| Literature DB >> 34788306 |
Pedro Cardoso-Leite1, Albert Buchard2,3, Isabel Tissieres2, Dominic Mussack1, Daphne Bavelier2,3.
Abstract
The rise in digital media consumption, especially among children, raises the societal question of its impact on cognition, mental health and academic achievement. Here, we investigate three different ways of measuring technology use--total hours of media consumed, hours of video game play and number of media used concurrently--in 118 eight-to-twelve year-old children. At stake is the question of whether different technology uses have different effects, which could explain some of the past mixed findings. We collected data about children's media uses as well as (i) attentional and behavioral control abilities, (ii) psychological distress, psychosocial functioning, and sleep, and (iii) academic achievement and motivation. While attentional control abilities were assessed using both cognitive tests and questionnaires, mental health and sleep were all questionnaire-based. Finally, academic performance was based on self-reported grades, with motivational variables being measured through the grit and the growth-mindset questionnaires. We present partial correlation analyses and construct a psychological network to assess the structural associations between different forms of media consumption and the three categories of measures. We observe that children consume large amounts of media and media multitask substantially. Partial correlation analyses show that media multitasking specifically was mostly correlated with negative mental health, while playing video games was associated with faster responding and better mental health. No significant partial correlations were observed for total hours on media. Psychological network analysis complement these first results by indicating that all three ways of consuming technology are only indirectly related to self-reported grades. Thus, technology uses appear to only indirectly relate to academic performance, while more directly affecting mental health. This work emphasizes the need to differentiate among technology uses if one is to understand how every day digital consumption impacts human behavior.Entities:
Mesh:
Year: 2021 PMID: 34788306 PMCID: PMC8598050 DOI: 10.1371/journal.pone.0259163
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Fig 1Cognitive performance as a function of children’s age.
Fig 2Partial Spearman correlation profiles of total hours of media (controlling for age, gender and MMI; left panel) and media multitasking (MMI; controlling for age, gender and total hours of media; right panel).
Fig 3Partial Spearman correlation profiles of time spent on video games (controlling for age, gender and total hours of media and media multitasking).
The three panels depict time spent on any kind of video games (left panel) or when considering separately time on action-like (middle panel) and non-action-like video games (right panel).
Fig 4This concentration plot represents the network structure estimated on the 11 variables of interest.
Nodes represent variables; edges represent the relationship between variables that cannot be explained by the remaining variables. The width and saturation of the edges reflect the strength of the relationship; positive associations are highlighted in orange and negative associations in blue (e.g., higher levels of media multitasking (MMI) are associated with being older, higher number of hours of media and worse sleep quality).