| Literature DB >> 35768491 |
Jason M Nagata1, Gurbinder Singh2, Omar M Sajjad3, Kyle T Ganson4, Alexander Testa5, Dylan B Jackson6, Shervin Assari7,8,9, Stuart B Murray10, Kirsten Bibbins-Domingo11, Fiona C Baker12,13.
Abstract
OBJECTIVE: 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. STUDYEntities:
Year: 2022 PMID: 35768491 PMCID: PMC9243697 DOI: 10.1038/s41390-022-02176-8
Source DB: PubMed Journal: Pediatr Res ISSN: 0031-3998 Impact factor: 3.953
Sociodemographic and screen time characteristics of Adolescent Brain Cognitive Development (ABCD) Study participants (N = 8753).
| Mean (SD)/% | |
|---|---|
| Age (years) | 12.0 (0.7) |
| Sex (%) | |
| Female | 47.8 |
| Male | 52.2 |
| Race/ethnicity (%) | |
| White | 55.3 |
| Latinx/Hispanic | 19.4 |
| Black | 15.7 |
| Asian | 5.1 |
| Native American | 3.2 |
| Other | 1.3 |
| Primary language of adolescent (%) | |
| English | 88.9 |
| Non-English | 11.1 |
| Household income (%) | |
| Less than $75,000 | 48.0 |
| $75,000 and greater | 52.0 |
| Parents’ highest education (%) | |
| High school education or less | 14.9 |
| College education or more | 85.1 |
| Parent marital status (%) | |
| Married/partnered | 70.5 |
| Unmarried/unpartnered | 29.5 |
| Screen time | |
| Total recreational screen time | 7.34 (5.81) |
| Television | 1.68 (1.83) |
| Videos | 1.48 (1.93) |
| Single-player video games | 1.07 (1.69) |
| Multi-player video games | 1.20 (1.84) |
| Texting | 0.75 (1.59) |
| Social media | 0.76 (1.68) |
| Video chat | 0.51 (1.37) |
| Browsing the internet | 0.37 (0.80) |
| Problematic screen use measures | |
| Video Game Addiction Questionnaire Scorea | 2.09 (1.08) |
| Social Media Addiction Questionnaire Scoreb | 1.85 (0.90) |
| Mobile Phone Involvement Questionnaire Scorec | 3.10 (1.12) |
ABCD propensity weights were applied based on the American Community Survey from the US Census.
SD standard deviation.
aAsked among a subset who reported video game use (n = 7595).
bAsked among a subset who reported social media use (n = 5652).
cAsked among a subset who reported mobile use (n = 7361).
Problematic video game, social media, and mobile phone use in the Adolescent Brain Cognitive Development (ABCD) Study.
| Video Game Addiction Questionnairea | Never | Very rarely | Rarely | Sometimes | Often | Very often | |
| I spend a lot of time thinking about playing video games | 27.0% | 18.3% | 13.3% | 22.3% | 10.9% | 8.2% | |
| I feel the need to play video games more and more | 47.9% | 15.5% | 15.8% | 11.9% | 4.8% | 4.0% | |
| I play video games so I can forget about my problems | 54.9% | 11.6% | 9.3% | 12.3% | 5.9% | 6.0% | |
| I’ve tried to play video games less but I can’t | 62.2% | 12.5% | 9.2% | 9.1% | 3.6% | 3.5% | |
| I’ve become stressed or upset if I am not allowed to play video games | 60.5% | 15.8% | 8.3% | 9.0% | 3.2% | 3.2% | |
| I play video games so much that it has had a bad effect on my schoolwork or job | 78.5% | 10.4% | 4.9% | 3.9% | 1.3% | 1.0% | |
| Social Media Addiction Questionnaireb | Never | Very rarely | Rarely | Sometimes | Often | Very often | |
| I spend a lot of time thinking about social media apps or planning my use of social media apps | 35.6% | 24.8% | 17.1% | 16.1% | 4.6% | 1.8% | |
| I feel the need to use social media apps more and more | 55.3% | 17.4% | 15.7% | 8.2% | 2.4% | 1.1% | |
| I use social media apps so I can forget about my problems | 61.9% | 11.5% | 8.3% | 11.5% | 4.0% | 2.9% | |
| I’ve tried to use my social media apps less but I can’t | 62.6% | 12.9% | 9.1% | 9.1% | 3.9% | 2.5% | |
| I’ve become stressed or upset if I am not allowed to use my social media apps | 68.4% | 12.7% | 7.2% | 7.3% | 2.3% | 2.2% | |
| I use social media apps so much that it has had a bad effect on my schoolwork or job | 78.8% | 9.8% | 5.3% | 4.2% | 1.3% | 0.7% | |
| Mobile Phone Involvement Questionnairec | Strongly disagree | Disagree | Somewhat disagree | Neither agree nor disagree | Somewhat agree | Agree | Strongly agree |
| I interrupt whatever else I am doing when I am contacted on my phone | 17.7% | 26.3% | 14.3% | 11.2% | 19.5% | 7.8% | 3.3% |
| I often use my phone for no particular reason | 13.6% | 23.1% | 9.3% | 10.1% | 22.4% | 15.8% | 5.7% |
| I feel connected to others when I am using my phone | 12.0% | 19.1% | 9.9% | 15.6% | 21.8% | 16.7% | 5.0% |
| Arguments have arisen with others because of my phone use | 32.4% | 33.0% | 8.0% | 9.3% | 10.4% | 4.9% | 2.1% |
| I lose track of how much I am using my phone. | 15.0% | 19.6% | 9.3% | 8.6% | 19.8% | 17.0% | 10.7% |
| I often think about my phone when I am not using it | 28.5% | 34.7% | 9.8% | 7.7% | 9.6% | 6.1% | 3.7% |
| I have been unable to reduce my phone use | 25.3% | 36.0% | 10.0% | 11.6% | 8.3% | 6.1% | 2.7% |
| The thought of being without my phone makes me feel distressed | 44.0% | 32.2% | 5.9% | 6.6% | 5.9% | 3.2% | 2.2% |
ABCD propensity weights were applied based on the American Community Survey from the US Census.
aAsked among a subset who reported video game use (n = 7595).
bAsked among a subset who reported social media use (n = 5652).
cAsked among a subset who reported mobile use (n = 7361).
Sociodemographic associations with problematic screen use in the Adolescent Brain Cognitive Development (ABCD) Study.
| Video gamesa | Social mediab | Mobile phonesc | ||||
|---|---|---|---|---|---|---|
| Sociodemographic characteristics | ||||||
| Age | 0.02 (–0.02 to 0.05) | 0.281 | ||||
| Sex | ||||||
| Female | reference | reference | reference | |||
| Male | ||||||
| Race/ethnicity | ||||||
| White | reference | reference | reference | |||
| Latinx/Hispanic | 0.06 (–0.04 to 0.15) | 0.250 | ||||
| Black | ||||||
| Asian | 0.02 (–0.12 to 0.15) | 0.814 | –0.16 (–0.32 to 0.00) | 0.050 | ||
| Native American | 0.14 (–0.06 to 0.33) | 0.167 | ||||
| Other | 0.14 (–0.12 to 0.40) | 0.281 | 0.04 (–0.40 to 0.49) | 0.848 | –0.03 (–0.51 to 0.45) | 0.902 |
| Primary language of adolescent | ||||||
| Non-English | reference | reference | reference | |||
| English | 0.06 (–0.04 to 0.16) | 0.219 | 0.03 (–0.09 to 0.14) | 0.648 | –0.11 (–0.23 to 0.02) | 0.092 |
| Household income | ||||||
| $75,000 and greater | reference | reference | reference | |||
| Less than $75,000 | ||||||
| Parents’ highest education | ||||||
| College education or more | reference | reference | reference | |||
| High school education or less | 0.01 (–0.08 to 0.10) | 0.774 | 0.06 (–0.04 to 0.16) | 0.228 | ||
| Parent marital status | ||||||
| Married/partnered | reference | reference | reference | |||
| Unmarried/unpartnered | 0.03 (–0.03 to 0.09) | 0.286 | 0.07 (–0.00 to 0.14) | 0.054 | ||
Bold indicates p < 0.05. ABCD propensity weights were applied based on the American Community Survey from the US Census.
All models include age, sex, race/ethnicity, primary language, household income, parent education, parent marital status, and site.
aAsked among a subset who reported video game use (n = 7595).
bAsked among a subset who reported social media use (n = 5652).
cAsked among a subset who reported mobile use (n = 7361).