J 2022

Youth screen use in the ABCD study

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

Basic information

Original name

Youth screen use in the ABCD study

Authors

BAGOT, K. S., R. L. TOMKO, A. T. MARSHALL, J. HERMANN, K. CUMMINS, Albert KŠIŇAN (203 Czech Republic, guarantor, belonging to the institution), 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 and F. C. BAKER

Edition

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

Other information

Language

English

Type of outcome

Článek v odborném periodiku

Field of Study

30103 Neurosciences

Country of publisher

United Kingdom of Great Britain and Northern Ireland

Confidentiality degree

není předmětem státního či obchodního tajemství

References:

Impact factor

Impact factor: 4.700

RIV identification code

RIV/00216224:14310/22:00127547

Organization unit

Faculty of Science

UT WoS

000859319100001

Keywords in English

Screen usage; Children; ABCD; Self-report

Tags

Tags

International impact, Reviewed
Změněno: 3/1/2023 08:58, Mgr. Marie Šípková, DiS.

Abstract

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.