206 research outputs found

    Teenage sleep and technology engagement across the week.

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    Background:Throughout the developed world, adolescents are growing up with increased access to and engagement with a range of screen-based technologies, allowing them to encounter ideas and people on a global scale from the intimacy of their bedroom. The concerns about digital technologies negatively influencing sleep are therefore especially noteworthy, as sleep has been proven to greatly affect both cognitive and emotional well-being. The associations between digital engagement and adolescent sleep should therefore be carefully investigated in research adhering to the highest methodological standards. This understood, studies published to date have not often done so and have instead focused mainly on data derived from general retrospective self-report questionnaires. The value of this work has been called into question by recent research showing that retrospective questionnaires might fail to accurately measure these variables of interest. Novel and diverse approaches to measurement are therefore necessary for academic study to progress. Methods:This study analyses data from 11,884 adolescents included in the UK Millennium Cohort Study to examine the association between digital engagement and adolescent sleep, comparing the relative effects of retrospective self-report vs. time-use diary measures of technology use. By doing so, it provides an empirical lens to understand the effects of digital engagement both throughout the day and before bedtime and adds nuance to a research area primarily relying on retrospective self-report. Results:The study finds that there is a small negative association relating digital engagement to adolescent sleep both on weekdays and weekend days (median standardized association βweekday = -0.06 and βweekend = -0.03). There is a more negative association between digital engagement and total sleep time on weekdays compared to weekend days (median standardized βweekday = -0.08, median standardized βweekend = -0.02), while there is no such difference when examining adolescents' bedtime. Surprisingly, and contrary to our expectations, digital technology use before bedtime is not substantively associated with the amount of sleep and the tardiness of bedtime in adolescents. Conclusions:Results derived from the use of transparent Specification Curve Analysis methods show that the negative associations in evidence are mainly driven by retrospective technology use measures and measures of total time spent on digital devices during the day. The effects are overall very small: for example, an additional hour of digital screen time per day was only related to a 9 min decrease in total time spent sleeping on weekdays and a 3 min decrease on weekends. Using digital screens 30 min before bed led to a 1 min decrease in total time spent sleeping on weekdays and weekends. The study shows that more work should be done examining how to measure digital screen time before interventions are designed

    Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report

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    In this study, we investigated the extent to which adolescents who spend time playing violent video games exhibit higher levels of aggressive behaviour when compared with those who do not. A large sample of British adolescent participants (n = 1004) aged 14 and 15 years and an equal number of their carers were interviewed. Young people provided reports of their recent gaming experiences. Further, the violent contents of these games were coded using official EU and US ratings, and carers provided evaluations of their adolescents' aggressive behaviours in the past month. Following a preregistered analysis plan, multiple regression analyses tested the hypothesis that recent violent game play is linearly and positively related to carer assessments of aggressive behaviour. Results did not support this prediction, nor did they support the idea that the relationship between these factors follows a nonlinear parabolic function. There was no evidence for a critical tipping point relating violent game engagement to aggressive behaviour. Sensitivity and exploratory analyses indicated these null effects extended across multiple operationalizations of violent game engagement and when the focus was on another behavioural outcome, namely, prosocial behaviour. The discussion presents an interpretation of this pattern of effects in terms of both the ongoing scientific and policy debates around violent video games, and emerging standards for robust evidence-based policy concerning young people's technology use

    Investigating the motivational and psychosocial dynamics of dysregulated gaming: evidence from a preregistered cohort study

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    The American Psychiatric Association (APA) and World Health Organization (WHO) have called for research investigating the clinical relevance of dysregulated video-game play. A growing number of exploratory studies have applied self-determination theory to probe the psychological dynamics of problematic gaming, but little is known about these dynamics in adolescents—the targets of most concerns—or the extent to which dysregulated gaming, in turn, affects functioning. In our study of British adolescents and their caregivers (n = 2,008), we adopted a confirmatory lens to test the extent to which basic psychological need satisfactions and frustrations underlie dysfunctional gaming behavior. The results, in line with preregistered sampling and data-analysis plans, indicated the frustrations, but not the absence of satisfactions, of psychological needs predicted adolescents’ dysregulated gaming and psychosocial functioning. Our discussion focuses on the clinical significance of gaming dysregulation and the advantages of transparent scientific practices for research informed by, and meant to inform, APA and WHO guidance

    Parenting strategies and adolescents’ cyberbullying behaviors: Evidence from a preregistered study of parent–child dyads

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    Little is known about how parents may protect against cyberbullying, a growing problembehavior among youth. Guided by self-determination theory, a theory concerned with effectively motivating and regulating behavior, six preregistered hypotheses concerning parenting strategies of regulating cyberbullying behavior were tested in 1,004 parent-child dyads (45.9% female adolescents; adolescents were either 14 (49.5%) or 15 (50.5%) years old). The results largely supported hypotheses: Parents who used more autonomy-supportive strategies – understanding the adolescent’s perspective, offering choice, and giving rationales for prohibitions – had adolescents who reported engaging in less cyberbullying than parents who used controlling strategies (especially using guilt, shame, and conditional regard). Further, this was mediated by lower feelings of reactance to, or a desire to do the opposite of, parents’ requests. The discussion focuses on the limits of this study to investigate reciprocal effects of adolescent behavior shaping parenting strategies – a critical agenda for future research – as well as the potential benefits of interventions aimed at increasing parental autonomy support for reducing cyberbullying and other problem behaviors in adolescents

    Use caution when applying behavioural science to policy

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    Social and behavioural scientists have attempted to speak to the COVID-19 crisis. But is behavioural research on COVID-19 suitable for making policy decisions? We offer a taxonomy that lets our science advance in ‘evidence readiness levels’ to be suitable for policy. We caution practitioners to take extreme care translating our findings to applications
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