206 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
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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
Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report
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
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 adolescentsâthe targets of most concernsâor 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 adolescentsâ 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
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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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There is no evidence that associations between adolescents' digital technology engagement and mental health problems have increased.
Funder: Hou Family FoundationDigital technology is ubiquitous in modern adolescence, and researchers are concerned that it has negative impacts on mental health that, furthermore, increase over time. To investigate if technology is becoming more harmful, we examined changes in associations between technology engagement and mental health in three nationally representative samples. Results were mixed across types of technology and mental health outcomes: Technology engagement had become less strongly associated with depression in the past decade, but social media use more strongly associated with emotional problems. We detected no changes in five other associations, or differential associations by gender. There is therefore little evidence for increases in the associations between adolescents' technology engagement and mental health. Information about new digital media has been collected for a relatively short time; drawing firm conclusions about changes in their associations with mental health may be premature. We urge transparent and credible collaborations between scientists and technology companies
Parenting strategies and adolescentsâ cyberbullying behaviors: Evidence from a preregistered study of parentâchild dyads
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 â understanding
the adolescentâs perspective, offering choice, and giving rationales for prohibitions â 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, parentsâ requests. The discussion
focuses on the limits of this study to investigate reciprocal effects of adolescent behavior shaping
parenting strategies â a critical agenda for future research â as well as the potential benefits of
interventions aimed at increasing parental autonomy support for reducing cyberbullying and
other problem behaviors in adolescents
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Does taking a short break from social media have a positive effect on well-being? Evidence from three preregistered field experiments
Concerns about the consequences of social media use on well-being has led to the practice of taking a brief hiatus from social media platforms, a practice known as âdigital detoxing.â These brief âdigital detoxesâ are becoming increasingly popular in the hope that the newly found time, previously spent on social media, would be used for other, theoretically more rewarding, activities. In this paper, we test this proposition. Participants in three preregistered field experiments (ntot = 600) were randomly assigned to receiving each of two conditions on each of two different days: a normal-use day or an abstinence day. Outcomes (social relatedness, positive and negative affect, day satisfaction) were measured on each of the two evenings of the study. Results did not show that abstaining from social media has positive effects on daily well-being (in terms of social relatedness, positive and negative affect, day satisfaction) as suggested by the extant literature. Participants reported similar well-being on days when they used social media and days when they did not. Evidence indicated that abstinence from social media had no measurable positive effect on well-being, and some models showed significant deficits in social relatedness and satisfaction with oneâs day. We discuss implications of the study of social media hiatus and the value of programmatic research grounded in preregistered experimental designs
Use caution when applying behavioural science to policy
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 âevidence readiness levelsâ to be suitable for policy. We caution practitioners to take extreme care translating our findings to applications
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