1,618 research outputs found
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A large-scale test of the Goldilocks hypothesis: quantifying the relations between digital-screen use and the mental well-being of adolescents
Although the time adolescents spend with digital technologies has sparked widespread concerns that their use might be negatively associated with mental well-being, these potential deleterious influences have not been rigorously studied. Using a preregistered plan for analyzing data collected from a representative sample of English adolescents (n = 120,115), we obtained evidence that the links between digital-screen time and mental well-being are described by quadratic functions. Further, our results showed that these links vary as a function of when digital technologies are used (i.e., weekday vs. weekend), suggesting that a full understanding of the impact of these recreational activities will require examining their functionality among other daily pursuits. Overall, the evidence indicated that moderate use of digital technology is not intrinsically harmful and may be advantageous in a connected world. The findings inform recommendations for limiting adolescentsâ technology use and provide a template for conducting rigorous investigations into the relations between digital technology and childrenâs and adolescentsâ health
Teenage sleep and technology engagement across the week.
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
Probing sunspots with two-skip time-distance helioseismology
Previous helioseismology of sunspots has been sensitive to both the
structural and magnetic aspects of sunspot structure. We aim to develop a
technique that is insensitive to the magnetic component so the two aspects can
be more readily separated. We study waves reflected almost vertically from the
underside of a sunspot. Time-distance helioseismology was used to measure
travel times for the waves. Ray theory and a detailed sunspot model were used
to calculate travel times for comparison. It is shown that these large distance
waves are insensitive to the magnetic field in the sunspot. The largest travel
time differences for any solar phenomena are observed. With sufficient modeling
effort, these should lead to better understanding of sunspot structure
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How much is too much? Examining the relationship between digital screen engagement and psychosocial functioning in a confirmatory cohort study
Objective
Previous studies have offered mixed results regarding the link between digital screen engagement and the psychosocial functioning of young people. In this study, we aimed to determine the magnitude of this relation, to inform the discussion regarding whether amount of digital screen time has a subjectively significant impact on the psychosocial functioning of children and adolescents.
Method
We analyzed data from primary caregivers participating in the National Survey of Childrenâs Health (NSCH), an annual nationally representative survey fielded by the US Census Bureau between June 2016 and February 2017. NSCH uses an address-based sampling frame and both Web- and paper-based data collection instruments to measure psychosocial functioning and digital engagement, including a modified version of the Strengths and Difficulties questionnaire and caregiver estimates of daily television- and device-based engagement, respectively.
Results
The expected parabolic inverted-U-shaped relationship linking digital screen engagement to psychosocial functioning was found. These results replicated past findings suggesting that moderate levels of screen time (1-2 hours a day) were associated with slightly higher levels of psychosocial functioning compared to lower or higher levels of engagement. Furthermore, it indicated that children and adolescents would require 4 hours 40 minutes of television-based engagement and 5 hours 8 minutes of daily device-based engagement before caregivers would be able to notice subjectively significant variations in psychosocial functioning.
Conclusion
The possible influence of digital screen engagement is likely smaller and more nuanced than we might expect. These findings do not rule out the possibility that parents might only notice very high levels of screen time when their child manifests pronounced psychosocial difficulties. Future work should be guided by transparent and confirmatory programs of research
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Internet gaming disorder: investigating the clinical relevance of a new phenomenon
The American Psychiatric Association identified Internet Gaming Disorder as a new potential psychiatric disorder and has recognized that little is known about the prevalence, validity, or cross-cultural robustness of proposed Internet Gaming Disorder criteria. In response to this gap in our understanding, this project estimated the period prevalence of this new potential psychiatric disorder using APA guidance, examined the validity of its proposed indicators, evaluated reliability cross-culturally and across genders, compared it to gold-standard research on gambling addiction and problem gaming, and estimated its impact on physical, social, and mental health. To do so, in a first for this research topic, four survey studies (n = 18,932) with large international cohorts employed an open-science methodology wherein the analysis plans for confirmatory hypotheses were registered prior to data collection. Results showed that of those who play games, more than 2 in 3, did not report any symptoms of Internet Gaming Disorder, and findings showed a very small proportion of the general population â between 0.3% and 1.0% â might qualify for a potential acute diagnosis of Internet Gaming Disorder. Comparison to Gambling Disorder revealed that Internet-based games may be
significantly less addictive than gambling and similarly dysregulating as electronic games more generally. The evidence linking Internet Gaming Disorder to game engagement was strong, but links to physical, social, and mental health outcomes were decidedly mixed
Róşewicz about himself as someone else
It seems that Tadeusz Róşewiczâs poem titled Francis Bacon or Diego Velazquez in a Dentistâs
Chair is dedicated to the works of the author of Studies of Crucifixion. In fact, Róşewicz writes
about the impression that Baconâs art left on him when he saw it in galleries and museums. This
poem is also about fascination. Contrary to what may seem intuitive, it is not an attempt to describe
the poetâs own way of interpreting these works; and even if so, this is only true to a limited
extent. For Róşewicz, Baconâs works were just a pretext to look at himself, especially at his own
early poems, from a distance â from a somewhat ironic distance. In this way the poet is able to
present himself as âthe otherâ, thus referring to the title of Paul Ricoeurâs book.2177925Przestrzenie Teori
Affective uplift during video game play:A naturalistic case study
Do video games affect playersâ well-being? In this case study, we examined 162,325 intensive longitudinal in-game mood reports from 67,328 play sessions of 8,695 players of the popular game PowerWash Simulator. We compared playersâ moods at the beginning of play session with their moods during play, and found that the average player reported 0.034 [0.032, 0.036] visual analog scale (VAS; 0-1) units greater mood during than at the beginning of play sessions. Moreover, we predict that 72.1% [70.8%, 73.5%] of similar players experience this affective uplift during play, and that the bulk of it happens during the first 15 minutes of play. We do not know whether these results indicate causal effects or to what extent they generalize to other games or player populations. Yet, these results based on in-game subjective reports from players of a popular commercially available game suggest good external validity, and as such offer a promising glimpse of the scientific value of transparent industry-academia collaborations in understanding the psychological roles of popular digital entertainment
Optimising a nonlinear utility function in multi-objective integer programming
In this paper we develop an algorithm to optimise a nonlinear utility
function of multiple objectives over the integer efficient set. Our approach is
based on identifying and updating bounds on the individual objectives as well
as the optimal utility value. This is done using already known solutions,
linear programming relaxations, utility function inversion, and integer
programming. We develop a general optimisation algorithm for use with k
objectives, and we illustrate our approach using a tri-objective integer
programming problem.Comment: 11 pages, 2 tables; v3: minor revisions, to appear in Journal of
Global Optimizatio
Bilateral double-layered patella in a patient with advanced knee osteoarthritis
Double layered patella (DLP) is a rare anomaly of the patella that may go undiagnosed, especially in patients with progressive knee dysfunction and early degenerative changes. Clinical symptoms such as motion-dependent pain and anterior knee pain most typically occur in adolescents or young adults; however, gradually increasing pain and early generalised degenerative changes have also been seen in patients over 40 years old. Diagnosis of DLP could be difficult, especially in cases with coexisting arthrosis. DLP is considered to be pathognomonic for the diagnosis of multiple epiphyseal dysplasia and usually coexists with other anomalies seen in this syndrome, such as hip dysplasia. In extremely rare cases, DLP can occur as a solitary disorder. The prevalence of such cases, however, is unknown, and they could be easily misdiagnosed. Computed tomography and magnetic resonance imaging are the most sensitive radiological methods used in DLP diagnosis. This case report presents a case of a bilateral DLP incidentally found in a 47-year-old patient with advanced arthritis referred for arthroplasty because of increasing symptoms of knee joint failure with no other abnormalities recorded. An important goal of our case study is to raise the awareness of this abnormality with radiologists and orthopaedic surgeons
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