The influence of screen time on behaviour and emotional problems among adolescents: A comparison study of the pre-, peak, and post-peak periods of COVID-19 DOI Creative Commons
Tjhin Wiguna,

Kusuma Minayati,

Fransiska Kaligis

et al.

Heliyon, Journal Year: 2023, Volume and Issue: 10(1), P. e23325 - e23325

Published: Dec. 6, 2023

The coronavirus disease 2019 (COVID-19) pandemic has brought drastic changes globally in the past three years, one of which is an increase use digital media or electronic devices. Previous studies have shown that long screen time may stimulate neurobiological system, resulting various behavioural and emotional problems; however, there insufficient population-based evidence. This study aimed to investigate influence on problems Indonesian adolescents at points: pre-, peak, post-peak periods COVID-19. Data were collected using online community mental health survey. survey incorporated Youth Screen Time Survey gauge adolescent version Strengths Difficulties Questionnaire assess emotional, conduct, prosocial behaviour problems. participants secondary senior high schools, with 337, 423, 1,096 from peak-, post-pandemic periods, respectively, included analysis. Daily average was compared, followed by calculation odds ratios for during different periods. results demonstrated significant differences adolescents' total daily between Decreased associated reduced problems, especially peak period. Thus, psychoeducation should be considered as a point interest well-being interventions.

Language: Английский

Digital Media Use and Adolescents' Mental Health During the Covid-19 Pandemic: A Systematic Review and Meta-Analysis DOI Creative Commons
Laura Marciano,

Michelle Ostroumova,

Peter J. Schulz

et al.

Frontiers in Public Health, Journal Year: 2022, Volume and Issue: 9

Published: Feb. 1, 2022

The Covid-19 physical distancing measures had a detrimental effect on adolescents' mental health. Adolescents worldwide alleviated the negative experiences of social by spending more time digital devices. Through systematic literature search in eight academic databases (including Eric, Proquest Sociology, Communication & Mass Media Complete, Psychology and Behavioral Sciences Collection, PsycINFO, CINAHL, Pubmed, Web Science), present review meta-analysis first summarized existing evidence from 30 studies, published up to September 2021, link between health media use adolescents during Covid-19. Digital included media, screen time, addiction. Mental were grouped into conceptually similar dimensions, such as well-being, ill-being, lifestyle habits, Covid-19-related stress. Results showed that, although most studies reported positive association ill-being ( r = 0.171, p 0.011) addiction 0.434, 0.024), not all types adverse consequences In particular, one-to-one communication, self-disclosure context mutual online friendship, well funny mitigated feelings loneliness Hence, these aspects activities should be promoted. At same awareness effects addictive raised: That would include making aware mechanisms comparison, fear missing out, exposure contents, which likely happen isolation confinement due pandemic.

Language: Английский

Citations

263

Dynamics of adolescents’ smartphone use and well-being are positive but ephemeral DOI Creative Commons
Laura Marciano, Charles C. Driver, Peter J. Schulz

et al.

Scientific Reports, Journal Year: 2022, Volume and Issue: 12(1)

Published: Jan. 25, 2022

Well-being and smartphone use are thought to influence each other. However, previous studies mainly focused on one direction (looking at the effects of well-being) considered between-person effects, with self-reported measures use. By using 2548 assessments well-being trace data collected for 45 consecutive days in 82 adolescent participants (M

Language: Английский

Citations

43

Screen time and manic symptoms in early adolescents: prospective findings from the Adolescent Brain Cognitive Development Study DOI Creative Commons
Jason M. Nagata, Gabriel Zamora, Abubakr A A Al-Shoaibi

et al.

Social Psychiatry and Psychiatric Epidemiology, Journal Year: 2025, Volume and Issue: unknown

Published: Feb. 19, 2025

Language: Английский

Citations

1

The Relationship Between Loneliness and Internet or Smartphone Addiction Among Adolescents: A Systematic Review and meta-Analysis DOI
Meng‐Wei Ge, Fei‐Hong Hu,

Yi‐Jie Jia

et al.

Psychological Reports, Journal Year: 2023, Volume and Issue: unknown

Published: June 1, 2023

Background: Loneliness is a common public health problem that influences people’s physical and mental health. There high incidence of loneliness in adolescents. Some research suggested smartphone or Internet addiction (SA IA) may be factor. But the relationship between SA IA not completely clear among We aim to estimate correlation coefficient r them. Methods: Databases, consisting PubMed Web Science, were retrieved systematically for studies association adolescents’ IA. The Newcastle-Ottawa Scale was chosen as an assessment tool this analysis. estimated drew forest plot. Moreover, moderator analyses also conducted explore what leads heterogeneity our study. Results: 21 finally included analysis with 27,843 samples. pooled 0.252 (95% confidence interval: [0.173, 0.329]; p < 0.001) low (I 2 = 0.000%; Q 23.616; 0.001), indicating moderate positive association. funnel plot indicated small publication bias. A one-study removal sensitivity there no significant difference these studies. Meta-regression results age (Q 11.94, df 18, 0.8504). Conclusions: Our attract attention some experts who study adolescent psychological problems behavioral provide ideas their future.

Language: Английский

Citations

22

Screen time, impulsivity, neuropsychological functions and their relationship to growth in adolescent attention-deficit/hyperactivity disorder symptoms DOI Creative Commons
Jasmina Wallace, Elroy Boers, Julien Ouellet

et al.

Scientific Reports, Journal Year: 2023, Volume and Issue: 13(1)

Published: Oct. 23, 2023

Previous longitudinal studies found significant associations between screen time and increase in attention-deficit/hyperactivity disorder (ADHD) symptoms, but the mechanisms mediating this association remain understudied. Thus, we used data from a 5-year population-based cohort of nearly 4000 Canadian high school students, modeled using multivariate multilevel mediation, to investigate (i.e., social media, television, video games, computer use) with ADHD symptoms via different potential behavioral neuropsychological mediators (i.e. impulsivity, response inhibition, working memory). We studied direct indirect between-person, concurrent within-person, lagged-within-person effects screens on symptoms. Results showed that increases given year were associated an exacerbation within same (within-person association), over above common vulnerability (between-person association). Impulsivity proved be most robust mediator at both within-person levels. Only media use displayed mediated by indicating enduring influence behavior, which was further shown chained changes inhibition Go/No-Go task. These findings provide clinical implications should important focus management prevention among adolescents.

Language: Английский

Citations

20

Long-term protective effects of physical activity and self-control on problematic smartphone use in adolescents: A longitudinal mediation analysis DOI Creative Commons

Xinmei Zhao,

Xiaoxiong Lai, Shunsen Huang

et al.

Mental health and physical activity, Journal Year: 2024, Volume and Issue: 26, P. 100585 - 100585

Published: Feb. 12, 2024

Adolescents are more likely to experience problematic smartphone use (PSU) due developmental immaturity. As most previous studies have focused on cross-sectional relationships between PSU, self-control, and physical activity, it is difficult make valid inferences about their causal long-term effects. This study aims investigate the interrelationships these three variables through a mediation analysis based cross-lagged model in longitudinal design. A total of 2131 participants (Mage = 12.14, SD 2.29, 51.5% female) were surveyed at time points with 1-year intervals. Smartphone Addiction Proneness Scale (SAPS) revised Self-Control used assess PSU self-control respectively. Physical activity was measured an item questioning frequency activity. Cross-lagged showed that both negatively bidirectionally associated PSU. Self-control had positive predictive effect next point. Additionally, positively predicted subsequent which turn indicating mediating reducing propensity for Because accessibility operability interventions, public policy-makers need prioritize as intervention prevent adolescents.

Language: Английский

Citations

6

Trajectories of Screen Time across Adolescence and Their Associations with Adulthood Mental Health and Behavioral Outcomes DOI Creative Commons
Xinxin Zhu, Helen Griffiths, Zhuoni Xiao

et al.

Journal of Youth and Adolescence, Journal Year: 2023, Volume and Issue: 52(7), P. 1433 - 1447

Published: May 6, 2023

Excessive screen time among adolescents is discussed as a significant public health concern. Identifying adolescent longitudinal patterns of spent on regularly-used media screens and understanding their young adulthood mental behavioral issue correlates may help inform strategies for improving these outcomes. This study aimed to characterize joint developmental videogames, surfing/chatting the Internet, TV/DVDs during adolescence (at ages 11, 13, 15, 17) associations with (i.e., depression, anxiety, suicidal ideation, self-injury) issues substance use, delinquency, aggression) in early age 20). A parallel-process latent class growth analysis was used model data from diverse community-ascertained sample youth Zurich, Switzerland (n = 1521; 51.7% males). Results suggested that five-class best fitted data: (1) low-screen 37.6%; (2) increasing chatting/surfing, 24.0%; (3) moderate-screen 18.6%; (4) early-adolescence 9.9%; (5) videogame 9.9%. After adjusting baseline levels outcomes (primarily at 11), trajectory groups differed problems, indicating importance problematic usage predicting Future research test directionality will be important. These findings suggest which use marker later different domains.

Language: Английский

Citations

15

The Effects of Digital Addiction on Brain Function and Structure of Children and Adolescents: A Scoping Review DOI Open Access
Keya Ding, Yining Shen,

Qianming Liu

et al.

Healthcare, Journal Year: 2023, Volume and Issue: 12(1), P. 15 - 15

Published: Dec. 20, 2023

The escalating prevalence of studies investigating digital addiction (DA) and its detrimental impact on the human brain’s structure functionality has been noticeable in recent years. Yet, an overwhelming majority these reviews have predominantly geared towards samples comprising college students or adults only inspected a single variant DA, such as internet gaming disorder, problematic smartphone use, tablet overuse, so forth. Reviews focusing young children adolescents (ages 0–18), those which amalgamate various types are decidedly scarce. Given this context, summarizing effects DA brain during vital developmental stage (0–18 years) is immense significance. A scoping review, complying with PRISMA extension for reviews, was conducted to findings from 28 spanning decade (2013–2023) examine influence assorted forms brains years). synthesized evidence indicated two primary results: (1) exerts harmful adolescents, (2) prefrontal lobe region most consistently reported impacted across all research. Furthermore, review discerned notable void neural indices addiction, along shortage (0–6 years old) longitudinal evidence. This research could provide necessary theoretical basis thwarting intervention measure indispensable ensuring healthy development adolescents.

Language: Английский

Citations

15

Association between meeting 24‐h movement guidelines and academic performance in a sample of 67,281 Chinese children and adolescents DOI Creative Commons
Sitong Chen, Kaixin Liang, José Francisco López‐Gil

et al.

European Journal of Sport Science, Journal Year: 2024, Volume and Issue: 24(4), P. 487 - 498

Published: March 18, 2024

Abstract This study aimed to explore the association between meeting 24‐h movement guidelines and academic performance among Chinese children adolescents. Cross‐sectional data on 67,281 adolescents were used for analyses. Adherence (i.e., grades in Chinese, Math, English), as well sociodemographic information, measured using a self‐reported questionnaire. recommend at least 60 min/day of moderate vigorous physical activity (MVPA), no more than 2 h/day recreational screen time (ST), 9–11 h/night sleep ages 11–13 years or 8–10 14–17 years. Multilevel generalized linear models associations performance. Results indicated that compared not any three guidelines, participants one likely report better English. Meeting all was associated with (odds ratio [OR] = 1.56), Math (OR 1.51), English 1.73). Additionally, (PA) only Chinese; ST both PA Subgroup analyses varied across grade groups course subjects. As such, general, adherence related Healthy behaviors should be promoted health achievement

Language: Английский

Citations

5

Validation of the Gaming Skills Questionnaire in Adolescence: Effects of Gaming Skills on Cognitive and Affective Functioning DOI Creative Commons

Triantafyllia Zioga,

Chrysanthi Nega, Πέτρος Ρούσσος

et al.

European Journal of Investigation in Health Psychology and Education, Journal Year: 2024, Volume and Issue: 14(3), P. 722 - 752

Published: March 19, 2024

Given the widespread popularity of videogames, research attempted to assess their effects on cognitive and affective abilities, especially in children adolescents. Despite numerous correlational studies, robust evidence causal relationship between videogames cognition remains scarce, hindered by absence a comprehensive assessment tool for gaming skills across various genres. In sample 347 adolescents, this study aimed develop validate Gaming Skill Questionnaire (GSQ) impact six different genres (sport, first-person shooters, role-playing games, action-adventure, strategy, puzzle games) abilities The GSQ exhibited strong reliability validity, highlighting its potential as valuable tool. positively affected executive function, memory, overall cognition, flexibility, emotion recognition, except empathy. Various game had with verbal fluency influenced mainly sports, functions action, puzzle, recognition impacted action but negatively sports strategy games. Both age having greater effect. These intriguing genre-specific functioning postulate further GSQ’s contribution.

Language: Английский

Citations

4