J 2022

Youth screen use in the ABCD study

BAGOT, K. S.; R. L. TOMKO; A. T. MARSHALL; J. HERMANN; K. CUMMINS et al.

Základní údaje

Originální název

Youth screen use in the ABCD study

Autoři

BAGOT, K. S.; R. L. TOMKO; A. T. MARSHALL; J. HERMANN; K. CUMMINS; Albert KŠIŇAN; M. KAKALIS; F. BRESLIN; K. M. LISDAHL; M. MASON; J. N. REDHEAD; L. M. SQUEGLIA; W. K. THOMPSON; T. WADE; S. F. TAPERT; B. F. FUEMMELER a F. C. BAKER

Vydání

DEVELOPMENTAL COGNITIVE NEUROSCIENCE, ENGLAND, ELSEVIER SCI LTD, 2022, 1878-9293

Další údaje

Jazyk

angličtina

Typ výsledku

Článek v odborném periodiku

Obor

30103 Neurosciences

Stát vydavatele

Velká Británie a Severní Irsko

Utajení

není předmětem státního či obchodního tajemství

Odkazy

Impakt faktor

Impact factor: 4.700

Označené pro přenos do RIV

Ano

Kód RIV

RIV/00216224:14310/22:00127547

Organizační jednotka

Přírodovědecká fakulta

EID Scopus

Klíčová slova anglicky

Screen usage; Children; ABCD; Self-report

Štítky

Příznaky

Mezinárodní význam, Recenzováno
Změněno: 3. 1. 2023 08:58, Mgr. Marie Novosadová Šípková, DiS.

Anotace

V originále

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 < 0.001). Compared with boys, girls engaged in greater social media use (p < .001) and demonstrated higher ratings on the SMAQ (p < .001). Compared with girls, boys played more video games (p < .001) and demonstrated higher ratings on the VGAQ (p < .001). Time spent playing video games increased more steeply for boys than girls from age 9/10-11/12 years (p < .001). Black youth demonstrated significantly higher SMAQ and VGAQ scores compared to all other racial/ethnic groups.