Online Trends Among College Youth
Daman Deep Kaur Gulati, Seema Yadav and Pooja Sharma
c
The Bhopal School of Social Sciences,Indi
Keywords: Online Trends, College, Youth, Boys, Girls.
Abstract: The aim of this research was to know the online trends among the college youth. The random sampling method
was applied to collect the data from 400 graduate level students of Bhopal city in India. Self-developed
questionnaire was used for this purpose. The reliability of the tool was tested and the Cronbach’s α score was
0.785. The data obtained was analysed on Jamovi 2.2.5. The results of the study showed that girls have higher
inclination for the online coaching. Both boys and girls prefer e-text books, e-books, online recorded videos,
online shopping, social networking websites, online web series, online movies and online songs. Boys prefer
to read e-newspapers and girls sometimes read e-newspaper. Some boys have inclination for playing action
games and are more interested to play the fantasy games. Most of the boys prefer online payment. The college
youth do not prefer porn and gambling websites. The college youth spent 31% of the time for educational
purpose, 30 % for entertainment ,25 % for social networking and 14 % for other utility.
1 INTRODUCTION
There were 658.0 million internet users in India in
January 2022 (Kemp, 2022).The college youth is
using the internet for various purposes. The usage
starts with connecting to the friends through online
chatting applications. They also like to watch the
videos of their subject teachers for understanding the
concept. There is a long list of internet usage. The
online trends of college youth are diverse. The online
applications are used for education, entertainment,
games, shopping and doing payment. (Agarwal et al.,
2021) suggested that students prefer online education
even after covid-19 if institutes focus on satisfying
the needs of students. In urban cities students prefer
online coaching. The coaches can provide online
guidance to the students. The dependence is
increasing because of easy availability of internet,
high speed of internet and it reduces the fuel
expenses. The urban city is also facing the issues of
high concentration of vehicles on the road. The
situation of traffic jam is getting very common. The
other trend which is pitching nowadays is related to
reading of e-text books, e-books and e- newspapers.
It is very easy to enlarge the content on the screen and
read with ease. The college youth is crazy for online
games. Online platform is filled with humongous
games. There are some games for increasing mental
abilities in the students like sudoku and chess. The
traditional outdoor sports like cricket, football,
hockey and badminton are available online. In this
the participants can choose the player of their choice
and win the game with some monetary benefits.
These are also popularly known as fantasy games.
Action games with multiple players are also capturing
the mind of the Gen Z. This generation in their leisure
hours watch the online web series, movies and use
online apps like Wynk music and Spotify to listen
favourite play list. E-commerce has made the
shopping at your fingertips. Youngsters browse their
favourite brands online, order it and prefer to do
online payment. The online banking apps , Paytm,
Google pay and PhonePe helps in making quick
payments anywhere and at any time. This online
world is flooded with educational websites, social
networking sites, gaming websites, payment
applications but also with porn and gambling
websites. Unethical content can be easily viewed by
the youth on the porn sites. Gambling sites are
lucrative and college youth get carried away with the
idea of making quick money. (Chaudhari et al.,2015)
explored that male medical students who were doing
high expenditure on internet, staying online for longer
duration, using internet for social networking, online
videos and watching sexual content on websites are
significantly associated with internet addiction. The
companies are minting money with the increase in the
consumers. This online usage of internet has some
678
Gulati, D., Yadav, S. and Sharma, P.
Online Trends Among College Youth.
DOI: 10.5220/0012501000003792
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 1st Pamir Transboundary Conference for Sustainable Societies (PAMIR 2023), pages 678-683
ISBN: 978-989-758-687-3
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
adverse effects on the youth. (Balhara et al. 2018)
reported that problem internet users suffered from
insomnia, daytime sleepiness and eye strain. The
dependency on internet has been increased widely.
There is a shift in the habit of youth as they prefer
online platform over offline. Some youngsters are
aware of the consequences of problematic internet
use. As there are various awareness programs getting
conducted at school level. It is essential to know the
current online trends among the college youth. This
will help in designing the healthy digital plan for the
Indian youth. The Indian government regulatory
bodies can also guide the youngsters for healthy use
of technology.(Gopal et al., 2021) investigated that
quality of instructor, course design, prompt feedback,
and expectation of students has a positive impact on
students’ satisfaction. In addition to this, student’s
satisfaction has positive impact on students’
performance.(Mutalib et al., 2012) suggested a
framework for e-Book which can support students
in the learning process.(Merkle et al. 2022) found that
e-books moderate the relationship between textbook
effectiveness and academic performance
engagement. Highly effective e-books result in higher
levels of academic performance
engagement. Businesswire(February 26, 2021 )
reported that consumers prefer e-books over other
books. There is less preference for other books as they
are more fragile , need more care and its high cost.
The usage of smartphones and e-books with
multilingual features will increase the demand for e-
books.The saving trees campaigns and environment
protection awareness program by government is also
boosting the growth of e-books.(Dhawan,2022)
mentioned that after the lockdown there has been a
15-20% increase in people seeking treatment for
gambling addiction. Most of the people began this as
an entertainment and get trapped into it.
2 OBJECTIVES
The objectives of the study are to know the trend of -
1.online coaching ,2.reading e-text books related to
their subjects ,3.reading fiction / non-fiction e-books
,4.watching online videos for their subjects ,5.reading
e-newspaper ,6.playing online mind games
,7.playing online action games ,8.playing fantasy
sports like cricket, hockey, badminton,etc.9.
watching online movies ,10. watching online web
series,11. using online apps for listening songs
,12.using social networking websites, 13.online
payment , 14.online shopping,15. visiting porn
websites and 16.visiting online gambling websites in
boys and girls. Also, to know the online time
utilization for academic, entertainment, utility and
social networking by college youth
3 RESEARCH METHODOLOGY
The research was conducted on 400 graduate
students’ of a private college in Bhopal, India. The
random sampling method was used to collect the
sample. The data was collected by self-developed
questionnaire. The first part was based on five-point
scale of never, rarely, sometimes, often and always
and the other was descriptive section with open ended
questions. The reliability of the questionnaire was
tested. The Cronbach's α is 0.785. The google form
was used to collect the responses of students from
different streams in the month of July 2022. The
responses were received from 200 boys and 200 girls.
The age group of students was from 17 years to 21
years. The data was analysed by jamovi 2.2.5.
4 RESULTS AND DISCUSSION
The results of the study are discussed objective wise.
The first objective was to know the trend of online
coaching in boys and girls. Table 1 shows that both
boys and girls prefer online coaching. Girls have
higher inclination for the online mode of learning. It
is safe, saves the travelling cost and students can do
hassle-free studies from the convenient places.
(Howlett et al., 2021) found that increase in
metacognitive awareness happened in-person
academic coaching as well as online academic
coaching conditions.The second objective was to
know the trend of reading e-text books related to their
subjects in boys and girls. Table1 shows that both
boys and girls prefer reading from e-text books. It is
easy to search relevant content from these books.
(Shepperd et al., 2008 as cited in Ma et al.2022)
found that in comparison to the traditional textbooks
the electronic books are available at lower price,
offers more interaction, easy access ,occupies less
space and more movable.The third objective was to
know the trend of reading fiction / non-fiction e-
books in boys and girls. Table 1 shows that girls and
boys both likes to read e-books apart from their
regular subject related text books. They can read
anytime and there is no fear to lose the book.
Online Trends Among College Youth
679
Table 1: Frequencies of online trends in boys and girls of college.
Objectives Gender Never Rarely Sometime
s
Often Always
1.Online Coaching Boys 43 27 49 35 46
Girls 37 20 46 28 69
2.e-text Books Boys 16 17 51 70 46
Girls 3 9 80 66 42
3.e-books Boys 37 21 51 49 42
Girls 19 38 73 29 41
4.Online Video Lectures Boys 12 2 55 63 68
Girls 6 5 57 63 69
5.e-newspaper Boys 20 33 48 38 61
Girls 17 37 81 39 26
6.Online Mind Games Boys 34 42 51 38 35
Girls 32 34 75 44 15
7.Online Action Games Boys 84 24 42 21 29
Girls 150 18 18 7 7
8.Fantasy Games Boys 36 11 57 35 61
Girls 68 21 53 23 35
9.Online Movies Boys 8 25 41 46 80
Girls 2 21 60 51 66
10.Web Series Boys 18 19 37 55 71
Girls 14 29 48 42 67
11.Songs Apps Boys 12 11 30 28 119
Girls 0 4 29 28 139
12.Social Networking Websites Boys 8 16 36 42 98
Girls 13 6 22 52 107
13.Online Payment Boys 12 10 26 25 127
Girls 19 12 30 60 79
14.Online Shopping Boys 14 16 45 45 80
Girls 14 9 47 51 79
15.Porn Websites Boys 113 46 31 6 4
Girls 174 14 9 3 0
16.Gambling Websites Boys 168 6 18 0 8
Girls 180 6 8 4 2
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The fourth objective was to know the trend of
watching online video lectures for their subjects in
boys and girls. Table 1 shows that both boys and
girls prefer to watch online recorded videos. It helps
to reiterate the concept in the mind of the students. It
is easy to revise the concept during exam.The fifth
objective was to know the trend of reading e-
newspaper in boys and girls. Table 1 shows that boys
prefer to read e-newspapers and girls sometimes read
e-newspaper. The college going students are
occupied with their regular studies but they keep
themselves updated by reading newspapers.The
sixth objective was to know the trend of playing
online mind games to improve mental ability in boys
and girls. Table 1 shows that boys and girls
sometimes like to play mekorama, sudoku, chess,
complete the picture, and cross word puzzles.
(Yazici & Kumcagiz, 2021) concluded on the basis
of several researches that online games are effective
in enhancing students’ academic outcome and
motivation.The seventh objective was to know the
trend of playing action games in boys and girls.
Table 1 shows that some boys have inclination for
playing action games. The most popular among the
youth are Call of duty: modern warfare 3, GTA 5,
Battle grounds mobile India, Apex legends,Valorant
and Pubg. Multiple players can play online together
and it gives great virtual experience ,sense of
achievement and pleasure to the gamers. (Yazici &
Kumcagiz, 2021) revealed that increase in use of
problematic online games resulted in increased level
of depression and decrease in the life satisfaction
levels in the university students. The eighth
objective was to know the trend of playing outdoor
games on online platform. Table 1 shows that boys
are more interested to play the fantasy games like
cricket, football, hockey and badminton. Students
play during the lunch breaks in the college and after
the college hours in their free time. They like to play
in the virtual platform to enjoy the real games.The
ninth objective was to know the trend of watching
online movies in boys and girls. Table 1 shows that
both boys and girls prefer watching online movies.
The popular platforms are Netflix, Prime video,
Hotstar and Voot.The tenth objective was to know
the trend of watching online web series in boys and
girls. Table 1 shows that both boys and girls prefer
to watch online web series. They enjoy the strong
story and content. They like the ease of watching
them at any time.The eleventh objective was to know
the trend of using online apps for listening songs in
boys and girls. Table 1 shows that both boys and girls
like to listen songs on online apps like
JioSaavn,Wynk,Spotify,Youtube and Gaana.The
twelfth objective was to know the trends of using
social networking websites in boys and girls. Table 1
shows that both the boys and girls prefer online
platform to interact with friends and families. They
like to share photos and important information on
Facebook, Instagram, Whatsapp and Snapchat. The
college has created official class groups on Whatsapp
which is used to share class-related information, study
material, exchange of greetings on festivals and
birthdays. (Faizi & El Fkihi, 2018) higher education
students in Morocco used the Facebook to access
learning materials, homework assignments ,class-
related information and discuss topics with other
friends . (Gonulal, 2019) found that Instagram has the
potential to support English Language Learners in
improving vocabulary, communication and language
skills. The thirteenth objective was to know the trend
of doing online payments. Table 1 shows that the most
of the boys prefer online payment through Google Pay,
Phone pe,Paytm, Bhim UPI, Yono SBI and Amazon
pay. These are used to pay the expenses related to the
food , travel, fees, insurance, rent, electricity ,data
recharge and shopping.
The fourteenth objective was related to know the trend
of online shopping in boys and girls. Table 1 shows
that both the boys and girls like to do online shopping.
The popular platforms are
Amazon,Flipkart,Myntra,Meesho, urbanic, ajio,
houseofindya and Nyka.The fifteenth objective was to
know the trend of visiting porn websites in boys and
girls. Table 1 shows that boys and girls do not prefer
to watch porn content and rarely they visited these
websites. They have a good control on themselves.The
sixteenth objective was to know the trend of visiting
gambling websites. Table 1 shows that both boys and
girls do not prefer to involve in gambling activities.
They believe that these are unethical practices.
Online Trends Among College Youth
681
Figure 1: Online Time Utilization
The seventeenth objective was to know the online
time utilization for academic, entertainment, utility
and social networking by the students. It was found
that students spent maximum time for educational
purpose. It includes online coaching, reading e-text
books ,e-newspapers, watching recorded lectures,
and playing mind games online. After this they spent
time for entertainment. It includes reading e-books,
watching online movies, porn scenes, web series,
listening songs, playing action and fantasy games.
After this they spent time on social networking to
chat with their friends and families. Lastly, they
spent time on utility purpose. It includes doing
online payments and online shopping.
5 CONCLUSION
The college youth is involved in multiple online
activities. Internet has made the life easy and
comfortable. Girls prefer online-coaching. Both
boys and girls prefer reading e-text books and e-
books. They also like to watch online recorded
videos, movies, web series and listening songs on
online applications. Boys prefer to read e-
newspapers and girls sometimes read e-newspaper.
Sometimes they like to play online mind-games.
Some boys play online action games and outdoor
games on online platform. There is a greater
inclination towards social networking in the college
youth. They both prefer to do online shopping and
boys prefer payment through online modes. There is
a less craze for visiting porn and gambling web sites
.They spent 31% of the time for educational purpose,
30 % for entertainment ,25 % for social networking
and 14 % for other utility .
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