1,635 research outputs found

    Reply to: Underestimating digital media harm

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    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

    Probing sunspots with two-skip time-distance helioseismology

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    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

    Video game play is positively correlated with well-being

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    People have never played more video games, and many stakeholders are worried that this activity might be bad for players. So far, research has not had adequate data to test whether these worries are justified and if policymakers should act to regulate video game play time. We attempt to provide much-needed evidence with adequate data. Whereas previous research had to rely on self-reported play behaviour, we collaborated with two games companies, Electronic Arts and Nintendo of America, to obtain players' actual play behaviour. We surveyed players of Plants vs. Zombies: Battle for Neighborville and Animal Crossing: New Horizons for their well-being, motivations and need satisfaction during play, and merged their responses with telemetry data (i.e. logged game play). Contrary to many fears that excessive play time will lead to addiction and poor mental health, we found a small positive relation between game play and affective well-being. Need satisfaction and motivations during play did not interact with play time but were instead independently related to well-being. Our results advance the field in two important ways. First, we show that collaborations with industry partners can be done to high academic standards in an ethical and transparent fashion. Second, we deliver much-needed evidence to policymakers on the link between play and mental health

    Harmful compared to what? The problem of gaming and ambiguous causal questions

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    Background and aims: There has been much concern regarding potential harmful effects of video game‐play in the past 40 years, but limited progress in understanding its causal role. This paper discusses the basic requirements for identifying causal effects of video game‐play and argues that most research to date has focused upon ambiguous causal questions. Methods: Video games and mental health are discussed from the perspective of causal inference with compound exposures; that is, exposures with multiple relevant variants that affect outcomes in different ways. Results: Not only does exposure to video games encompass multiple different factors, but also not playing video games is equally ambiguous. Estimating causal effects of a compound exposure introduces the additional challenge of exposure‐version confounding. Conclusions: Without a comparison of well‐defined interventions, research investigating the effects of video game‐play will be difficult to translate into actionable health interventions. Interventions that target games should be compared with other interventions aimed at improving the same outcomes

    Time spent playing two online shooters has no measurable effect on aggressive affect

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    There is a lively debate whether playing games that feature armed combat and competition (often referred to as violent video games) has measurable effects on aggression. Unfortunately, that debate has produced insights that remain preliminary without accurate behavioral data. Here, we present a secondary analysis of the most authoritative longitudinal data set available on the issue from our previous study (Vuorre et al., 2021). We analyzed objective in-game behavior, provided by video game companies, in 2,580 players over six weeks. Specifically, we asked how time spent playing two popular online shooters, Apex Legends (PEGI 16) and Outriders (PEGI 18), affected self-reported feelings of anger (i.e., aggressive affect). We found that playing these games did not increase aggressive affect; the cross-lagged association between game time and aggressive affect was virtually zero. Our results showcase the value of obtaining accurate industry data as well as an open science of video games and mental health that allows cumulative knowledge building
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