scholarly journals COVID-19 babies: auto-videosomnography and parent reports of infant sleep, screen time, and parent well-being in 2019 vs 2020

2021 ◽  
Author(s):  
Michal Kahn ◽  
Natalie Barnett ◽  
Assaf Glazer ◽  
Michael Gradisar
2019 ◽  
Author(s):  
Craig Sewall ◽  
Daniel Rosen ◽  
Todd M. Bear

The increasing ubiquity of mobile device and social media (SM) use has generated a substantial amount of research examining how these phenomena may impact public health. Prior studies have found that mobile device and SM use are associated with various aspects of well-being. However, a large portion of these studies relied upon self-reported estimates to measure amount of use, which can be inaccurate. Utilizing Apple’s “Screen Time” application to obtain actual iPhone and SM use data, the current study examined the accuracy of self-reported estimates, how inaccuracies bias relationships between use and well-being (depression, loneliness, and life satisfaction), and the degree to which inaccuracies were predicted by levels of well-being. Among a sample of 393 iPhone users, we found that: a.) participants misestimated their weekly overall iPhone and SM use by 22.1 and 16.6 hours, respectively; b.) the correlations between estimated use and well-being variables were consistently stronger than the correlations between actual use and well-being variables; and c.) the amount of inaccuracy in estimated use is associated with levels of participant well-being as well as amount of use. These findings suggest that estimates of device/SM use may be biased by factors that are fundamental to the relationships being investigated. **This manuscript is currently under review**


2020 ◽  
Author(s):  
Diana Raj ◽  
Norliza Ahmad ◽  
Nor Afiah Mohd. Zulkefli ◽  
Zalilah Mohd Shariff

BACKGROUND Excessive screen time is detrimental to the child’s health. However, screen time situation among Malaysian children is poorly understood. OBJECTIVE This study aims to identify the prevalence and determinants of screen time among children under five years old using the latest WHO guidelines. METHODS A cross sectional design was used to randomly select 489 children from nine government health clinics. Total screen time and factors were assessed using validated self-administered questionnaires and analyzed using multiple logistic regression. RESULTS Results show an overall prevalence of 91.4% with a median of 3.00 hours (IQR: 1.36-5.04). Majority of children watched television (66%), followed by mobile phones (30%) and computers (4%). The determinants of screen time were Malay ethnicity, (AOR 3.56, 95% CI: 1.65-7.68), parental age of 30 years or more (AOR 3.12, 95% CI: 1.58-6.16), parental screen time exceeding 2 hours a day (AOR 2.42, 95% CI: 1.24-4.73), parent’s moderate self-efficacy to influence child’s physical activity (AOR 2.29, 95% CI: 1.01-5.20) and parent’s positive perception on influence of screen time on child’s cognitive well-being (AOR 1.15, 95% CI:1.01-1.32). CONCLUSIONS Parents played an important role in determining their child’s screen time. Future interventions that focus on the parents may ensure age appropriate screen time for their children.


Obesity Facts ◽  
2020 ◽  
pp. 1-13
Author(s):  
Stephen Whiting ◽  
Marta Buoncristiano ◽  
Peter Gelius ◽  
Karim Abu-Omar ◽  
Mary Pattison ◽  
...  

<b><i>Background:</i></b> Children are becoming less physically active as opportunities for safe active play, recreational activities, and active transport decrease. At the same time, sedentary screen-based activities both during school and leisure time are increasing. <b><i>Objectives:</i></b> This study aimed to evaluate physical activity (PA), screen time, and sleep duration of girls and boys aged 6–9 years in Europe using data from the WHO European Childhood Obesity Surveillance Initiative (COSI). <b><i>Method:</i></b> The fourth COSI data collection round was conducted in 2015–2017, using a standardized protocol that included a family form completed by parents with specific questions about their children’s PA, screen time, and sleep duration. <b><i>Results:</i></b> Nationally representative data from 25 countries was included and information on the PA behaviour, screen time, and sleep duration of 150,651 children was analysed. Pooled analysis showed that: 79.4% were actively playing for &#x3e;1 h each day, 53.9% were not members of a sport or dancing club, 50.0% walked or cycled to school each day, 60.2% engaged in screen time for &#x3c;2 h/day, and 84.9% slept for 9–11 h/night. Country-specific analyses of these behaviours showed pronounced differences, with national prevalences in the range of 61.7–98.3% actively playing for &#x3e;1 h/day, 8.2–85.6% were not members of a sport or dancing club, 17.7–94.0% walked or cycled to school each day, 32.3–80.0% engaged in screen time for &#x3c;2 h/day, and 50.0–95.8% slept for 9–11 h/night. <b><i>Conclusions:</i></b> The prevalence of engagement in PA and the achievement of healthy screen time and sleep duration are heterogenous across the region. Policymakers and other stakeholders, including school administrators and parents, should increase opportunities for young people to participate in daily PA as well as explore solutions to address excessive screen time and short sleep duration to improve the overall physical and mental health and well-being of children.


2020 ◽  
Author(s):  
Michael Daubs ◽  
Alex Beattie

This contribution argues that companies such as Apple, Facebook, and Google are increasingly incorporating features that supposedly promote “digital well-being” to forestall regulation of their platforms and services. The inclusion of these features, such as Apple’s Screen Time, frames these commercial platforms as providing a social good by promising to encourage more “intentional” or “mindful” use of social media and mobile devices. As a result, oft-critiqued platforms are increasingly adopting the language of their critics in order to frame themselves as a social good. This strategy mimics that used by radio executives in the United States in the early twentieth century, where the medium developed as a predominantly commercial enterprise. To avoid regulation, it became necessary to perpetuate the perception that commercial broadcasters were also a social good that fulfilled a public service function. Platforms today, we assert, are inadvertently or purposefully adopting a similar tactic to position themselves as leaders in a developing digital wellness market in the hopes of avoiding future governmental regulation.


2021 ◽  
Author(s):  
Abigail Bradley ◽  
Andrea Howard

The current study used device-logged screen time records to measure week-to-week within-person associations between stress and smartphone use in undergraduate students (N = 187, Mage = 20.1) during Fall 2020, focusing on differences across types of app used and whether accumulated screen use each week predicted end-of-week mood states. Participants uploaded weekly screenshots from their “Screen Time” settings display and completed surveys measuring stress, mood, and COVID-19 experiences. Results of multilevel models showed no week-to-week change in smartphone hours of use or device pickups. Higher stress levels were not concurrently associated with heavier smartphone use, either overall or by type of app. Heavier smartphone use in a given week did not predict end-of-week mood states, but students who tended to spend more time on their phones in general reported slightly worse moods—a between-person effect potentially reflecting deficits in well-being that are present in students’ offline lives as well. Our findings contribute to a growing scholarly consensus that time spent on smartphones tells us little about young people’s well-being.


2018 ◽  
Vol 202 ◽  
pp. 157-162.e1 ◽  
Author(s):  
Jin Zhao ◽  
Yunting Zhang ◽  
Fan Jiang ◽  
Patrick Ip ◽  
Frederick Ka Wing Ho ◽  
...  

2019 ◽  
Vol 29 (3) ◽  
pp. 794-812
Author(s):  
Nicola F Johnson

Screen time once referred to television. Nowadays, it includes various screen sizes that are internet-enabled devices, and the pervasive smartphone. Regardless of what kind of screen is used, screen time comprises much of life itself. Being online and offline is now fairly blurred because of the ubiquitousness of technologies, Wi-Fi and screens. This paper puts forth the notion of ‘temporal digital control’ to explain the choice of when and why smartphones and other portable digital devices are used in today’s cultural milieu, and it theorizes the ‘why’ of contemporary smartphone use is so prominent suggesting it enables temporal digital control in an autonomous space. Coupled with the engrossment of such use, the article elaborates how gazing at a digital device comprises a temporal connection, alongside a disconnection from real life, and a possible inauthenticity that could affect well-being. Recently published literature on ‘waiting’ is included to help theorize why actors choose to use digital technologies while waiting. Being preoccupied, or busy, or doing something with one’s smartphone while waiting creates a sense of alleged status, importance or connection in the form of digital temporal control. An array of vignettes is provided to demonstrate agentic disengagement with the present in a preference for moving into a temporal autonomous space of ‘perceived’ digital control. When gazing at and using a digital device, users are arguably disengaging with the temporal present, disconnecting with others who may be beside them, in preference to the creation of temporal (and digital) autonomous spaces. Regardless of what the user is doing on their smartphone or device, the use of technologies can provide a temporal autonomous space of digital control.


Author(s):  
Fei Qin ◽  
Yiqing Song ◽  
George P Nassis ◽  
Lina Zhao ◽  
Yanan Dong ◽  
...  

We aimed to evaluate the effects of the COVID-19 lock down on lifestyle in China during the initial stage of the pandemic. A questionnaire was distributed to Chinese adults living in 31 provinces of China via the internet using a snowball sampling strategy. Information on 7-day physical activity recall, screen time, and emotional state were collected between January 24 and February 2, 2020. ANOVA, χ² test, and Spearman’s correlation coefficients were used for statistical analysis. 12,107 participants aged 18–80 years were included. During the initial phase of the COVID-19 outbreak, nearly 60% of Chinese adults had inadequate physical activity (95% CI 56.6%–58.3%), which was more than twice the global prevalence (27.5%, 25.0%–32.2%). Their mean screen time was more than 4 hours per day while staying at home (261.3 ± 189.8 min per day), and the longest screen time was found in young adults (305.6 ± 217.5 min per day). We found a positive and significant correlation between provincial proportions of confirmed COVID-19 cases and negative affect scores (r = 0.501, p = 0.004). Individuals with vigorous physical activity appeared to have a better emotional state and less screen time than those with light physical activity. During this nationwide lockdown, more than half of Chinese adults temporarily adopted a sedentary lifestyle with insufficient physical activity, more screen time, and poor emotional state, which may carry considerable health risks. Promotion of home-based self-exercise can potentially help improve health and wellness.


2020 ◽  
Vol 8 (3) ◽  
pp. 379-399 ◽  
Author(s):  
Craig J. R. Sewall ◽  
Todd M. Bear ◽  
John Merranko ◽  
Daniel Rosen

Using Apple’s Screen Time application to obtain reported actual iPhone and social media (SM) use, we examined the accuracy of retrospective estimates of usage, how inaccuracies bias associations between use and psychosocial well-being (depression, loneliness, and life satisfaction), and the degree to which inaccuracies were predicted by levels of well-being. Among a sample of 325 iPhone users, we found that (a) participants misestimated their weekly overall iPhone and SM use by 19.1 and 12.2 hours, respectively; (b) correlations between estimated use and well-being variables were consistently stronger than the correlations between reported actual use and well-being variables; and (c) the degree of inaccuracy in estimated use was associated with levels of participant well-being and amount of use. These findings suggest that retrospective estimates of digital technology use may be systematically biased by factors that are fundamental to the associations under investigation. We propose that retrospective estimates of digital technology use may be capturing the construct of perceived use rather than actual use, and discuss how the antecedents, correlates, and consequences of perceived use may be distinct from those of actual use. Implications of these findings are discussed in view of the ongoing debate surrounding the effects of digital technology use on well-being.


2020 ◽  
Vol 16 (2) ◽  
pp. 153-160
Author(s):  
Molly George ◽  
Reremoana Theodore ◽  
Rosalina Richards ◽  
Barbara Galland ◽  
Rachael Taylor ◽  
...  

Insufficient sleep is a strong risk factor for unhealthy weight gain in children. Māori (the indigenous population of Aotearoa (New Zealand)) children have an increased risk of unhealthy weight gain compared to New Zealand European children. Interventions around sleep could provide an avenue for improving health and limiting excessive weight gain with other meaningful benefits for whānau (extended family) well-being. However, current messages promoting good sleep may not be realistic for many Māori whānau. Using qualitative methods, the Moe Kitenga project explored the diverse realities of sleep in 14 Māori whānau. We conclude that for infant sleep interventions to prevent obesity and improve health outcomes for Māori children, they must take into account the often pressing social circumstances of many Māori whānau that are a barrier to adopting infant sleep recommendations, otherwise sleep interventions could create yet another oppressive standard that whānau fail to live up to.


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