Rodman Alexandra M, Burns Jason A, Cotter Grace K, Ohashi Yuri-Grace B, Rich Rachael K, McLaughlin Katie A
Department of Psychology, Northeastern University, Boston, MA USA.
Department of Psychology, Harvard University, Cambridge, MA USA.
Affect Sci. 2024 Jul 24;5(4):332-345. doi: 10.1007/s42761-024-00247-z. eCollection 2024 Dec.
Since the advent of smartphones, peer interactions over digital platforms have become a primary mode of socializing among adolescents. Despite the rapid rise in digital social activity, it remains unclear how this dramatic shift has impacted adolescent social and emotional experiences. In an intensive, longitudinal design ( = 26, = 206 monthly observations for up to 12 months, 12-17 years), we used digital phenotyping methods to objectively measure within-person fluctuations in smartphone use (screen time, pickups, notifications) across different categories (social media, communication, entertainment, games) and examined their prospective, bidirectional associations with positive and negative mood. Bayesian hierarchical models showed that when adolescents reported better mood than usual, they subsequently spent more time on communication apps and launched social media and communication apps upon pickup less often. Meanwhile, when adolescents used entertainment apps more than usual, they subsequently reported improved mood. These preliminary findings suggest a pattern where fluctuations in mood relate to subsequent changes in smartphone use that are primarily social, whereas the fluctuations in smartphone use relating to subsequent changes in mood were primarily entertainment-related. We found little evidence that within-person fluctuations in screen time or social media use were associated with increases in negative mood, as frequently theorized. These findings highlight the importance of disentangling the distinct components of smartphone use that relate to affective processes and examining their bidirectional, prospective relationships over time, due to the possibility of differential outcomes. This work is a necessary first step in identifying targets for intervention efforts promoting resilience and wellbeing during adolescence.
The online version contains supplementary material available at 10.1007/s42761-024-00247-z.
自智能手机问世以来,通过数字平台进行的同伴互动已成为青少年社交的主要方式。尽管数字社交活动迅速增加,但这种巨大转变如何影响青少年的社交和情感体验仍不清楚。在一项密集的纵向研究设计中(n = 26,最多12个月内进行206次每月观察,年龄在12 - 17岁),我们使用数字表型分析方法客观测量了智能手机使用(屏幕时间、拿起次数、通知)在不同类别(社交媒体、通信、娱乐、游戏)中的个体内波动,并研究了它们与积极和消极情绪的前瞻性双向关联。贝叶斯分层模型表明,当青少年报告的情绪比平时更好时,他们随后在通信应用上花费的时间更多,拿起手机时启动社交媒体和通信应用的频率更低。与此同时,当青少年比平时更多地使用娱乐应用时,他们随后报告情绪有所改善。这些初步发现表明了一种模式,即情绪波动与随后主要是社交方面的智能手机使用变化有关,而与随后情绪变化相关的智能手机使用波动主要与娱乐有关。我们几乎没有发现证据表明屏幕时间或社交媒体使用的个体内波动与负面情绪增加有关,尽管经常有这样的理论。这些发现强调了区分与情感过程相关的智能手机使用不同组成部分并随着时间推移研究它们的双向前瞻性关系的重要性,因为可能会有不同的结果。这项工作是确定促进青少年恢复力和幸福感的干预目标的必要第一步。
在线版本包含可在10.1007/s42761 - 024 - 00247 - z获取的补充材料。