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Associations between media parenting practices and early adolescent screen use.
To assess the prevalence of various media parenting practices and identify their associations with early adolescent screen time and problematic social media, video game, and mobile phone use.
Cross-sectional data from Year 3 of the Adolescent Brain Cognitive Development (ABCD) Study (2019-2022) that included 10,048 adolescents (12-13 years, 48.3% female, 45.6% racial/ethnic minorities) in the US were analyzed using multiple linear regression analyses adjusting for potential confounders.
Parent screen use, family mealtime screen use, and bedroom screen use were associated with greater adolescent screen time and problematic social media, video game, and mobile phone use. Parental use of screens to control behavior (e.g., as a reward or punishment) was associated with higher screen time and greater problematic video game use. Parental monitoring of screens was associated with lower screen time and less problematic social media and mobile phone use. Parental limit setting of screens was associated with lower screen time and less problematic social media, video game, and mobile phone use.
Parent screen use, mealtime screen use, and bedroom screen use were associated with higher adolescent problematic screen use and could be limited in a family media use plan. Parental monitoring and limiting of screen time are associated with less problematic screen use.
Although the American Academy of Pediatrics provides guidance for screen use for children 5-18 years, there is a paucity of evidence-based guidance for media parenting practices, specifically for early adolescents. In a diverse sample of 10,048 early adolescents across the US, we found cross-sectional associations between parent, mealtime, and bedroom screen use and higher adolescent problematic screen use. Parental monitoring and limiting of adolescent screen time were cross-sectionally associated with less problematic screen use in our analytic sample and may be incorporated into a family media use plan.
Nagata JM
,Paul A
,Yen F
,Smith-Russack Z
,Shao IY
,Al-Shoaibi AAA
,Ganson KT
,Testa A
,Kiss O
,He J
,Baker FC
... -
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Associations between media parenting practices and early adolescent consumption of R-rated movies and mature-rated video games.
To assess whether specific parent media practices are associated with the consumption of R-rated (restricted) movies and mature-rated video game use in early adolescents.
Data from the Adolescent Brain Cognitive Development (ABCD) Study (N = 10,054, 12-13 years, Year 3, 2019-2021) were analyzed. Ordinal logistic regression models were used to assess associations among media parenting practices and R-rated movies or mature-rated video game use, adjusting for potential confounders.
Parental allowance of bedroom screen use (adjusted odds ratio [AOR] 1.44, 95% confidence interval [CI] 1.36-1.53), family mealtime screen use (AOR 1.19, 95% CI 1.13-1.25), and parent screen use (AOR 1.11, 95% CI 1.03-1.20) were positively associated with watching R-rated movies. Parental allowance of bedroom screen use (AOR 1.44, 95% CI 1.36-1.52), family mealtime screen use (AOR 1.26, 95% CI 1.19-1.32), and parent screen use (AOR 1.11, 95% CI 1.02-1.20) were positively associated with playing mature-rated video games. Greater parental monitoring and limiting of screen time were negatively associated with watching R-rated movies (AOR 0.81, 95% CI 0.77-0.85 and AOR 0.73, 95% CI 0.68-0.79 respectively) and playing mature-rated video games (AOR 0.81, 95% CI 0.77-0.86 and AOR 0.72, 95% CI 0.67-0.77). Restricting screen time as a punishment for misbehavior was linked to a higher odds of watching R-rated movies (AOR 1.06, 95% CI 1.01-1.11) and playing mature-rated video games (AOR 1.12, 95% CI 1.07-1.17) while offering screen time to reward for good behavior was negatively associated with watching R-rated movies (AOR 0.95, 95% CI 0.90-0.99).
Media parenting practices such as monitoring or limiting screen use are significantly associated with playing mature-rated video games and watching R-rated movies. Punitive measures, such as restricting screen time as a punishment are slightly associated with increased engagement with such content. These findings highlight the importance of intentional and thoughtful parental strategies in managing children's media consumption effectively.
Nagata JM
,Li K
,Sui SS
,Talebloo J
,Otmar CD
,Shao IY
,Kiss O
,Ganson KT
,Testa A
,He J
,Baker FC
... -
《BMC Pediatrics》
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Screen use in transgender and gender-questioning adolescents: Findings from the Adolescent Brain Cognitive Development (ABCD) Study.
To assess the association between transgender or gender-questioning identity and screen use (recreational screen time and problematic screen use) in a demographically diverse national sample of early adolescents in the U.S.
We analyzed cross-sectional data from Year 3 of the Adolescent Brain Cognitive DevelopmentSM Study (ABCD Study®, N = 9859, 2019-2021, mostly 12-13-years-old). Multiple linear regression analyses estimated the associations between transgender or questioning gender identity and screen time, as well as problematic use of video games, social media, and mobile phones, adjusting for confounders.
In a sample of 9859 adolescents (48.8% female, 47.6% racial/ethnic minority, 1.0% transgender, 1.1% gender-questioning), transgender adolescents reported 4.51 (95% CI 1.17-7.85) more hours of total daily recreational screen time including more time on television/movies, video games, texting, social media, and the internet, compared to cisgender adolescents. Gender-questioning adolescents reported 3.41 (95% CI 1.16-5.67) more hours of total daily recreational screen time compared to cisgender adolescents. Transgender identification and questioning one's gender identity was associated with higher problematic social media, video game, and mobile phone use, compared to cisgender identification.
Transgender and gender-questioning adolescents spend a disproportionate amount of time engaging in screen-based activities and have more problematic use across social media, video game, and mobile phone platforms.
Nagata JM
,Balasubramanian P
,Iyra P
,Ganson KT
,Testa A
,He J
,Glidden DV
,Baker FC
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Influence of parental mediation and social skills on adolescents' use of online video games for escapism: A cross-sectional study.
The widespread use of video games among adolescents has raised concerns about their impact on psychological and social development. This study aimed to assess the effects of different types of parental mediation on adolescents' tendency to use video games to avoid negative emotions and determine the relationship between adolescents' interpersonal skills and their reliance on online video games for escapism. Participants were 452 adolescents from 15 middle and high schools. Data on sociodemographic information, gaming habits, parental control of online gaming, interpersonal skills, and reasons for playing online games were also collected. Hierarchical multiple regression was used to analyze the data, with online video game escapism as the dependent variable. Results supported the study's hypothesis that both parental mediation and adolescent interpersonal skills significantly predict the use of online video games for escapism. Higher levels of parental monitoring were associated with a lower tendency of adolescents to use video games to escape negative emotions, while parental mediation supporting autonomy showed a similar but weaker protective effect. At the same time, parental monitoring was also found to be associated with lower interpersonal skills, notably higher impulsivity, narcissism, and stress in social situations. In addition, adolescents with higher levels of impulsivity were more likely to use video games for escapism. These findings highlight the importance of balanced parental involvement and the development of adolescents' social skills to mitigate the risks of problematic online gaming. Interventions should promote effective parental mediation strategies and enhance adolescents' interpersonal skills to reduce their tendency to use video games as a coping mechanism for real-life challenges. Effective parental mediation and improved interpersonal skills are critical for promoting healthier gaming habits and reducing adolescent escapism.
Commodari E
,Consiglio A
,Cannata M
,La Rosa VL
... -
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Family-Centered Treatment Program for Problematic Gaming and Excessive Screen Use in a Clinical Child and Youth Population (FAME): Protocol for a Feasibility Pilot Mixed Method Study.
Screen time among children and adolescents has increased dramatically, raising concerns about its impact on development and mental health. While research highlights both potential benefits and risks, excessive use has been linked to issues like anxiety, depression, and gaming addiction. Despite growing concern, effective interventions are scarce. Recognizing the importance of family dynamics in child development, we propose a family-centered program to address problematic gaming and excessive screen use in a clinical population. By involving both children and parents, we aim to create a more comprehensive approach to prevention and treatment.
This study aims to determine the possibility of distributing and evaluating a family-centered group program for problematic gaming and excessive screen use (FAME) in a clinical child and adolescent psychiatry (CAP) population. We will monitor the recruitment rate; track the retention and attendance rates of both parents and children; and assess whether each session's objectives are met, the content is delivered within the allotted time, and the necessary resources (eg, facilitators and materials) are available. Additionally, we will gather qualitative and quantitative feedback from participants through postprogram surveys and individual interviews with both children and parents.
A total of 10 families with ongoing contact with CAP in Skåne, Sweden, will be recruited and offered participation in a family-centered group program targeting children aged 10-18 years with reported difficulties regarding screen gaming or screen use. The intervention to be tested is a newly developed, family-centered, psychoeducational, cognitive behavioral therapy-based intervention addressing both positive and negative aspects of screen use; setting boundaries; the connection between thoughts, feelings, and behaviors; conflict triggers; and sleep hygiene. The primary goal of the pilot study is to test the feasibility of the program, as well as recruitment and the analysis of participants' experiences with the program.
A total of 11 children and their parents were enrolled during first quarter of 2024. A 4-session pilot was delivered in first quarter of 2024, and the first results are expected in the third quarter of 2024.
The overarching goal of this pilot study is to determine the possibility of distributing and evaluating a family-centered group program for problematic gaming and excessive screen use (FAME) in a clinical CAP population. The insights gained from this study will guide our future research, which will focus on conducting a larger-scale evaluation of the intervention's impact on family screen time conflicts and inform future strategies for the implementation of family-centered interventions in child and youth clinics.
ClinicalTrials.gov NCT06098807; https://clinicaltrials.gov/study/NCT06098807.
DERR1-10.2196/56387.
Werner M
,Kapetanovic S
,Claesdotter-Knutsson E
《JMIR Research Protocols》