| Literature DB >> 35545630 |
Bruno Sauce1, Magnus Liebherr2, Nicholas Judd3, Torkel Klingberg4.
Abstract
Digital media defines modern childhood, but its cognitive effects are unclear and hotly debated. We believe that studies with genetic data could clarify causal claims and correct for the typically unaccounted role of genetic predispositions. Here, we estimated the impact of different types of screen time (watching, socializing, or gaming) on children's intelligence while controlling for the confounding effects of genetic differences in cognition and socioeconomic status. We analyzed 9855 children from the USA who were part of the ABCD dataset with measures of intelligence at baseline (ages 9-10) and after two years. At baseline, time watching (r = - 0.12) and socializing (r = - 0.10) were negatively correlated with intelligence, while gaming did not correlate. After two years, gaming positively impacted intelligence (standardized β = + 0.17), but socializing had no effect. This is consistent with cognitive benefits documented in experimental studies on video gaming. Unexpectedly, watching videos also benefited intelligence (standardized β = + 0.12), contrary to prior research on the effect of watching TV. Although, in a posthoc analysis, this was not significant if parental education (instead of SES) was controlled for. Broadly, our results are in line with research on the malleability of cognitive abilities from environmental factors, such as cognitive training and the Flynn effect.Entities:
Mesh:
Year: 2022 PMID: 35545630 PMCID: PMC9095723 DOI: 10.1038/s41598-022-11341-2
Source DB: PubMed Journal: Sci Rep ISSN: 2045-2322 Impact factor: 4.996
Pairwise correlations between variables at baseline when children were 9–10 years old: all five cognitive tasks, cogPGS (Polygenic scores for cognitive performance), SES (socioeconomic status), lack of perseverance, and all three types of screen time: watching, socializing, and gaming.
Values adjusted for multiple comparison tests with Holm correction. Non-significant correlations are crossed. All other correlations are significant with at least p < 0.05.
Figure 1Path diagram of a strict measurement invariant Latent Change Score model with the change in intelligence from ages 9–10 to 11–12. Screen time Watching, Screen time Socializing, Screen time Gaming, cogPGS (Polygenic scores for cognitive performance), and SES (socioeconomic status) are exogenous variables, each already accounting for the effect of the others on baseline intelligence and on the change in intelligence after two years. All variables are standardized. (Which is why the loadings differ between time points—the constraining of loadings and intercepts must be done for the unstandardized estimates.) Non-significant values are marked with “n.s.”. Following convention, rectangles represent observed or exogenous variables and circles represent latent variables (screen time types are shown with only one rectangle for aesthetic reasons—they are actually three distinct rectangles). Single-headed arrows denote regression weights, while double-headed arrows represent variances, covariances, or errors. Standardized betas.
Figure 2Path diagram of a strict measurement invariant Latent Change Score model with the change in intelligence from ages 9–10 to 11–12. Screen time Gaming, cogPGS (Polygenic scores for cognitive performance), and SES (socioeconomic status) are exogenous variables, each already accounting for the effect of the others on baseline intelligence and on the change in intelligence after two years. All variables are standardized. Non-significant values are marked with “n.s.”. Following convention, rectangles represent observed or exogenous variables and circles represent latent variables. Single-headed arrows denote regression weights, while double-headed arrows represent variances, covariances, or errors. Standardized betas.
Figure 3Density plot of time spent Gaming (raw values) between boys and girls at ages 9–10.