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Youth screen use in the ABCD study

Identifikátory výsledku

  • Kód výsledku v 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>

  • Výsledek na webu

    <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>

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

    Youth screen use in the ABCD study

  • Popis výsledku v původním jazyce

    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.

  • Název v anglickém jazyce

    Youth screen use in the ABCD study

  • Popis výsledku anglicky

    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.

Klasifikace

  • Druh

    J<sub>imp</sub> - Článek v periodiku v databázi Web of Science

  • CEP obor

  • OECD FORD obor

    30103 - Neurosciences (including psychophysiology)

Návaznosti výsledku

  • Projekt

  • Návaznosti

    I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace

Ostatní

  • Rok uplatnění

    2022

  • Kód důvěrnosti údajů

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

Údaje specifické pro druh výsledku

  • Název periodika

    DEVELOPMENTAL COGNITIVE NEUROSCIENCE

  • ISSN

    1878-9293

  • e-ISSN

    1878-9307

  • Svazek periodika

    57

  • Číslo periodika v rámci svazku

    October 2022

  • Stát vydavatele periodika

    GB - Spojené království Velké Británie a Severního Irska

  • Počet stran výsledku

    11

  • Strana od-do

    1-11

  • Kód UT WoS článku

    000859319100001

  • EID výsledku v databázi Scopus

    2-s2.0-85137297691