ArticleFrontiers in psychology2023
Screen time and addictive use of gaming and social media in relation to health outcomes.
Article in Frontiers in psychology, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 10 papers.
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Who cites it
10 citing papers in PubMed, 16 citations in OpenAlex.
- Seeking pleasure or seeking compensation: a dual-pathway model of problematic social networks use.Addictive behaviors reports · 2026Article
- The Reciprocal Relationships Among Impulsivity, Self-Control, Gaming Time, and Internet Gaming Disorder Among Adolescents: Prospective Longitudinal Cohort Study.JMIR serious games · 2026Article
- Internet gaming disorder and psychological distress among Palestinian adult online gamers.BMC public health · 2026Observational
- Digital media balance and mental health: effects of a school-based program.Child and adolescent psychiatry and mental health · 2026Article
- The Roles of Delayed Cortical Maturation and Lower Anticipatory Reward Activation in Predicting Addictive Screen Use in Youth.Biological psychiatry. Cognitive neuroscience and neuroimaging · 2026Article
- Article
- Examining measurement discrepancies in adolescent screen media activity with insights from the ABCD study.Npj mental health research · 2025Article
- When time slows down: temporal distortion and addictive social media use.Frontiers in psychology · 2025Article
- Smartphone addiction as a risk factor for medication non-adherence in renal transplant recipients.Archives of medical science : AMS · 2025Article
- Scrolling for fun or to cope? Associations between social media motives and social media disorder symptoms in adolescents and young adults.Frontiers in psychology · 2024Article
Corrections and comments
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Authors and funding
3 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Introduction: This study examined associations between screen time and addictive use (i.e., heavy involvement and negative consequences) of gaming and social media, and their independent effects on health outcomes. Methods: Survey data were collected from 2,265 participants (mean age = 21.57). Internet Gaming Disorder (IGD) and Social Media Disorder (SMD) were measured with the Gaming and Social Media Questionnaire (GSMQ-9), with separate measures for heavy involvement and negative consequences. Screen time was measured by weekly hours of gaming and social media. Assessed health outcomes were psychological problems, low self-concept, social problems, sleep problems, and sleep time. Results: Screen time and addictive use were significantly associated for both gaming and social media, with associations being stronger for symptoms of heavy involvement compared to symptoms of negative consequences. However, despite significant associations, a substantial proportion of the participants with a high screen time did not meet any or just one symptom of addiction. More importantly, it was primarily negative consequences that had independent effects on health outcomes, except for sleep. High levels of heavy involvement in gaming, were even related to lower, not higher, levels of psychological problems. Conclusion: The present findings study show that screen time is a poor indicator of addictive use of gaming and social media. Given that it was primarily negative consequences of gaming or social media that had effects on health outcomes, our study also emphasizes the need to distinguish between different types of addictive use and to further examine the diagnostic validity of the nine IGD symptom criteria.
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