13 research outputs found

    “Media Use and the Analytical Brain”: Screen-Based Media Use and Behavioral Preference in Indonesian Children: [“Penggunaan Media dan Otak Analitik”: Penggunaan Media Berbasis Layar dan Preferensi Perilaku Anak Indonesia]

    Get PDF
    This study aims to examine the relationship between screen-based media use and autistic features. The present study involved 207 parents of Indonesian children 4-6 years old and 10-12 years old. Parents completed several questionnaires addressing children screen-based activities and level of autistic traits. The questionnaires are: (1) a screen-based media survey; (2) Empathizing-Systemizing Quotients (EQ-SQ Child); and (3) The Autism Spectrum Quotient (AQ-Child). An online survey was utilized to collect all study data. The results showed that children spent more than four hours on average per day with media use. The regression analysis indicated that total time spent by children on media use shows a positive correlation with systemizing. The total time spent by children on media use also positively correlated with the extreme male brain condition. The total time spent on screen-based media use did not significantly contribute to explaining the variance of empathizing. However, empathizing is negatively correlated with time devoted in watching activities (television, videos, and movies) and playing video games. The more children spend time playing in video games, the more the autism quotient (AQ) score increases. Finally, the current study provides empirical evidence for a relation of screen-based media use and autistic features in children. The findings suggest that the duration of screen-time are significant predictors of systemizing and extreme male behavior, albeit the significance for empathizing depends on the type of media. The results highlight the clinical importance of examining screen-based media use among children.   Studi ini bertujuan untuk menguji hubungan antara penggunaan media berbasis layar dengan karakteristik autisme. Studi ini melibatkan 207 orang tua di Indonesia yang memiliki anak berusia 4-6 tahun dan 10-12 tahun. Orang tua menyelesaikan beberapa survei secara daring. Kuesioner tersebut terdiri dari: (1) survei mengenai durasi penggunaan media berbasis layar pada anak; (2) skala Empathizing-Systemizing Quotient (EQ-SQ Child); dan (3) skala Autism Spectrum Quotient (AQ-Child). Hasil studi menunjukkan bahwa anak menghabiskan waktu secara rerata lebih dari empat jam per hari dengan penggunaan media. Analisis regresi menunjukkan bahwa durasi total penggunaan media berkorelasi positif dengan tingkat sistemisasi anak dan extreme male brain behavior, namun tidak berkontribusi secara signifikan dalam menjelaskan tingkat empati anak. Tingkat empati secara spesifik berkorelasi negatif dengan waktu yang digunakan untuk aktivitas menonton (televisi, video, dan film) dan bermain video game. Semakin lama durasi anak bermain video game, maka skor autism quotient (AQ) juga meningkat. Dengan demikian, studi ini memberikan bukti empiris mengenai hubungan penggunaan media berbasis layar dengan karakteristik autisme pada anak. Durasi penggunaan media berbasis layar adalah prediktor yang siginifikan untuk tingkat sistemasi dan extreme male brain behavior, sedangkan tingkat berempati anak lebih dipengaruhi oleh jenis media. Hasil studi ini menyoroti pentingnya memperhatikan dampak dari penggunaan media berbasis layar pada anak

    “Media Use and the Analytical Brain”: Screen-Based Media Use and Behavioral Preference in Indonesian Children [“Penggunaan Media dan Otak Analitik”: Penggunaan Media Berbasis Layar dan Preferensi Perilaku Anak Indonesia]

    Get PDF
    This study aims to examine the relationship between screen-based media use and autistic features. The present study involved 207 parents of Indonesian children 4-6 years old and 10-12 years old. Parents completed several questionnaires addressing children screen-based activities and level of autistic traits. The questionnaires are: (1) a screen-based media survey; (2) Empathizing-Systemizing Quotients (EQ-SQ Child); and (3) The Autism Spectrum Quotient (AQ-Child). An online survey was utilized to collect all study data. The results showed that children spent more than four hours on average per day with media use. The regression analysis indicated that total time spent by children on media use shows a positive correlation with systemizing. The total time spent by children on media use also positively correlated with the extreme male brain condition. The total time spent on screen-based media use did not significantly contribute to explaining the variance of empathizing. However, empathizing is negatively correlated with time devoted in watching activities (television, videos, and movies) and playing video games. The more children spend time playing in video games, the more the autism quotient (AQ) score increases. Finally, the current study provides empirical evidence for a relation of screen-based media use and autistic features in children. The findings suggest that the duration of screen-time are significant predictors of systemizing and extreme male behavior, albeit the significance for empathizing depends on the type of media. The results highlight the clinical importance of examining screen-based media use among children. Studi ini bertujuan untuk menguji hubungan antara penggunaan media berbasis layar dengan karakteristik autisme. Studi ini melibatkan 207 orang tua di Indonesia yang memiliki anak berusia 4-6 tahun dan 10-12 tahun. Orang tua menyelesaikan beberapa survei secara daring. Kuesioner tersebut terdiri dari: (1) survei mengenai durasi penggunaan media berbasis layar pada anak; (2) skala Empathizing-Systemizing Quotient (EQ-SQ Child); dan (3) skala Autism Spectrum Quotient (AQ-Child). Hasil studi menunjukkan bahwa anak menghabiskan waktu secara rerata lebih dari empat jam per hari dengan penggunaan media. Analisis regresi menunjukkan bahwa durasi total penggunaan media berkorelasi positif dengan tingkat sistemisasi anak dan extreme male brain behavior, namun tidak berkontribusi secara signifikan dalam menjelaskan tingkat empati anak. Tingkat empati secara spesifik berkorelasi negatif dengan waktu yang digunakan untuk aktivitas menonton (televisi, video, dan film) dan bermain video game. Semakin lama durasi anak bermain video game, maka skor autism quotient (AQ) juga meningkat. Dengan demikian, studi ini memberikan bukti empiris mengenai hubungan penggunaan media berbasis layar dengan karakteristik autisme pada anak. Durasi penggunaan media berbasis layar adalah prediktor yang siginifikan untuk tingkat sistemasi dan extreme male brain behavior, sedangkan tingkat berempati anak lebih dipengaruhi oleh jenis media. Hasil studi ini menyoroti pentingnya memperhatikan dampak dari penggunaan media berbasis layar pada anak

    Increased Sensory Processing Atypicalities in Parents of Multiplex ASD Families Versus Typically Developing and Simplex ASD Families

    Get PDF
    Recent studies have suggested that sensory processing atypicalities may share genetic influences with autism spectrum disorder (ASD). To further investigate this, the adolescent/adult sensory profile (AASP) questionnaire was distributed to 85 parents of typically developing children (P-TD), 121 parents from simplex ASD families (SPX), and 54 parents from multiplex ASD families (MPX). After controlling for gender and presence of mental disorders, results showed that MPX parents significantly differed from P-TD parents in all four subscales of the AASP. Differences between SPX and MPX parents reached significance in the Sensory Sensitivity subscale and also in subsequent modality-specific analyses in the auditory and visual domains. Our finding that parents with high genetic liability for ASD (i.e., MPX) had more sensory processing atypicalities than parents with low (i.e., SPX) or no (i.e., P-TD) ASD genetic liability suggests that sensory processing atypicalities may contribute to the genetic susceptibility for ASD

    Exploring social media use as a composite construct to understand its relation to mental health: A pilot study on adolescents

    No full text
    © 2018 Elsevier Ltd Background: Adolescents are spending more and more time on social media and studying how this is associated to their mental health has become an important focus of research. However, most studies have studied social media use in general and have overlooked the variance in social media activity. That is, the differences in activities within social media. This is a pilot study that sets out to understand whether it is relevant to explore social media as a composite measure while accounting for gender differences. Methods: A survey was distributed to parents (N = 72) with a teen between 13 and 16 years of age measuring mental health (i.e. SDQ, and CIU), and social media behavior. Results: Findings show that various social media activities are differently related to mental health. Socializing, online shopping, and following people one is not familiar with were significantly related to conduct problems. Likewise, playing games, and posting content, specifically videos online were significantly associated with compulsive Internet use. However, no significant gender differences were found in the association between social media activities and mental health. Conclusions: This study provides evidence that social media should be studied as a composite measure rather than a single measure so that we may have a better understanding of how specific social media activities relate differently to health. Findings and suggestions for future studies are discussed.status: publishe
    corecore