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.
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.
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
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.
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.
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.
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.
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.
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
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.