Detailed Information on Publication Record
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.