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Youth screen use in the ABCD study

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216224%3A14310%2F22%3A00127547" target="_blank" >RIV/00216224:14310/22:00127547 - isvavai.cz</a>

  • Result on the web

    <a href="https://www.sciencedirect.com/science/article/pii/S1878929322000937?via%3Dihub" target="_blank" >https://www.sciencedirect.com/science/article/pii/S1878929322000937?via%3Dihub</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.1016/j.dcn.2022.101150" target="_blank" >10.1016/j.dcn.2022.101150</a>

Alternative languages

  • Result language

    angličtina

  • Original language name

    Youth screen use in the ABCD study

  • Original language description

    Adolescent screen usage is ubiquitous and influences development and behavior. Longitudinal screen usage data coupled with psychometrically valid constructs of problematic behaviors can provide insights into these relationships. We describe methods by which the screen usage questionnaire was developed in the Adolescent Brain Cognitive Development (ABCD) Study, demonstrate longitudinal changes in screen usage via child report and describe data harmonization baseline-year 2. We further include psychometric analyses of adapted social media and video game addiction scales completed by youth. Nearly 12,000 children ages 9-10 years at baseline and their parents were included in the analyses. The social media addiction questionnaire (SMAQ) showed similar factor structure and item loadings across sex and race/ethnicities, but that item intercepts varied across both sex and race/ethnicity. The videogame addiction questionnaire (VGAQ) demonstrated the same configural, metric and scalar invariance across racial and ethnic groups, however differed across sex. Video gaming and online social activity increased over ages 9/10-11/12 (p's &lt; 0.001). Compared with boys, girls engaged in greater social media use (p &lt; .001) and demonstrated higher ratings on the SMAQ (p &lt; .001). Compared with girls, boys played more video games (p &lt; .001) and demonstrated higher ratings on the VGAQ (p &lt; .001). Time spent playing video games increased more steeply for boys than girls from age 9/10-11/12 years (p &lt; .001). Black youth demonstrated significantly higher SMAQ and VGAQ scores compared to all other racial/ethnic groups.

  • Czech name

  • Czech description

Classification

  • Type

    J<sub>imp</sub> - Article in a specialist periodical, which is included in the Web of Science database

  • CEP classification

  • OECD FORD branch

    30103 - Neurosciences (including psychophysiology)

Result continuities

  • Project

  • Continuities

    I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace

Others

  • Publication year

    2022

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Name of the periodical

    DEVELOPMENTAL COGNITIVE NEUROSCIENCE

  • ISSN

    1878-9293

  • e-ISSN

    1878-9307

  • Volume of the periodical

    57

  • Issue of the periodical within the volume

    October 2022

  • Country of publishing house

    GB - UNITED KINGDOM

  • Number of pages

    11

  • Pages from-to

    1-11

  • UT code for WoS article

    000859319100001

  • EID of the result in the Scopus database

    2-s2.0-85137297691