从基因角度研究成年后的数字屏幕时间、电子游戏和冲动行为

IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Computers in Human Behavior Pub Date : 2024-08-13 DOI:10.1016/j.chb.2024.108401
Anqing Zheng , Shandell Pahlen , Tina T. Vo , Fady Lawrence , Faredun Dungore , Emery Lor , Nicholas D. Bowman , Robin P. Corley , Naomi P. Friedman , Sally J. Wadsworth , Chandra A. Reynolds
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引用次数: 0

摘要

高水平的数字屏幕时间与冲动性的增强有关,尽管这种关系是因果关系的假设很少得到严格研究。此外,这种关联的性质在不同的人生阶段可能会有所不同。处于成熟期(30-45 岁)的成年人往往面临更多的事业和家庭责任,这可能会影响休闲活动以及屏幕时间与冲动性之间的关系。本研究采用多种方法,包括遗传信息共同双生子设计,研究了成年期成年人的数字屏幕时间、电子游戏与冲动性的各个方面(即毅力、预谋和紧迫性)之间的关系。通过比较双生子内屏幕时间和冲动性的差异,共双生子方法控制了遗传和环境干扰,提供了一种准实验设计。样本包括科罗拉多领养/双生子寿命行为发展和认知老化研究(CATSLife)的 1289 名参与者(年龄 = 33.46,女性比例 = 52.75%,Ntwins = 704)。在对青少年的冲动性进行控制后,表型分析发现数字屏幕时间与较高的紧迫性和缺乏毅力呈正相关。同卵双生子对照分析表明,数字屏幕时间与紧迫感之间的关联在双生子对中持续存在,这表明共同的家族和遗传因素可能无法完全解释这种关系。玩电子游戏与冲动并没有一致的关联。这些研究结果表明,数字屏幕刺激的即时性和快速连续性可能与成年后的冲动倾向有关,而与电子游戏无关。这项研究强调,有必要进行细致入微的研究,以了解在这个独特的人生阶段,数字参与与冲动之间的相互作用。
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A genetically informed study of digital screen time, video game play, and impulsivity in established adulthood

High levels of digital screen time are associated with heightened impulsivity, though the assumption that this relationship is causal has seldom been rigorously examined. Moreover, the nature of this association may vary across life stages. Adults in established adulthood (ages 30–45) often face increased career and family commitments, which may impact leisure activities and the relationship between screen time and impulsivity. This study examined the association between digital screen time, video game play, and facets of impulsivity (i.e., perseverance, premeditation, and urgency) in adults in established adulthood using a multi-method approach, including a genetically-informed co-twin design. By comparing within-twin pair differences in screen time and impulsivity, the co-twin approach controls for genetic and environmental confounding, providing a quasi-experimental design. The sample included 1289 participants (Mage = 33.46, %Female = 52.75%, Ntwins = 704) from the Colorado Adoption/Twin Study of Lifespan behavioral development and cognitive aging (CATSLife). After controlling for adolescent impulsivity, phenotypic analysis found that digital screen time was positively associated with higher levels of urgency and lack of perseverance. Co-twin control analysis showed that the association between digital screen time and urgency persisted within twin pairs, suggesting that shared familial and genetic factors may not fully explain the relationship. Video game play did not show consistent associations with impulsivity. These findings suggest that the immediacy and rapid succession of stimuli in digital screen engagement could be associated with impulsive tendencies in established adulthood, independent of video game play. The study underscores the need for nuanced examination to understand the interplay between digital engagement and impulsivity in this unique life stage.

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来源期刊
CiteScore
19.10
自引率
4.00%
发文量
381
审稿时长
40 days
期刊介绍: Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.
期刊最新文献
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