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Ebadi S, Amiri M. Shut-up Toys for Second Language Learners: Impact of Digital Media on Early Adolescents' Private Speech Production in Individual and Collaborative Tasks. JOURNAL OF PSYCHOLINGUISTIC RESEARCH 2024; 53:19. [PMID: 38424383 DOI: 10.1007/s10936-024-10056-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Accepted: 02/04/2024] [Indexed: 03/02/2024]
Abstract
Researchers, parents, and policymakers from previous generations have recently expressed concern about the inevitable exposure of youngsters to digital media and its potentially detrimental effects on their development. Private speech is the overt audible self-talk people produce when engaged with challenging problem-solving tasks and is believed to aid in second language acquisition as reported (Vygotsky in Thought and language, MIT Press, 1962); (Winsler in Private Speech, Executive Functioning, and the Development of Verbal Self-Regulation, 2009). This qualitative case study explored private speech production in three young adolescents (two 11-year-olds and one 10-year-old) while completing an English as a foreign language task (Bingo! game) individually and collaboratively in physical and digital modes. Patterns of participants' private speech markers emerged from a thematic analysis of the transcribed oral interactions during eight sessions. The frequency of occurrence of the participants' private speech markers was reported and interpreted based on the emergent typology to compare collaborative and individual task completion in physical and digital modes. Regardless of the individual or collaborative nature of the task, private speech use decreased during the digital version of the game. However, collaborative tasks evoked more private speech from the participants regardless of modality. The findings of the study suggest digital media usage is likely to hinder private speech production for self-regulatory purposes in young adolescents, even in collaboration with peers.
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Affiliation(s)
- Saman Ebadi
- Department of English Language and Literature, Faculty of Literature and Humanities, Razi University, Kermanshah, Iran.
| | - Maryam Amiri
- Department of English Language and Literature, Faculty of Literature and Humanities, Razi University, Kermanshah, Iran
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2
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Schembri E, Heinz A, Samuel R. Associations between sedentary behavior and health and the moderating role of physical activity in young people within a cross-sectional investigation. Prev Med Rep 2023; 35:102316. [PMID: 37484923 PMCID: PMC10362304 DOI: 10.1016/j.pmedr.2023.102316] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/09/2022] [Revised: 05/26/2023] [Accepted: 07/07/2023] [Indexed: 07/25/2023] Open
Abstract
The purpose of this study was to determine the influence of sedentary behavior (SB) on the frequency of health complaints (fHC) as well as on self-rated health (SRH) and body mass index (BMI), and to determine whether physical activity (PA) moderated this influence. Data were obtained from the Youth Survey Luxembourg 2019 (N = 2,802), a nationally representative stratified random sample of all youths aged 16 to 29 years who were living in Luxembourg. fHC is a composite measure of eight common psychosomatic health complaints, SRH was measured on a five-point scale, and BMI was calculated by dividing participants' body weight by the square of their body height (kg/m2). PA and SB values were obtained from factor analyses of the relevant questionnaire items. SB was evaluated as both leisure-time SB and gaming-associated SB. Multiple regression analyses adjusted for age, sex, socioeconomic status, and migration status were used to determine the association between SB, fHC, BMI, and SRH. We found that leisure-time SB was positively associated with fHC, but not with SRH or BMI. Gaming-associated SB was positively associated with fHC and BMI but was negatively associated with SRH. PA was negatively associated with fHC, BMI and SRH. No statistically significant moderating effects were observed. We found that both leisure-time and gaming-associated SB showed statistically significant impacts on health. Although PA is known to be beneficial to health, we conclude that its potential to mitigate the negative effects of SB is limited in young people.
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Affiliation(s)
- Emanuel Schembri
- Centre for Childhood and Youth Research, Department of Social Sciences, Faculty of Humanities, Education and Social Sciences, University of Luxembourg, Esch-sur-Alzette, Luxembourg
| | - Andreas Heinz
- Department of Health, IU International University of Applied Sciences
| | - Robin Samuel
- Centre for Childhood and Youth Research, Department of Social Sciences, Faculty of Humanities, Education and Social Sciences, University of Luxembourg, Esch-sur-Alzette, Luxembourg
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3
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Wu X, Zhang L, Yang R, Zhu T, Xiang M, Wu G. Parents can't see me, can peers see me? Parental phubbing and adolescents' peer alienation via the mediating role of parental rejection. CHILD ABUSE & NEGLECT 2022; 132:105806. [PMID: 35917752 DOI: 10.1016/j.chiabu.2022.105806] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 12/28/2021] [Revised: 07/11/2022] [Accepted: 07/17/2022] [Indexed: 06/15/2023]
Abstract
BACKGROUND Parental neglect has been shown to be associated with adolescents' peer alienation. However, few previous studies have considered parental phubbing as a new form of social neglect during parent-child interactions related to adolescents' peer alienation, and much less is known about the mechanisms underlying this relationship. OBJECTIVE The present study explored the relationship between father phubbing (Fphubbing) and mother phubbing (Mphubbing) and adolescents' peer alienation. Moreover, it examined whether adolescents' perceived paternal and maternal rejection mediate these associations. PARTICIPANTS AND SETTING A sample of 1140 students (Mage = 12.18 years, SD = 0.90) completed the measures of parental phubbing, parental rejection, and peer alienation. METHODS Structural equation modeling was used to assess the direct effects of Fphubbing and Mphubbing on adolescents' peer alienation and their indirect effects through adolescents' perceived paternal and maternal rejection as mediators. RESULTS The results indicated that Fphubbing and Mphubbing were positively related to adolescents' peer alienation. Perceived maternal rejection mediated the relationship between Mphubbing and adolescents' peer alienation. The relationship between Mphubbing and maternal rejection was stronger for adolescent girls. CONCLUSIONS Our study offers a preliminary understanding of how parental phubbing associates with adolescents' peer alienation through the mediating role of adolescents' perceived parental rejection, which has certain theoretical and practical implications for comprehending adolescents' peer alienation in the mobile age.
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Affiliation(s)
- Xiujuan Wu
- School of Psychology, Shaanxi Normal University, China
| | - Lijin Zhang
- School of Psychology, Shaanxi Normal University, China; Shaanxi Provincial Key Research Center of Child Mental and Behavioral Health, China; Shaanxi Key Laboratory of Behavior and Cognitive Neuroscience, China.
| | - Rui Yang
- School of Psychology, Shaanxi Normal University, China
| | - Tingyu Zhu
- School of Psychology, Shaanxi Normal University, China
| | - Meiqiu Xiang
- School of Psychology, Shaanxi Normal University, China
| | - Guoqiang Wu
- School of Psychology, Shaanxi Normal University, China; School of Teachers Education, Xi'an University
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Lloyd J, Nicklin LL, Spicer SG, Fullwood C, Uther M, Hinton DP, Parke J, Lloyd H, Close J. Development and Validation of the RAFFLE: A Measure of Reasons and Facilitators for Loot Box Engagement. J Clin Med 2021; 10:5949. [PMID: 34945245 PMCID: PMC8707097 DOI: 10.3390/jcm10245949] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/12/2021] [Revised: 12/14/2021] [Accepted: 12/16/2021] [Indexed: 12/19/2022] Open
Abstract
Qualitative studies have identified a diverse array of motivations for purchasing items within video games through chance-based mechanisms (i.e., "loot boxes"). Given that some individuals-particularly those at risk of disordered gaming and/or gambling-are prone to over-involvement with loot box purchasing, it is important to have a reliable, valid means of measuring the role of different motivations in driving purchasing behaviour. Building on prior qualitative research, this paper reports the development and validation of the "RAFFLE" scale, to measure the Reasons and Facilitators for Loot box Engagement. A 23-item, seven-factor scale was developed through cognitive interviews (n = 25) followed by two surveys of UK-based gamers who purchase loot boxes; analysed via exploratory (n = 503) and confirmatory (n = 1495) factor analysis, respectively. Subscales encompassed "enhancement'; "progression'; "social pressure'; "distraction/compulsion'; "altruism'; "fear of missing out'; and "resale". The scale showed good criterion and construct validity (correlating well with measures of loot box engagement; the risky loot box index (r = 0.63) and monthly self-reported spend (r = 0.38)), and good internal validity (Cronbach's alpha = 0.84). Parallels with, and divergence from, motivations for related activities of gaming and gambling, and alignment with broader theoretical models of motivation, are discussed.
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Affiliation(s)
- Joanne Lloyd
- School of Psychology, Faculty of Education, Health and Wellbeing, University of Wolverhampton, Wolverhampton WV1 1LY, UK; (C.F.); (M.U.); (D.P.H.)
| | - Laura Louise Nicklin
- Institute of Education, Faculty of Education, Health and Wellbeing, University of Wolverhampton, Wolverhampton WS1 3BD, UK;
| | - Stuart Gordon Spicer
- School of Psychology, Faculty of Health, University of Plymouth, Plymouth PL4 8AA, UK; (S.G.S.); (H.L.); (J.C.)
| | - Chris Fullwood
- School of Psychology, Faculty of Education, Health and Wellbeing, University of Wolverhampton, Wolverhampton WV1 1LY, UK; (C.F.); (M.U.); (D.P.H.)
| | - Maria Uther
- School of Psychology, Faculty of Education, Health and Wellbeing, University of Wolverhampton, Wolverhampton WV1 1LY, UK; (C.F.); (M.U.); (D.P.H.)
| | - Daniel P. Hinton
- School of Psychology, Faculty of Education, Health and Wellbeing, University of Wolverhampton, Wolverhampton WV1 1LY, UK; (C.F.); (M.U.); (D.P.H.)
| | - Jonathan Parke
- Sophro, Newark Beacon Innovation Centre, Cafferata Way, Newark NG24 2TN, UK;
| | - Helen Lloyd
- School of Psychology, Faculty of Health, University of Plymouth, Plymouth PL4 8AA, UK; (S.G.S.); (H.L.); (J.C.)
| | - James Close
- School of Psychology, Faculty of Health, University of Plymouth, Plymouth PL4 8AA, UK; (S.G.S.); (H.L.); (J.C.)
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Lund L, Sølvhøj IN, Danielsen D, Andersen S. Electronic media use and sleep in children and adolescents in western countries: a systematic review. BMC Public Health 2021; 21:1598. [PMID: 34587944 PMCID: PMC8482627 DOI: 10.1186/s12889-021-11640-9] [Citation(s) in RCA: 38] [Impact Index Per Article: 12.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/05/2021] [Accepted: 08/18/2021] [Indexed: 11/14/2022] Open
Abstract
Background Sleep is essential for child and adolescent health and well-being. There is an increasing interest in whether electronic media use affects children and young adolescents’ sleep. Prior reviews have focused on a school-aged population. Moreover, it is crucial that research continuously addresses the processes of technology and media use and the implication on sleep. This systematic review examines the evidence of electronic media use related to sleep among 0–15-year-olds. Methods Searches were carried out in four databases (CINAHL, Web of Science, EMBASE, and Medline). Inclusion criteria included age ≤ 15 years, and intervention, cohort, or cross-sectional studies from western countries. Methodological quality was rated using the Quality Assessment Tool for Quantitative Studies by two independent reviewers. Data was extracted using a standardized data extraction form. Synthesis was done by summarizing results across studies by age groups of 0–5, 6–12, and 13–15 years within four sleep domains: Bedtime and sleep onset; Sleep quality; Sleep duration; Daytime tiredness. Results The search identified 10,719 unique studies, of which 109 fulfilled inclusion and exclusion criteria and were assessed for methodological quality. In total, 49 studies were included in the review. The study designs were randomized controlled trials (n = 3), quasi-experimental studies (n = 2), prospective cohort studies (n = 15), and cross-sectional studies (n = 29). Evidence for an association between electronic media use and sleep duration was identified, with stronger evidence for 6–15-years-olds than 0–5-year-olds. The evidence for a relationship between electronic media use and other sleep outcomes was more inconclusive. However, for 6–12-year-old children, there was evidence for associations of electronic media use with delayed bedtime and poor sleep quality. For 13–15-year-olds, there was evidence for associations between screen time and problems falling asleep, and between social media use and poor sleep quality. Conclusions Overall, electronic media use was generally associated with shorter sleep duration in children and adolescents. Studies with stronger research design and of higher quality are needed to draw solid conclusions about electronic media’s impact on other sleep outcomes. Public awareness and interventions could be promoted about the potential negative impact on children’s sleep of electronic media devices that are used excessively and close to bedtime. Supplementary Information The online version contains supplementary material available at 10.1186/s12889-021-11640-9.
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Affiliation(s)
- Lisbeth Lund
- National Institute of Public Health, University of Southern Denmark, Studiestræde 6, DK-1455, Copenhagen, Denmark
| | - Ida Nielsen Sølvhøj
- National Institute of Public Health, University of Southern Denmark, Studiestræde 6, DK-1455, Copenhagen, Denmark
| | - Dina Danielsen
- National Institute of Public Health, University of Southern Denmark, Studiestræde 6, DK-1455, Copenhagen, Denmark
| | - Susan Andersen
- National Institute of Public Health, University of Southern Denmark, Studiestræde 6, DK-1455, Copenhagen, Denmark.
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The development and validation of the Videogaming Motives Questionnaire (VMQ). PLoS One 2020; 15:e0240726. [PMID: 33095762 PMCID: PMC7584249 DOI: 10.1371/journal.pone.0240726] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/28/2020] [Accepted: 10/02/2020] [Indexed: 12/31/2022] Open
Abstract
Gaming motives are important factors for explaining individual differences in videogame-related behaviors. The aim of the present study was to develop a new comprehensive but brief instrument-the Videogaming Motives Questionnaire (VMQ)-which embraces some of the most relevant gaming motives. In a first study, a pilot exploratory factor analysis (EFA) with data from 140 undergraduates was performed on items from twelve potential motives. This identified eight main factors: recreation, social interaction, coping, violent reward, fantasy, cognitive development, customization, and competition. In Studies 2 and 3, an EFA and a confirmatory factor analysis were performed on two independent samples of 407 adolescents and 260 young adults, respectively. The VMQ presented a robust eight-factor structure, with all scales showing adequate reliability indices. In reference to criterion validity, all motives presented specific associations with hours spent playing videogames, disordered gaming, and game genre preferences. More specifically, and in both adolescents and young adults, social interaction was the main motive related to time spent gaming, whereas disordered gaming was related to both coping and social interaction motives. Based on these findings, it is concluded that the VMQ is a brief and psychometrically appropriate tool for assessing the most relevant videogaming motives.
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Huard Pelletier V, Lessard A, Piché F, Tétreau C, Descarreaux M. Video games and their associations with physical health: a scoping review. BMJ Open Sport Exerc Med 2020; 6:e000832. [PMID: 33088585 PMCID: PMC7547538 DOI: 10.1136/bmjsem-2020-000832] [Citation(s) in RCA: 15] [Impact Index Per Article: 3.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 09/13/2020] [Indexed: 12/14/2022] Open
Abstract
Objective The objective of this scoping review is to investigate the possible links between the practice of video games and physical health. It seeks to answer the following question: What are the physical health consequences of playing video games in healthy video game player? and How is it currently investigated?. Methods A scoping review was conducted to identify observational and experimental studies pertaining to our research question. Retrieved papers were screened using a two-phase method first involving a selection based on titles and abstracts. Then, potentially relevant studies were read and triaged. The final set of included studies was analysed, and data were subsequently extracted. Observational studies and experimental studies were assessed using the appropriate Cochrane Risk of Bias Tool and data were synthetised according to specific physical health and related health behaviours. Results Twelve peer-reviewed articles were retained for further analyses. Results of this scoping review suggest preliminary evidence that time spent gaming is associated with some health outcomes indicators. Our results indicate preliminary evidence that increased gaming time is associated with higher body mass index and lower self-reported general health status. There is insufficient evidence to conclude on a possible association between gaming time and physical activity or sedentary behaviours, sleep or fatigue, musculoskeletal pain or dietary behaviours. Conclusion The results of this sopping review suggest an association between increased video game playing time and a deterioration in some physical health indicators but available evidence is scarce, precluding from any strong conclusion.
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Affiliation(s)
| | - Arianne Lessard
- Department of Human Kinetics, Universite du Quebec a Trois-Rivieres, Trois-Rivières, Canada
| | - Florence Piché
- Department of Human Kinetics, Universite du Quebec a Trois-Rivieres, Trois-Rivières, Canada
| | - Charles Tétreau
- Department of Human Kinetics, Universite du Quebec a Trois-Rivieres, Trois-Rivières, Canada
| | - Martin Descarreaux
- Department of Human Kinetics, Universite du Quebec a Trois-Rivieres, Trois-Rivières, Canada
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Bonnaire C, Liddle HA, Har A, Nielsen P, Phan O. Why and how to include parents in the treatment of adolescents presenting Internet gaming disorder? J Behav Addict 2019; 8:201-212. [PMID: 31146552 PMCID: PMC7044550 DOI: 10.1556/2006.8.2019.27] [Citation(s) in RCA: 33] [Impact Index Per Article: 6.6] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/29/2018] [Revised: 04/10/2019] [Accepted: 04/21/2019] [Indexed: 12/19/2022] Open
Abstract
BACKGROUND AND AIMS Clinicians and researchers are increasingly interested in investigating excessive use of video gaming recently named Internet gaming disorder (IGD). As is the case with extensively researched adolescent problem behaviors such as substance use disorder, several studies associate IGD with the young person's family environment and the parent-adolescent relationship in particular. Evidence-based treatments for a range of adolescent clinical problems including behavioral addictions demonstrate efficacy, the capacity for transdiagnostic adaptation, and lasting impact. However, less attention has been paid to developing and testing science-based interventions for IGD, and at present most tested interventions for IGD have been individual treatments (cognitive behavioral therapy). METHODS This article presents the rationale for a systemic conceptualization of IGD and a therapeutic approach that targets multiple units or subsystems. The IGD treatment program is based on the science-supported multidimensional family therapy approach (MDFT). Following treatment development work, the MDFT approach has been adapted for IGD. RESULTS The article discusses recurring individual and family-based clinical themes and therapeutic responses in the MDFT-IGD clinical model, which tailors interventions for individuals and subsystems within the young person's family. DISCUSSION AND CONCLUSIONS Basic science developmental research can inform conceptualization of IGD and a systemic logic model of intervention and change. This paper aims to expand treatment theorizing and intervention approaches for practitioners working with frequently life-altering behaviors of excessive Internet gaming. We operationalize this aim by addressing the question of why and how parents should be involved in youth IGD treatment.
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Affiliation(s)
- Céline Bonnaire
- Université de Paris, LPPS, F-92100 Boulogne-Billancourt, France
- Centre Pierre Nicole, Consultation Jeunes Consommateurs, Croix-Rouge Française, Paris, France
| | - Howard A. Liddle
- Miller School of Medicine, University of Miami, Coral Gables, FL, USA
| | - Alexandre Har
- Clinique Dupré, Fondation Santé des étudiants de France, Sceaux, Hauts de Seine, France
| | | | - Olivier Phan
- Centre Pierre Nicole, Consultation Jeunes Consommateurs, Croix-Rouge Française, Paris, France
- Clinique Dupré, Fondation Santé des étudiants de France, Sceaux, Hauts de Seine, France
- Unité Inserm CESP U1018, Paris 5, France
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Liang L, Zhou D, Yuan C, Shao A, Bian Y. Gender differences in the relationship between internet addiction and depression: A cross-lagged study in Chinese adolescents. COMPUTERS IN HUMAN BEHAVIOR 2016. [DOI: 10.1016/j.chb.2016.04.043] [Citation(s) in RCA: 54] [Impact Index Per Article: 6.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/05/2023]
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Ferguson CJ. Do Angry Birds Make for Angry Children? A Meta-Analysis of Video Game Influences on Children’s and Adolescents’ Aggression, Mental Health, Prosocial Behavior, and Academic Performance. PERSPECTIVES ON PSYCHOLOGICAL SCIENCE 2015; 10:646-66. [DOI: 10.1177/1745691615592234] [Citation(s) in RCA: 248] [Impact Index Per Article: 27.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/02/2023]
Abstract
The issue of whether video games—violent or nonviolent—“harm” children and adolescents continues to be hotly contested in the scientific community, among politicians, and in the general public. To date, researchers have focused on college student samples in most studies on video games, often with poorly standardized outcome measures. To answer questions about harm to minors, these studies are arguably not very illuminating. In the current analysis, I sought to address this gap by focusing on studies of video game influences on child and adolescent samples. The effects of overall video game use and exposure to violent video games specifically were considered, although this was not an analysis of pathological game use. Overall, results from 101 studies suggest that video game influences on increased aggression ( r = .06), reduced prosocial behavior ( r = .04), reduced academic performance ( r = −.01), depressive symptoms ( r = .04), and attention deficit symptoms ( r = .03) are minimal. Issues related to researchers’ degrees of freedom and citation bias also continue to be common problems for the field. Publication bias remains a problem for studies of aggression. Recommendations are given on how research may be improved and how the psychological community should address video games from a public health perspective.
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Frederik DG, Jan VL. Young people at play. Behaviors, motives and social structure. COMPUTERS IN HUMAN BEHAVIOR 2015. [DOI: 10.1016/j.chb.2014.11.012] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/24/2022]
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Hale L, Guan S. Screen time and sleep among school-aged children and adolescents: a systematic literature review. Sleep Med Rev 2014; 21:50-8. [PMID: 25193149 DOI: 10.1016/j.smrv.2014.07.007] [Citation(s) in RCA: 676] [Impact Index Per Article: 67.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/11/2014] [Revised: 07/20/2014] [Accepted: 07/29/2014] [Indexed: 01/08/2023]
Abstract
We systematically examined and updated the scientific literature on the association between screen time (e.g., television, computers, video games, and mobile devices) and sleep outcomes among school-aged children and adolescents. We reviewed 67 studies published from 1999 to early 2014. We found that screen time is adversely associated with sleep outcomes (primarily shortened duration and delayed timing) in 90% of studies. Some of the results varied by type of screen exposure, age of participant, gender, and day of the week. While the evidence regarding the association between screen time and sleep is consistent, we discuss limitations of the current studies: 1) causal association not confirmed; 2) measurement error (of both screen time exposure and sleep measures); 3) limited data on simultaneous use of multiple screens, characteristics and content of screens used. Youth should be advised to limit or reduce screen time exposure, especially before or during bedtime hours to minimize any harmful effects of screen time on sleep and well-being. Future research should better account for the methodological limitations of the extant studies, and seek to better understand the magnitude and mechanisms of the association. These steps will help the development and implementation of policies or interventions related to screen time among youth.
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Affiliation(s)
- Lauren Hale
- Health Sciences Center, Level 3, Room 071, Stony Brook University, Stony Brook, NY 11794-8338, USA.
| | - Stanford Guan
- Health Sciences Center, Level 3, Room 071, Stony Brook University, Stony Brook, NY 11794-8338, USA
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Liu QX, Fang XY, Zhou ZK, Zhang JT, Deng LY. Perceived parent-adolescent relationship, perceived parental online behaviors and pathological internet use among adolescents: gender-specific differences. PLoS One 2013; 8:e75642. [PMID: 24098710 PMCID: PMC3787060 DOI: 10.1371/journal.pone.0075642] [Citation(s) in RCA: 41] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/16/2013] [Accepted: 08/17/2013] [Indexed: 11/26/2022] Open
Abstract
This study examined the associations between adolescents’ perceived relationships with their parents, perceived parental online behaviors, and Pathological Internet Use (PIU) among adolescents. Additional testing was carried out to determine the effect of different genders (parent and adolescent). Cross-sectional data was collected from 4,559 students aged 12 to 21 years in the cities of Beijing and Jinan, People’s Republic of China. Participants responded to an anonymous questionnaire concerning their Internet use behavior, perceived parental Internet use behaviors, and perceived parent-adolescent relationship. Hierarchical linear regressions controlling for adolescents’ age were conducted. Results showed different effects of parent and adolescent gender on perceived parent-adolescent relationship and parent Internet use behavior, as well as some other gender-specific associations. Perceived father-adolescent relationship was the most protective factor against adolescent PIU with perceived maternal Internet use positively predicting PIU for both male and female adolescents. However, perceived paternal Internet use behaviors positively predicted only female adolescent PIU. Results indicated a different effect pathway for fathers and mothers on boys and girls, leading to discussion of the implications for prevention and intervention.
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Affiliation(s)
- Qin-Xue Liu
- Key Laboratory of Adolescent Cyberpsychology and Behavior, Ministry of Education, Wuhan, China
- School of Psychology, Central China Normal University, Wuhan, China
| | - Xiao-Yi Fang
- Institute of Developmental Psychology, Beijing Normal University, Beijing, China
- National Key Laboratory for Cognitive Neuroscience and Learning, Beijing Normal University, Beijing, China
- * E-mail:
| | - Zong-Kui Zhou
- Key Laboratory of Adolescent Cyberpsychology and Behavior, Ministry of Education, Wuhan, China
- School of Psychology, Central China Normal University, Wuhan, China
| | - Jin-Tao Zhang
- National Key Laboratory for Cognitive Neuroscience and Learning, Beijing Normal University, Beijing, China
| | - Lin-Yuan Deng
- Faculty of Education, Beijing Normal University, Beijing, China
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Lindfors PL, Kivivuori JK, Mattila VM, Rimpela AH. Occurrence of violence among 12-18-year-old adolescents in 1999 and 2009 in Finland. Eur J Public Health 2013; 23:699-700. [DOI: 10.1093/eurpub/ckt050] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/14/2022] Open
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