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Sociodemographic Correlates of Contemporary Screen Time Use among 9- and 10-Year-Old Children.
To determine sociodemographic correlates of contemporary screen time use among a diverse population-based sample of 9- and 10-year-old children.
In 2021, we analyzed cross-sectional baseline (2016-2018) data from the Adolescent Brain Cognitive Development study (n = 10 755). Multiple linear regression analyses were conducted to estimate associations between sociodemographic factors (sex, race/ethnicity, country of birth, household income, parental education) and 6 contemporary forms of screen time (television, videos [eg, YouTube], video games, social networking, texting, and video chat).
On average, children reported 3.99 hours of screen time per day across 6 modalities, with the most time spent watching/streaming television shows/movies (1.31 hours), playing video games (1.06 hours), and watching/streaming videos (1.05 hours). On average, Black children reported 1.58 more hours of screen time per day and Asian children reported 0.35 less hours of screen time per day compared with White children (mean 3.46 hours per day), and these trends persisted across most modalities. Boys reported higher overall screen time (0.75 hours more) than girls, which was primarily attributed to video games and videos. Girls reported more time texting, social networking, and video chatting than boys. Higher income was associated with lower screen time usage across all modalities except video chat. However, in high-income households, Latinx children reported 0.65 more hours of screen time per day than White children.
Given the sociodemographic differences in child screen use, guideline implementation strategies can focus on key populations, encourage targeted counseling by pediatricians, and adapt Family Media Use Plans for diverse backgrounds.
Nagata JM
,Ganson KT
,Iyer P
,Chu J
,Baker FC
,Pettee Gabriel K
,Garber AK
,Murray SB
,Bibbins-Domingo K
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Social epidemiology of early adolescent problematic screen use in the United States.
To determine sociodemographic correlates of problematic screen use (social media, video games, mobile phones) among a racially/ethnically and socioeconomically diverse population-based sample of 10-14-year-old early adolescents.
We analyzed cross-sectional data from the Adolescent Brain Cognitive Development Study (Year 2, 2018-2020; N = 8753). Multiple linear regression analyses were used to estimate associations between sociodemographic factors (age, sex, race/ethnicity, primary language, household income, parental education) and adolescent-reported problematic video game (Video Game Addiction Questionnaire), social media (Social Media Addiction Questionnaire), and mobile phone use (Mobile Phone Involvement Questionnaire).
Boys reported higher problematic video game use while girls reported higher problematic social media and mobile phone use. Native American, black, and Latinx adolescents reported higher scores across all problematic screen measures compared to non-Latinx white adolescents. Having unmarried/unpartnered parents was associated with higher problematic social media use. Although higher household income was generally protective against problematic video game use, these associations were weaker for black than white adolescents (p for interaction <0.05).
Given the sociodemographic differences in problematic screen use, digital literacy education strategies can focus on at-risk populations, encourage targeted counseling by pediatricians, and adapt family media use plans for diverse backgrounds.
While sociodemographic differences in screen time are documented, we examined sociodemographic differences in problematic screen use in a large, diverse sample of early adolescents in the US. Boys reported higher problematic video game use while girls reported higher problematic social media and mobile phone use. Native American, black, and Latinx adolescents reported higher scores across all problematic screen measures compared to non-Latinx white adolescents. Although higher household income was generally protective against problematic video game use, these associations were weaker for black than white adolescents. Beyond time spent on screens, pediatricians, parents, and educators should be aware of sociodemographic differences in problematic screen use.
Nagata JM
,Singh G
,Sajjad OM
,Ganson KT
,Testa A
,Jackson DB
,Assari S
,Murray SB
,Bibbins-Domingo K
,Baker FC
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Associations of Contemporary Screen Time Modalities With Early Adolescent Nutrition.
To determine the associations between screen time across several contemporary screen modalities (eg, television, video games, text, video chat, social media) and adherence to the Mediterranean-DASH (dietary approaches to stop hypertension) intervention for neurodegenerative delay (MIND) diet in early adolescents.
We analyzed data from the Adolescent Brain Cognitive Development study of 9 to 12-year-old adolescents in the United States. Multiple linear regression analyses examined the relationship between self-reported screen time measures at baseline (year 0) and the 1-year follow-up (year 1) and caregiver-reported nutrition assessments at year 1, providing a prospective and cross-sectional analysis. Cross-sectional marginal predicted probabilities were calculated.
In a sample of 8267 adolescents (49.0% female, 56.9% white), mean age 10 years, total screen time increased from 3.80 h/d at year 0 to 4.61 h/d at year 1. Change in total screen time from year 0 and year 1 was associated with lower nutrition scores at year 1.
Screen time spent on television, video games, and videos at year 0 was associated with lower nutrition scores at year 1. Cross-sectional: Screen time spent on television, video games, videos, texting, and social media at year 1 was associated with lower MIND diet scores at year 1.
Both traditional (television) and several contemporary modalities of screen time are associated, prospectively and cross-sectionally, with lower overall diet quality, measured by the MIND diet nutrition score, in early adolescents. Future studies should further explore the effect of rising digital platforms and media on overall adolescent nutrition.
Nagata JM
,Weinstein S
,Bashir A
,Lee S
,Al-Shoaibi AAA
,Shao IY
,Ganson KT
,Testa A
,He J
,Garber AK
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Contemporary screen time usage among children 9-10-years-old is associated with higher body mass index percentile at 1-year follow-up: A prospective cohort study.
There is a paucity of prospective research exploring the relationship among contemporary screen time modalities (e.g., video streaming, video chatting, texting and social networking) and body mass index (BMI) percentile. The objective of this study was to determine the prospective associations between screen time behaviours in a large and demographically diverse population-based cohort of 9-10-year-old children and BMI percentile at 1-year follow-up.
We analyzed prospective cohort data from the Adolescent Brain Cognitive Development (ABCD) Study (N = 11 066). Multiple linear regression analyses were conducted to estimate associations between baseline screen time behaviours (exposure) and BMI percentile at 1-year follow-up, adjusting for race/ethnicity, sex, household income, parent education, depression, binge-eating disorder and baseline BMI percentile.
Each additional hour of total screen time per day was prospectively associated with a 0.22 higher BMI percentile at 1-year follow-up (95% CI 0.10-0.34) after adjusting for covariates. When examining specific screen time behaviours, each additional hour of texting (B = 0.92, 95% CI 0.29-1.55), video chat (B = 0.72, 95% CI 0.09-1.36) and video games (B = 0.42, 95% CI 0.06-0.78) was significantly prospectively associated with higher BMI percentile.
Screen time is prospectively associated with a higher BMI percentile 1 year later among children 9-10 years old.
Nagata JM
,Iyer P
,Chu J
,Baker FC
,Gabriel KP
,Garber AK
,Murray SB
,Bibbins-Domingo K
,Ganson KT
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《Pediatric Obesity》
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Longitudinal Use Patterns of Technology Subtypes During the Transition Into Early Adolescence: Results From the Adolescent Brain Cognitive Development Study.
Adolescents encounter a complex digital environment, yet existing data on youth technology use rarely differentiates technology subtypes. This study maps the evolution and intricacies of youth engagement with technology subtypes.
N = 11,868 participants in the Adolescent Brain Cognitive Development study followed from ages ∼9/10 to ∼13/14. We examined youths' self-reported hours per day (hr/day) of technology subtypes: TV/Movies, video games, YouTube, social media, video chat, and texting. We used descriptive statistics and multilevel logistic regression to assess cross-sectional and longitudinal use patterns of technology subtypes, agreement between child and parent reports on the child's technology use, and associations between each technology subtype and sociodemographics (child's biological sex, parent education, income, and marital status).
At age 9/10, ∼75% of youth reported minimal (<30 min/day) social technology use (social media, video chat, texting) and up to ∼1.5 hr/day of TV, video games, and YouTube. By age 13/14, TV trajectories were converging to >2 hr/day, but social technology trajectories "fanned out" into a wide range of usage rates. Child and parent reports were weakly correlated (rs range: 0.13-0.29). Using child-reported hours of technology use, increases in the subject-specific odds of using a technology >2 hr/day ranged from 25% (YouTube; 95% CI: 1.16-1.35) to 234% (social media; 95% CI: 3.14-3.55). Compared with males, females had ∼100-200% greater odds of >2 hr/day of social technologies, but ∼40-80% reduced odds of >2 hr/day of video games and YouTube. Higher parent education and income predicted significantly lower odds of >2 hr/day of use - regardless of technology subtype.
Distributions of youths' self-reported technology engagement are highly contingent on technology subtype, age, and biological sex. Future research on youth development and technology may benefit from considering youths' varied digital experiences.
Borodovsky JT
,Squeglia LM
,Mewton L
,Marsch LA
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