Youth screen use in the ABCD® study.

Youth screen use in the ABCD® study.
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DOI:
10.1016/j.dcn.2022.101150
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发表时间:
2022-10
影响因子:
4.7
通讯作者:
Baker, F. C.
Baker, F. C.
中科院分区:
医学1区
文献类型:
--
作者:
Bagot, K. S.;Tomko, R. L.;Marshall, A. T.;Hermann, J.;Cummins, K.;Ksinan, A.;Kakalis, M.;Breslin, F.;Lisdahl, K. M.;Mason, M.;Redhead, J. N.;Squeglia, L. M.;Thompson, W. K.;Wade, T.;Tapert, S. F.;Fuemmeler, B. F.;Baker, F. C.

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青少年使用屏幕是无处不在的,影响发展和行为。纵向屏幕使用数据加上心理测量有效的结构的问题行为可以提供这些关系的见解。我们描述了在青少年大脑认知发展(ABCD)研究中开发屏幕使用问卷的方法,通过儿童报告展示屏幕使用的纵向变化,并描述数据协调基线-第2年。我们还包括适应社会媒体和视频游戏成瘾量表的青少年完成的心理测量学分析。近12,000名9-10岁的儿童及其父母被纳入分析。社交媒体成瘾问卷(SMAQ)显示,不同性别和种族/民族的因素结构和项目负荷相似,但该项目拦截在性别和种族/民族之间存在差异。视频游戏成瘾问卷(VGAQ)在不同种族和民族之间表现出相同的结构、度量和标量不变性,但在性别之间存在差异。视频游戏和在线社交活动在9/10-11/12年龄段增加(p < 0.001)。与男孩相比,女孩更多地使用社交媒体(p < .001),并在SMAQ上表现出更高的评分(p < .001)。与女孩相比,男孩玩更多的电子游戏(p < .001),并在VGAQ上表现出更高的评分(p < .001)。从9/10岁到11/12岁,男孩玩电子游戏的时间比女孩增加得更快(p <0.001)。黑人青年表现出显着更高的SMAQ和VGAQ分数相比,所有其他种族/族裔群体。这些数据显示了在总屏幕使用之外考虑不同屏幕模式的重要性,并指出了使用模式的明显人口统计学差异。有了这些全面的数据,ABCD准备解决有关青少年屏幕使用变化的关键问题。9至12岁的屏幕使用总量增加。屏幕使用类型的性别差异;女孩更多地使用社交媒体,男孩更多地玩电子游戏。少数民族青年的社交媒体和视频游戏成瘾率高于白色青年。
Adolescent screen usage is ubiquitous and influences development and behavior. Longitudinal screen usage data coupled with psychometrically valid constructs of problematic behaviors can provide insights into these relationships. We describe methods by which the screen usage questionnaire was developed in the Adolescent Brain Cognitive Development (ABCD) Study, demonstrate longitudinal changes in screen usage via child report and describe data harmonization baseline-year 2. We further include psychometric analyses of adapted social media and video game addiction scales completed by youth. Nearly 12,000 children ages 9–10 years at baseline and their parents were included in the analyses. The social media addiction questionnaire (SMAQ) showed similar factor structure and item loadings across sex and race/ethnicities, but that item intercepts varied across both sex and race/ethnicity. The videogame addiction questionnaire (VGAQ) demonstrated the same configural, metric and scalar invariance across racial and ethnic groups, however differed across sex. Video gaming and online social activity increased over ages 9/10–11/12 (p’s < 0.001). Compared with boys, girls engaged in greater social media use (p < .001) and demonstrated higher ratings on the SMAQ (p < .001). Compared with girls, boys played more video games (p < .001) and demonstrated higher ratings on the VGAQ (p < .001). Time spent playing video games increased more steeply for boys than girls from age 9/10–11/12 years (p < .001). Black youth demonstrated significantly higher SMAQ and VGAQ scores compared to all other racial/ethnic groups. These data show the importance of considering different screen modalities beyond total screen use and point towards clear demographic differences in use patterns. With these comprehensive data, ABCD is poised to address critical questions about screen usage changes across adolescence. Total screen use increased 9 to 12 years of age. Sex differences in types of screen use; girls engaged in more social media use and boys played video games more. Minoritized youth had higher social media and video game addiction ratings than white counterparts.
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