ArticleThe Journal of adolescent health : official publication of the Society for Adolescent Medicine2024
Longitudinal Use Patterns of Technology Subtypes During the Transition Into Early Adolescence: Results From the Adolescent Brain Cognitive Development Study.
Article in The Journal of adolescent health : official publication of the Society for Adolescent Medicine, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 4 papers.
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Who cites it
4 citing papers in PubMed.
- Overview of systematic reviews and meta-analyses on problematic video game use and gaming disorder in adolescents and young adults.EClinicalMedicine · 2026Review
- Article
- Physical-Digital and social-nonsocial extracurricular engagement: differential effects on brain development and psychological outcomes in children.Translational psychiatry · 2026Article
- Testing Bidirectional Associations Between Screen Time and Inattention/Hyperactivity Symptoms From Childhood to Adulthood in a Brazilian Cohort.medRxiv : the preprint server for health sciences · 2025Article
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Authors and funding
4 authors.
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Abstract
purposeAdolescents encounter a complex digital environment, yet existing data on youth technology use rarely differentiates technology subtypes. This study maps the evolution and intricacies of youth engagement with technology subtypes.
methodsN = 11,868 participants in the Adolescent Brain Cognitive Development study followed from ages ∼9/10 to ∼13/14. We examined youths' self-reported hours per day (hr/day) of technology subtypes: TV/Movies, video games, YouTube, social media, video chat, and texting. We used descriptive statistics and multilevel logistic regression to assess cross-sectional and longitudinal use patterns of technology subtypes, agreement between child and parent reports on the child's technology use, and associations between each technology subtype and sociodemographics (child's biological sex, parent education, income, and marital status).
resultsAt age 9/10, ∼75% of youth reported minimal (<30 min/day) social technology use (social media, video chat, texting) and up to ∼1.5 hr/day of TV, video games, and YouTube. By age 13/14, TV trajectories were converging to >2 hr/day, but social technology trajectories "fanned out" into a wide range of usage rates. Child and parent reports were weakly correlated (r DISCUSSION: Distributions of youths' self-reported technology engagement are highly contingent on technology subtype, age, and biological sex. Future research on youth development and technology may benefit from considering youths' varied digital experiences.
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