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一项关于成年期数字屏幕使用时间、电子游戏玩法与冲动性的基因关联研究。

A Genetically Informed Study of Digital screen time, Video game play, and Impulsivity in Established Adulthood.

作者信息

Zheng Anqing, Pahlen Shandell, Vo Tina T, Lawrence Fady, Dungore Faredun, Lor Emery, Bowman Nicholas D, Corley Robin P, Friedman Naomi P, Wadsworth Sally J, Reynolds Chandra A

机构信息

Institute for Behavioral Genetics, University of Colorado Boulder, Boulder, USA.

Department of Psychology, The University of California, Riverside, USA.

出版信息

Comput Human Behav. 2024 Dec;161. doi: 10.1016/j.chb.2024.108401. Epub 2024 Aug 13.

Abstract

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 1,289 participants ( = 33.46, %Female = 52.75%, = 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.

摘要

大量的数字屏幕使用时间与冲动性增强有关,尽管这种关系是因果关系的假设很少受到严格检验。此外,这种关联的性质可能在不同生命阶段有所不同。处于成年期(30 - 45岁)的成年人通常面临着更多的职业和家庭责任,这可能会影响休闲活动以及屏幕使用时间与冲动性之间的关系。本研究采用多方法,包括基因知情的同卵双胞胎设计,检验了成年期成年人的数字屏幕使用时间、电子游戏玩法与冲动性各方面(即毅力、预谋和紧迫性)之间的关联。通过比较同卵双胞胎在屏幕使用时间和冲动性方面的差异,同卵双胞胎方法控制了基因和环境混杂因素,提供了一种准实验设计。样本包括来自科罗拉多收养/双胞胎寿命行为发展和认知衰老研究(CATSLife)的1289名参与者(平均年龄 = 33.46岁,女性占比 = 52.75%,同卵双胞胎 = 704对)。在控制了青少年冲动性之后,表型分析发现数字屏幕使用时间与更高水平的紧迫性和缺乏毅力呈正相关。同卵双胞胎对照分析表明,数字屏幕使用时间与紧迫性之间的关联在双胞胎对中持续存在,这表明共同的家庭和基因因素可能无法完全解释这种关系。电子游戏玩法与冲动性之间没有显示出一致的关联。这些发现表明,数字屏幕参与中刺激的即时性和快速连续性可能与成年期的冲动倾向有关,与电子游戏玩法无关。该研究强调了进行细致入微的研究以理解在这个独特生命阶段数字参与和冲动性之间相互作用的必要性。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/d282/12176375/3afb86d053a9/nihms-2052969-f0001.jpg

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