IMPACT OF TECHNOLOGY DURING COVID-19 PANDEMIC ON ADOLESCENTS’ IDENTITY DEVELOPMENT
Dr. Olivet Kiranmayi Neethipudi
1,
Chloe Fann, M.S. 2
1 Ph.D.,
Adjunct Professor, Department of Counseling, Educational Psychology, and Research,
College of Education, The University of Memphis, Memphis, TN, USA
2 Doctoral
Student, Department of Counseling, Educational Psychology, and Research,
College of Education, The University of Memphis, Memphis, TN, USA
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ABSTRACT |
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Identity development is significant during adolescence, which requires strong peer relationships through social interactions. The recent COVID-19 pandemic has created havoc in human life, where people distanced from each other to save themselves. To overcome this situation, adolescents already born into a digital era who used technology for fun previously increased their dependency on it to learn and develop. This literature review study was conducted using specific criteria that included literature before and after the pandemic and addressed the problem of how adolescents could develop their identity while shifting from face-to-face to virtual platforms during the COVID-19 pandemic. So, this study aimed to observe the adolescent’s identity development before and after the pandemic while considering Erikson’s theory of eight psychosocial stages and Marcia’s identity statuses. Research
findings revealed complex positive outcomes and significant negative
consequences. The authors argued that whether positive or negative,
adolescents’ identity development became weak and pushed them to a new social
and historical context that impaired their ability to develop their identity. |
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Received 01 January 2024 Accepted 01 February
2024 Published 15 February 2024 Corresponding Author Dr.
Olivet Kiranmayi Neethipudi, knthpudi@memphis.edu DOI 10.29121/granthaalayah.v12.i1.2024.5484 Funding: This research
received no specific grant from any funding agency in the public, commercial,
or not-for-profit sectors. Copyright: © 2024 The
Author(s). This work is licensed under a Creative Commons
Attribution 4.0 International License. With the
license CC-BY, authors retain the copyright, allowing anyone to download,
reuse, re-print, modify, distribute, and/or copy their contribution. The work
must be properly attributed to its author. |
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Keywords: Technology Impact, COVID-19 Pandemic,
Adolescent’s Identity |
1. INTRODUCTION
Technology
has become a part of today’s world, with online gaming being a common
phenomenon without barriers for adolescents worldwide. Games are not new to
humankind, where social interactions begin, and connections can be made among
individuals, leading them to form friendships. Through these social
interactions, individuals seek either fun or feel connected, which is essential
for human growth and development. These social interactions can be emphasized
differently at different periods of human life, yet they boil down to playing
games in every period in the lifespan of humans. For example, infants can play
with hanging toys, and adolescents can play physical sports, board games, or
online video games. Even as adults, they can continue to involve themselves in
the play for fun or to feel connected with others. That being
said, this article researched the effects of technology and online
gaming during the adolescent period. It was investigated through a literature
review process and revealed the results of adolescents' identity development
during the COVID-19 pandemic.
This
article argued that the historical rise of technology and virtual platforms
combined have restricted in-person social interactions in adolescents. This
situation during the COVID-19 pandemic has created a unique social context that
has impacted the identity development of today's adolescents. Adolescence is a
vulnerable age in development, where parental influences will be shifted to
peer interactions. According to Hill (1983), adolescence is the period with its
unique flavor, as it signifies the onset of puberty, the emergence of more
advanced thinking abilities, and the transition into new societal roles. Since
these changes occur in adolescence, establishing an identity is more prominent.
While establishing their identity, adolescents prominently emphasize their
self-conceptions, self-esteem, and their sense of self.
Irrespective of the society in which they are being
raised, adolescents undergo these universal changes, which are biological,
cognitive, and social, by questioning everything and testing what was learned
in their childhood. According to Steinberg (2017), adolescence is when
individuals restructure and reorganize their sense of self and identify
themselves based on their development in those different developmental domains.
So, identity development can be understood as a series of interrelated
developments rather than development in any single domain. This complex,
interrelated development can be viewed as identification in relation to others
and the larger society where the adolescent is being raised. If
these changes are positively completed, adolescents identify themselves as
someone they are proud of. If they are not positively completed, they will
experience an identity crisis that can lead them to confusion, which can be
observed in the theoretical framework.
1.1. THEORETICAL FRAMEWORK
The
conceptualization of identity formation was mainly built on the work of
researchers Erikson and Marcia. Therefore, the authors of this article utilized
both Erikson’s Psychosocial framework and Marcia’s identity statuses as a guide
while researching this literature review. According to Erikson’s psychosocial
theory, there are eight stages in the lifespan of Humans from Infancy to Older
Adulthood, and the theorist explains what happens during each aging period.
Based on the theory, if a stage is positively completed, an individual can
develop positive psychosocial developmental outcomes, whereas, in contrast, if
an aging period is not completely satisfied, an individual will develop a
pathology of crisis.
This
article focused on the fifth stage among the eight psychosocial stages of human
development. The fifth stage is the Adolescence stage, and the age range of
this stage is approximately between 12 and 18 years. At this stage, according
to Erikson (1968), adolescents focus on social
relationships and utilize those relationships to identify who they are by
questioning what they have learned in their childhood. So, based on Erikson (1968), if this stage is positively
completed, adolescents identify themselves as who they are by embracing the
virtues of devotion and fidelity; alternatively, if this stage is not
positively completed, they will be confused and develop the pathology of
abandonment. We conducted a literature review exploring Erikson's framework and
Marcia’s identity statuses to address this study's problem and purpose.
Marcia expanded on Erikson’s adolescence stage by discussing the identity processes in which adolescents form their identities. In his discussion of identity processes, Marcia laid out four identity statuses based on the dimensions of identity exploration and identity commitment. Identity exploration refers to considering and exploring various goals, ideals, values, and roles, while identity commitment refers to personal investments in those various goals, objectives, values, and available roles. The level of exploration and commitment determines the identity status of an individual. There are four statuses based on Marcia’s Identity Statuses theory, which are Identity Achievement, Identity Foreclosure, Identity Moratorium, and Identity Diffusion. Identity achievement describes individuals who have extensively explored and have made a commitment. Identity moratorium describes individuals who have explored but have not made a commitment. Identity foreclosure occurs when an individual has not explored but has made a commitment. Finally, identity diffusion occurs when an individual has not explored and has not made a commitment. Generally, it is more adaptive to have experienced exploration, so identity achievement and identity moratorium are the preferred identity statuses that theoretically lead adolescents to a strong sense of self. This identification of self in adolescence is explored in this literature review research with the increased technological usage through online gaming in the wake of COVID-19.
1.2. THE PROBLEM AND THE PURPOSE OF THE STUDY
The
problem that this research addressed was adolescents’ quest for identity
development without face-to-face social interactions with their peers during
the COVID-19 pandemic. So, the purpose of this study was to investigate the
experiences of adolescents by reviewing the past and recent literature
regarding digital usage and online social interactions with their peers.
1.3. RESEARCH QUESTION
The
research question that guided our research was about the factors contributing
to establishing identity formation among adolescents when they shift from
face-to-face to virtual interactions. So, our research question was,
What
factors contribute to adolescents’ identity formation when they shift their
learning to virtual spaces during the COVID-19 pandemic, and how do they
identify themselves without face-to-face interactions?
2. LITERATURE REVIEW
Since
this was a Literature Review, we used a specific method with inclusion criteria
of certain words and selected the articles. We searched the articles using
these unique keywords: adolescents, peer
relationships, technology use, COVID-19 impacts, and the transition of social
interactions. The first part of the Literature was based on the first part of
the Research Question, which looked at social experiences surrounding adolescent
identity formation. Much of the literature looked at here was dated before the
pandemic. This part of the Literature Review aimed to gain a broad
understanding of what went into adolescent identity formation.
Figure 1
Figure 1 Figure of the First Part of the Literature Search |
2.1. LITERATURE REVIEW – PART ONE
As
observed in the above figure, the first part of the search was again divided
into four categories: adolescents’ identity formation, the influence of peers,
social interactions, and other meaningful experiences that do not fit into the
above three categories. These are the Key Findings of the first part of the
literature review. Much literature about the importance and influence of peers
in adolescents’ identity formation was reviewed. Peers were found to directly
affect an adolescent’s academic performance, educational plans, and risky and
antisocial behavioral decisions. The literature review also revealed that
social interactions are significant to adolescents, and these social
interactions can be made through online gaming in virtual spaces. A couple of
studies also found a correlation between depression and anxiety, with identity
confusion, suggesting that negative experiences must be addressed to improve
positive experiences, which are essential for identity formation and
adolescents’ overall mental well-being.
Figure 2
Figure 2 The Key Findings of the First Part of the Literature Search. |
The key
findings of part one of the literature review revealed that even before the
pandemic, adolescents established their identities uniquely and were always
influenced by peer interactions while exploring their identities. Their
identity formation primarily depended on their peer group acceptance and social
status while interacting with each other personally, face-to-face during
sports, board games, or even online games. Research revealed that even though
they played online games, they used to talk about it when they met in person.
So, these interactions helped them to establish their identities successfully
with the virtues of devotion and fidelity.
2.2. LITERATURE REVIEW – PART TWO
The
second part of the Literature review was based on the second part of the
research question, which was how adolescents
identify themselves in virtual spaces without physically interacting with each
other. This raises concern about what happens when something important to
identity development is taken away from adolescents. This part of the
literature was divided into four categories: social interactions, virtual
platforms, the COVID-19 pandemic, and establishment of identities to answer how
adolescents establish their identity in the virtual platform during the
COVID-19 pandemic.
Figure 3
Figure 3 Figure of the Second Part of the Literature Search |
These
were the key findings of the second part of the literature. Literature on
social interactions and virtual platforms during COVID-19 revealed positive and
negative outcomes. Positive outcomes included connectedness, learning, and fun
online playing, whereas the negative consequences were addiction to online
games and depression. During the COVID-19 pandemic, the virtual platforms
previously used for fun became mandatory. Adolescents were forced to learn and
use new technologies remotely due to the shift from face-to-face to virtual
platforms. As technology usage has increased during the pandemic, adolescents
have only one option of using online virtual platforms for everything, from
social interactions with peers to schoolwork submissions.
Figure 4
Figure 4 Figure of the Key Findings from the Second Part of the Literature Search |
The key
findings from part two of this literature review process were that during the
COVID-19 pandemic when face-to-face interactions were shifted to virtual spaces
along with the increased usage of technology, negative consequences like
internet addiction, depression, and social and contextual maladjustments were
observed among adolescents. These negative impacts were more
rather than the positive outcomes through improved technology. This was
observed by reviewing the literature through an example in part two of the
research.
Tommy,
who was positively engaged with online video games and used to have fun with
them, turned the other way around and lost interest because of the switch to
completely virtual spaces. He became depressed because he no longer shared fun
or engaged with his friends as he had no face-to-face social interactions with
his peers. Everything became online, and he could not be in a
position to meet his friends any longer. So, even though there were
positive experiences before the pandemic for him, they became less meaningful.
3. RESEARCH FINDINGS
Research findings included both complex positive outcomes and, at the same time, significant negative consequences. Positive outcomes are those actions whose effects are fun, pleasing, and helpful to an individual. If we observe the positive outcomes for adolescents, they get the help needed to learn new technologies through virtual spaces and remain connected with their peers simultaneously. Negative outcomes are those actions whose effects are not so pleasing and even hurtful or harmful to an individual. If we observe the negative outcomes for adolescents, they are being pushed into confusion. Adolescents were forced to live in virtual spaces without any face-to-face interactions. When these virtual spaces became the new normal for their living, they were confused between reality and the virtual spaces they lived in.
If we observe the complexities of positive outcomes, although adolescents experience fun and connectedness required for identity formation through online video gaming, according to Steinberg (2017), identity formation also requires face-to-face social interactions with peers and identifying a peer group into which they want to be accepted. Since these face-to-face peer group identifications and interactions were lacking in the online virtual platforms, their identity establishment has become weak. Their risk of abandonment increased, leading them to a greater risk of confusion in self-identification and sociopsychological maladjustment based on Erickson’s theoretical model.
Negative outcomes are anxiety and depression, which were
already unpleasant and hurtful. So, the consequences of negative outcomes have
pushed adolescents to more confusion and abandonment, leading them to a
decreased sense of exploration based on Marcia’s identity statuses. These
adversities have increased during the pandemic, finally impacting their ability to identify
themselves.
Therefore, in line with our argument, adolescents’
identity development became weak irrespective of whether there were positive
outcomes or negative consequences of online interactions. These positive or
negative outcomes may occur regardless of either gaming or online learning.
Based on Erikson’s psychosocial theory, if adolescents cannot identify
themselves during their crucial development period of adolescence, they
experience the pathological crisis of confusion and abandonment rather than
embracing the virtues of devotion and fidelity. This situation made online
interactions meaningless for adolescents and pushed them to enter a new
historical and social context that impaired their ability to develop their
identity. When these virtual
spaces became the new normal for their living, they were confused with reality
and virtuality as these online interactions became the platform for both gaming
and learning. Therefore, their identity establishment weakened, leading to an
increased risk of confusion in their self-identification. Thus, in
either case, whether they are positive or negative outcomes, adolescents’
identity establishments were weakened.
4. CONCLUSION
Figure 5
Figure 5 Visual Representation of Research Analysis. |
Although
the shift from in-person to virtual platforms during the COVID-19 pandemic was
fun initially, it did not help the adolescents establish their identity. So,
the big takeaways from this research are that even though adolescents in these
virtual spaces experienced positive outcomes, they became less meaningful
because identity exploration depended on many other factors that required
face-to-face interactions with peers. The lack of face-to-face social
interactions has also impacted adolescents’ self-esteem and sense of self. When
this face-to-face interaction was lacking in virtual spaces, adolescents
experienced higher rates of anxiety and depression without the opportunity to
establish their identity. Figure 5 represents the visual
representation of the research analysis. The in-person interactions have
shifted to virtual spaces, and the positive outcomes have become less
meaningful because of the shift and lack of actual interactions with their
peers.
Below is
the overview of Identity formation before the pandemic Vs. the effects of Covid
19 during the pandemic. In the first pyramid, peer influences were improved
with social interactions that helped the adolescents establish their identity.
Virtual interactions in the second pyramid have pushed adolescents to confusion
and decreased their ability to establish their identity, which has turned the
pyramid upside down.
Figure 6
Figure 6 Identity Establishments Before and During the Pandemic. |
5. RECOMMENDATIONS
This research recommends that more research be done about creating meaningful virtual peer interactions where adolescents can enjoy their time as if they were with their peers in reality. This means online interactions must be improved to make opportunities for exploration in virtual spaces where face-to-face interactions could be replaced. This research also recommends designing parental interventions to encourage adolescents to explore and use their virtual interactions and platforms meaningfully.
CONFLICT OF INTERESTS
None.
ACKNOWLEDGMENTS
None.
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