articles. (Wikipedia, wikia). (Retrieved December 4th 2022) (www.wikepediafreeencyclopedia.com).

          Social media refers to the means of interaction among people in which they create, share, exchange and comment among themselves in different networks. Albertazzi and Cobley(2010) are of the opinion that social media is a group of internet based application that builds on the ideological foundation and allows the creation and exchange of users – generated content. Social media has become one of the major channel of chatting through platforms such as 2go, BB chat, blogger and wiki a. There has been an increase in the mobile social media which has created new opportunity for browsing (www.census.gov). The internet usage effect of social media, in views of Nielson, (2012) is that, internet users continue to spend more time on the social media than any site. The total time spent on social media across mobile devices increased by 37%, 121 billion minutes in July 2012 compared to 88 billion minutes in July 2011.

Jonah (2013) classified social media into six different classes as follows;

1) Collaborative Project (Wikipedia)

2) Blogs and Micro blogs (Twitter)

3) Content Communities (U – tube)

 4) Social Networking Site (Face book. 2go, BB chat)

5) Virtual Game World (World of war craft)

 6) Virtual Second World (Second life)

          Technology includes the blogs, picture sharing, music sharing, crowd sourcing, e-mail, instant messaging and voice over. These services could be integrated via social network aggregation platforms. When social media is used in combination with mobile devices, it is called mobile social media. Social media is a group of mobile marketing application that allows the creation and exchange of users generated content. Due to the fact that mobile social media runs on mobile devices, it differs from traditional social media as it incorporates new factors such as the current location of the user, time delay between sending and receiving.

          According to Chinaka (2006), social media can be divided into four types;

  1. Space – timers [location and time sensitive] – exchange of message with relevance for specific location and time (Face book, 2go, BB chat)
  2. Quick – time [time sensitive] – transfer of traditional social media application to mobile services to increase immediacy (posting twitter messages, status update[2go], and updating display picture(dp) [BBm].
  3. Space – locators [location sensitive] – exchange message with relevance for one specific location which are tagged to certain place (yelp, oype).
  4. Slow – timers [neither location nor time sensitive] – transfer traditional social media application to mobile devices (reading a wiki-pedia entry).

2.1.3 Tiktok

          TikTok is one of the most popular apps on social media. This app is the world?s prominent destination for creating short-form mobile videos in Asia, United States and other parts of the world. It emerged from the founders of the app called Musical.ly. TikTok, also known as Douyin in China, started in September 2016 and is maintained by Byte Dance (Xioa, 2019). This media app is accessible in over 150 marketplaces and in 75 languages (Mehvish, 2018). TikTok has generated a modern trend among teenagers and permits users to make and share short 15 to 60-second short video and lets them choose songs, effects, or soundbites. An additional benefit is that collaboration which is a major motivation where they can do a „?duet?? with someone by responding to their video which results in a limitless chain of responses. In September, it exceededFacebook, Instagram, YouTube, and Snapchat in monthly installs in the App store. Due to 500 million worldwide effective users, with 6 million US downloads as of November TikTok became such a hit. As TikTok is like social media apps like Snapchat, Vine, or Dubsmash, it has gained its influence since it offers far more options for creators. TikTok is also a high rated app in the Google Play Store which is 4.6 and makes this application highly qualified merging Artificial Intelligence and image capture (“English Department”, 2018).

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