| Literature DB >> 35897307 |
Shunsen Huang1, Xiaoxiong Lai1, Xinmei Zhao1, Xinran Dai1, Yuanwei Yao2,3,4, Cai Zhang5, Yun Wang1.
Abstract
The past two decades have witnessed controversy over whether the use of digital technology has damaged or enhanced adolescents' social relationships, which influences their development. In this study, we addressed this debate by specifying the effect of different types of smartphone use content on social relationships, rather than simply relying on screen time spent on digital media. To avoid selective analysis and report of different variables, we used specification curve analysis (SCA) in a large dataset (N = 46,018) to explore the correlations between 20 types of smartphone use content and adolescents' social relationships (parent-child, peer, and teacher-student). The types of smartphone use content were measured by the revised version of Mobile Phone Use Pattern Scale, the Parent-Child Relationship Scale, the Peer Relationship Scale, and the Teacher-Student Relationship Scale assessed three different social relationships, respectively. Of the 20 types of smartphone use content, only playing games (negatively explaining 1% of the variation), taking online courses (positively explaining 1.6% of the variation), using search engines (positively explaining 1.2% of the variation), using a dictionary (positively explaining 1.3% of the variation), and obtaining life information (positively explaining 1.5% of the variation) showed a significant effect size. The association between smartphone use and adolescents' social relationships depends on the various types of content with which adolescents engage during smartphone use. The various effects of different types of smartphone use content deserve the attention of both the public and policy-makers.Entities:
Keywords: adolescents; social relationships; specification curve analysis; types of smartphone use content
Mesh:
Year: 2022 PMID: 35897307 PMCID: PMC9331893 DOI: 10.3390/ijerph19158940
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 4.614
Participants characteristic of grade 4 and grade 8 students.
| Variables | Groups | Grade 4 | Grade 8 |
|---|---|---|---|
| Gender | Boys | 52.3% | 51.9% |
| Girls | 47.7% | 48.1% | |
| Residence | City | 29.7% | 26.3% |
| Rural region | 70.3% | 73.7% | |
| Single parent | Yes | 6.6% | 4.6% |
| Not | 93.4% | 95.4% | |
| Only child | Yes | 26.5% | 19.3% |
| Not | 73.5% | 80.7% | |
| Left-behind child | Yes | 16.4% | 9.4% |
| Not | 83.6% | 90.6% | |
| Annual revenue | <60,000 ¥ | 55.0% | 59.9% |
| 60,000–100,000 ¥ | 27.2% | 22.2% | |
| >100,000 ¥ | 17.9% | 17.9% |
Note: ¥ = RMB.
Figure 1Overall research methodological procedure.
Detailed information of items.
| Scale Items for Smartphone Content | Abbreviation |
|---|---|
|
Watch movies, TV series, anime, variety shows, etc. | Watching TV, etc. |
|
Watch short-form videos (such as those on TikTok, Volcano Video, and Kuaishou) or live webcasts | Watching clips |
|
Use mobile phone utilities (such as calculators, alarm clocks, and schedule management apps) | Using utilities |
|
Use search engines to find information | Using search engines |
|
Use fitness-related functions (such as fitness guidance and exercise records) | Using fitness apps |
|
Use dictionaries via smartphones | Using dictionaries |
|
Use a camera to take photos or record videos | Using camera |
|
Use a mobile phone to learn online courses | Taking online courses |
|
Read online novels or entertainment e-books, or listen to entertainment audio | Reading online novels |
|
Post or share pictures, videos, audio, songs, articles, or applets created by yourself | Posting/sharing |
|
Play mobile games | Playing games |
|
Obtain life information (such as maps and weather) | Obtaining life information |
|
Make mobile payments | Making payments |
|
Make a call (including Internet phone) | Making calls |
|
Listen to music | Listening to music |
|
Use a mobile phone to complete homework | Finishing Homework |
|
Online consumption (such as Taobao, JD, takeaway, car-hailing, WeChat business, and recharging) | Consuming online |
|
Send and receive text messages, or chat using QQ, WeChat, etc. | Chatting online |
|
Browse Qzone, WeChat Moments, Weibo, etc. | Browsing social media |
|
Browse the news | Browsing news |
Note: Taobao and JD are online shopping apps. QQ and WeChat are online chat apps in China. Qzone, WeChat Moments, and Weibo are social media apps. TikTok, Volcano video, and Kuaishou refer to video-sharing social networking apps.
Figure 2Description of SCA. The estimate denotes the standardized regression coefficients calculated via linear regression; the x-axis indicates the combined number of specifications, and the y-axis of (B) refers to all variables used in the analysis. Red dots denote negative and significant effects (based on the chosen significance level; by default, α = 0.05). Blue dots signal positive and significant effects. Gray dots indicate insignificant effects. The coefficients in (A) depict a curve, and the dashed area around the curve denotes the 95% CIs for the standardized regression coefficients. Daily screen time means smartphone use time each day; SSES is subjective SES, and OSES is objective SES.
The results of SCA for the different types of smartphone use content and social relationships.
| Independent Variables | Median β | Partial | NSRPD |
|---|---|---|---|
| Making calls | 0.09 *** | 0.007 | 21/21 *** |
| Browsing social media | −0.02 | 0.00 | 15/21 |
| Posting/sharing | −0.0003 | 0.00 | 7/21 |
| Chatting online | −0.01 | 0.00 | 11/21 |
| Watching TV, etc. | −0.06 *** | 0.003 | 17/21 |
| Watching clips | −0.08 *** | 0.006 | 19/21 *** |
| Playing games | −0.12 *** |
| 21/21 *** |
| Listening to music | 0.02 *** | 0.00 | 14/21 *** |
| Browsing news | 0.08 *** | 0.007 | 21/21 *** |
| Reading online novels | −0.09 *** | 0.007 | 21/21 *** |
| Taking online courses | 0.13 *** |
| 21/21 *** |
| Finishing homework | 0.01 *** | 0.001 | 11/21 *** |
| Using search engines | 0.11 *** |
| 21/21 *** |
| Using dictionaries | 0.11 *** |
| 21/21 *** |
| Using utilities | 0.06 *** | 0.004 | 17/21 *** |
| Using cameras | 0.08 *** | 0.007 | 21/21 *** |
| Using fitness apps | 0.09 *** | 0.008 | 21/21 *** |
| Obtaining life information | 0.12 *** |
| 21/21 *** |
| Making payments | −0.05 *** | 0.002 | 16/21 |
| Consuming online | −0.07 *** | 0.004 | 19/21 * |
Note. * p < 0.05, *** p < 0.001, NSRPD = Number of significant results in predominant direction; Median β = Median point estimate. Partial r equal to or greater than 0.01 are bold.