2022
DOI: 10.1038/s41390-022-02176-8
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Social epidemiology of early adolescent problematic screen use in the United States

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. Study design We analyzed cross-sectional data from the Adolescent Brain Cognitive Development Study (Year 2, 2018–2020; N = 8753). Multiple linear regression analyses were used to estimate associations between sociodemogr… Show more

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Cited by 34 publications
(19 citation statements)
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“…Socioeconomic disparities and other forms of social adversity could increase people’s propensity for problematic metaverse use, for example, by motivating them to escape their stressful environment, or by constraining their access to alternative activities in their neighborhoods. Nagata et al [ 64 ] proposed that these effects of social adversity may explain, to some extent, why higher levels of problematic video game use are reported by adolescents in the United States who identify as Native American, Black, or Latinx, and by those with lower parental educational attainment. Conversely, positive social interactions in the offline environment could be protective against the risk of problematic metaverse use.…”
Section: Virtual Worlds and Mental Healthmentioning
confidence: 99%
“…Socioeconomic disparities and other forms of social adversity could increase people’s propensity for problematic metaverse use, for example, by motivating them to escape their stressful environment, or by constraining their access to alternative activities in their neighborhoods. Nagata et al [ 64 ] proposed that these effects of social adversity may explain, to some extent, why higher levels of problematic video game use are reported by adolescents in the United States who identify as Native American, Black, or Latinx, and by those with lower parental educational attainment. Conversely, positive social interactions in the offline environment could be protective against the risk of problematic metaverse use.…”
Section: Virtual Worlds and Mental Healthmentioning
confidence: 99%
“…The differences in the associations between problematic social media use versus time spent on social media and alcohol expectancies may be explained by conceptual differences in the measures [ 26 ]. Time spent on social media does not capture specific thoughts, feelings, or behaviors related to social media, whereas the problematic social media use measure included elements relevant to addiction with parallels to alcohol use disorder such as mood modification, tolerance, withdrawal, conflict, and relapse [ 27 , 28 ]. A prior study of 435 older adolescents 16–20 years in the Northeast U.S. found no association between social media time and positive alcohol expectancies [ 9 ]; our study builds upon these prior findings of no association between social media time and alcohol expectancies in a younger, larger, national sample.…”
Section: Discussionmentioning
confidence: 99%
“…However, recent scholarship on social media and screen time has noted that measures of time (e.g., hours per day) cannot capture important qualities of social media use, such as problematic use [26]. Problematic social media use can include elements of addiction, such as mood modification, tolerance, withdrawal, conflict, and relapse [27][28][29]. Problematic social media use also parallels to alcohol use disorder in that both can lead to functional impairment, such as failure to meet responsibilities at school or work [28][29][30].…”
Section: Introductionmentioning
confidence: 99%
“…5 Although contemporary screen modalities have expanded to smartphones and other devices, television and video watching remain the most commonly used screen modalities in adolescents and adults. [5][6][7][8] Previous studies have examined the cross-sectional associations of screen time and cardiometabolic risk factors, including systolic blood pressure, non-HDL cholesterol, glucose, and waist circumference in young children, adolescents, and college-aged adults. In particular, screen time has been associated with higher risk of type 2 diabetes in both children and adults, higher non-HDL cholesterol in young children, and obesity in both children and adolescents.…”
Section: Introductionmentioning
confidence: 99%