The impact of digital media on children’s intelligence while controlling for genetic differences in cognition and socioeconomic background
Open accessAbstract
Digital media defines modern childhood, but its cognitive effects are unclear and hotly debated. We believe that studies with genetic data could clarify causal claims and correct for the typically unaccounted role of genetic predispositions. Here, we estimated the impact of different types of screen time (watching, socializing, or gaming) on children’s intelligence while controlling for the confounding effects of genetic differences in cognition and socioeconomic status. We analyzed 9855 children from the USA who were part of the ABCD dataset with measures of intelligence at baseline (ages 9–10) and after two years. At baseline, time watching (r = − 0.12) and socializing (r = − 0.10) were negatively correlated with intelligence, while gaming did not correlate. After two years, gaming positively impacted intelligence (standardized β = + 0.17), but socializing had no effect. This is consistent with cognitive benefits documented in experimental studies on video gaming. Unexpectedly, watching videos also benefited intelligence (standardized β = + 0.12), contrary to prior research on the effect of watching TV. Although, in a posthoc analysis, this was not significant if parental education (instead of SES) was controlled for. Broadly, our results are in line with research on the malleability of cognitive abilities from environmental factors, such as cognitive training and the Flynn effect.
AI snapshot
Written from the paper’s full text.
TL;DR
In a longitudinal ABCD sample of 9,855 US children, more video gaming at ages 9–10 predicted greater gains in intelligence two years later after controlling for polygenic scores for cognitive performance and socioeconomic status. Watching videos also showed a positive effect on intelligence change, while socializing had no effect.
Key findings
- At baseline (ages 9–10), intelligence was negatively correlated with watching (r = −0.12) and socializing (r = −0.10), but not with gaming (β = 0.01, p = 0.615).
- After two years, gaming positively impacted change in intelligence (standardized β = +0.17, p = 0.002; or 2.55 IQ points), and watching also benefited intelligence (β = +0.12, p = 0.047; or 1.8 IQ points); socializing had no effect (β = −0.07, p = 0.220).
- In an absolute gaming model, gaming still positively predicted change in intelligence (β = 0.21, p < 0.001).
- Posthoc, the watching effect became nonsignificant when parental education replaced SES (β = 0.11, p = 0.068), and splitting watching into TV and online videos yielded no significant effects on intelligence change.
- Boys spent about twice as much time gaming as girls (boys mean = 1.32, SE = 0.02; girls mean = 0.68, SE = 0.01); screen-time effects on intelligence change did not differ by gender, but cogPGS predicted change in boys (β = 0.37, p < 0.001) and not girls (β = −0.01, p = 0.915).
Methods
- Longitudinal analysis of the Adolescent Brain and Cognitive Development (ABCD) dataset: baseline sample 9,855 children aged 9–10 (M = 9.90 years, SD = 0.62; 4,686 females), with 5,374 followed up two years later (M = 11.92 years, SD = 0.63; 2,512 females).
- Intelligence was modeled as a latent factor from five cognitive tasks (Picture Vocabulary, Flanker, Oral Reading Recognition, Rey Auditory Verbal Learning, Little Man); screen time was self-reported and grouped into Watching, Socializing, and Gaming; covariates included polygenic scores for cognitive performance (cogPGS), socioeconomic status (SES), age, site, and 20 genetic principal components.
- Main analysis used strong measurement-invariant latent change score models, with multigroup gender tests, mediation by lack of perseverance, and posthoc sibling analyses.
Limitations
- Stated: the sample is representative of the US, but the GWAS used to estimate cogPGS is heavily biased toward European descent, limiting genetic generalizability; screen time was self-reported and only moderately correlates with logged media use; the gaming variable aggregates all game types, and genre preferences differ across countries, limiting generalization.
- Evident from the text: the sibling analysis included only about 400 families and 1,102 individuals (10% of the main sample), so null findings there are likely due to low statistical power; the positive watching effect was not robust to controlling for parental education instead of SES; the observational design cannot fully rule out unmeasured confounding despite genetic and SES controls.
Model-written summary. Check it against the paper before relying on it.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
0 of 63 cited sources checked · 0 supported · 0 flagged
- Findingown data
After two years, watching videos benefited intelligence (standardized β = +0.12).
“Unexpectedly, watching videos also benefited intelligence (standardized β = + 0.12), contrary to prior research on the effect of watching TV.”
Quote in the paperSubstantial claim - Findingown data
After two years, socializing had no effect on intelligence.
“After two years, gaming positively impacted intelligence (standardized β = + 0.17), but socializing had no effect.”
Quote in the paperSubstantial claim - Findingown data
At baseline, time socializing was negatively correlated with intelligence (r = −0.10).
“At baseline, time watching (r = − 0.12) and socializing (r = − 0.10) were negatively correlated with intelligence, while gaming did not correlate.”
Quote in the paperNot a substantial claim - Findingown data
At baseline, time watching was negatively correlated with intelligence (r = −0.12).
“At baseline, time watching (r = − 0.12) and socializing (r = − 0.10) were negatively correlated with intelligence, while gaming did not correlate.”
Quote in the paperNot a substantial claim - Findingown data
After two years, gaming positively impacted intelligence (standardized β = +0.17).
“After two years, gaming positively impacted intelligence (standardized β = + 0.17), but socializing had no effect.”
Quote in the paperSubstantial claim
- Findingown data
At baseline, gaming did not correlate with intelligence.
“At baseline, time watching (r = − 0.12) and socializing (r = − 0.10) were negatively correlated with intelligence, while gaming did not correlate.”
Quote in the paperNot a substantial claim - Findingown data
In a posthoc analysis, the effect of watching on intelligence was not significant if parental education (instead of SES) was controlled for.
“Although, in a posthoc analysis, this was not significant if parental education (instead of SES) was controlled for.”
Quote in the paperNot a substantial claim - Findingown data
Baseline intelligence at age 9-10 had an independent negative association with Watching (β = −0.12, p < 0.001).
“Baseline intelligence at age 9–10 had independent, positive associations with cogPGS (β = 0.20, p < 0.001) and SES (β = 0.24, p < 0.001), as well as independent, negative associations with Watching (β = − 0.12, p < 0.001) and Socializing (β = − 0.10, p < 0.001), but no independent association with Gaming (β = 0.01, p = 0.615).”
Quote in the paperSubstantial claim - Findingown data
The effect of SES on the change in intelligence was not significantly different between boys and girls (p = 0.585).
“Finally, the effect of SES on the change in intelligence was not significantly different between boys and girls (Chi-square difference = 0.30, p = 0.585).”
Quote in the paperNot a substantial claim - Findingown data
In posthoc analysis with parental education, cogPGS had a significant impact on the change in intelligence (β = 0.11, p = 0.047; or 1.65 IQ points).
“Compared to the main model with SES, the model with parental education showed (a now) significant impact of cogPGS on the change in intelligence (β = 0.11, p = 0.047; or 1.65 IQ points) and (a now) nonsignificant impact of screen time Watching on the change in intelligence (β = 0.11, p = 0.068).”
Quote in the paperNot a substantial claim - Findingown data
In the model with parental education, there was a much higher negative association of parental education with screen time.
“In the model with parental education, there was a much higher negative association of it with screen time.”
Quote in the paperSubstantial claim - Findingown data
There was no indirect mediation effect of Gaming on the change in intelligence via lack of perseverance (β = 0.008, p = 0.156, CI [−0.001, 0.002]).
“The same was true for the other models—no indirect mediation effect of Socializing (β = − 0.001, p = 0.909, CI [− 0.002, 0.002]) or of Gaming (β = 0.008, p = 0.156, CI [− 0.001, 0.002]).”
Quote in the paperSubstantial claim - Findingown data
Baseline intelligence at age 9-10 had no independent association with Gaming (β = 0.01, p = 0.615).
“Baseline intelligence at age 9–10 had independent, positive associations with cogPGS (β = 0.20, p < 0.001) and SES (β = 0.24, p < 0.001), as well as independent, negative associations with Watching (β = − 0.12, p < 0.001) and Socializing (β = − 0.10, p < 0.001), but no independent association with Gaming (β = 0.01, p = 0.615).”
Quote in the paperNot a substantial claim - Findingown data
The amount of change in intelligence did not depend on baseline intelligence scores at age 9 (r = −0.05, p = 0.456).
“The amount of change did not depend on baseline intelligence scores at age 9 (r = − 0.05, p = 0.456).”
Quote in the paperNot a substantial claim - Findingown data
The effects on change in intelligence already account for independent effects of cogPGS (non-significant, β = 0.10, p = 0.069) and SES (non-significant, β = −0.04, p = 0.871).
“As explained above, those results already account for the independent effects of cogPGS (non-significant, β = 0.10, p = 0.069) and SES (non-significant, β = − 0.04, p = 0.871) on the change in intelligence.”
Quote in the paperSubstantial claim - Findingown data
In absolute Gaming model, screen time Gaming had a positive effect on the change in intelligence (β = 0.21, p < 0.001).
“And we found a positive effect on the change in intelligence from screen time Gaming (β = 0.21, p < 0.001), with more time playing video games leading to greater gains in intelligence.”
Quote in the paperSubstantial claim - Findingown data
There was no indirect mediation effect of Socializing on the change in intelligence via lack of perseverance (β = −0.001, p = 0.909, CI [−0.002, 0.002]).
“The same was true for the other models—no indirect mediation effect of Socializing (β = − 0.001, p = 0.909, CI [− 0.002, 0.002]) or of Gaming (β = 0.008, p = 0.156, CI [− 0.001, 0.002]).”
Quote in the paperSubstantial claim - Findingown data
In posthoc analysis with parental education, the association between parental education and screen time Watching was significant −0.16.
“Interestingly, the association between parental education and screen time Watching was a significant − 0.16 (while SES in the original model was a significant − 0.10).”
Quote in the paperNot a substantial claim - Findingown data
Intelligence significantly improved after two years from age 9 to 11 (β = 0.24, p < 0.001; or 3.64 IQ points).
“The strong invariance measurement model showed a significant improvement in intelligence after two years from age 9 to 11 (β = 0.24, p < 0.001; or 3.64 IQ points).”
Quote in the paperNot a substantial claim - Findingown data
Within-family effect of cogPGS on baseline intelligence (βw = 0.04, p < 0.001) was smaller than the between-family effect (βb = 0.06, p < 0.001).
“As expected, we found within-family effect of cogPGS on baseline intelligence (βw = 0.04, p < 0.001) to be noticeably smaller than the between-family effect (βb = 0.06, p < 0.001).”
Quote in the paperSubstantial claim - Findingown data
Baseline intelligence at age 9-10 had an independent negative association with Socializing (β = −0.10, p < 0.001).
“Baseline intelligence at age 9–10 had independent, positive associations with cogPGS (β = 0.20, p < 0.001) and SES (β = 0.24, p < 0.001), as well as independent, negative associations with Watching (β = − 0.12, p < 0.001) and Socializing (β = − 0.10, p < 0.001), but no independent association with Gaming (β = 0.01, p = 0.615).”
Quote in the paperNot a substantial claim - Findingown data
Screen time Watching had a positive effect on the change in intelligence (β = 0.12, p = 0.047; or 1.8 IQ points).
“Interestingly, we found a positive effect on the change in intelligence from screen time Watching (β = 0.12, p = 0.047; or 1.8 IQ points) as well as from screen time Gaming (β = 0.17, p = 0.002; or 2.55 IQ points), with more time watching digital videos or playing video games leading to greater gains in intelligence.”
Quote in the paperSubstantial claim - Findingreasoning
Lack of perseverance did not mediate the effects of screen time on the change in intelligence.
“Lack of perseverance did not mediate the effects of screen time on the change in intelligence.”
Quote in the paperNot a substantial claim - Findingown data
The within-family effect of cogPGS was roughly two-thirds of the between-family effect for intelligence at baseline, in line with the literature.
“We found the within-family effect of cogPGS to be roughly two-thirds of the between-family effect for intelligence (at baseline), in line with the literature43,44.”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [43] Selzam, S. et al. Comparing within- and between-family polygenic score prediction. Am. J. Hum. Genet. 105, 351–363 (2019). source
Not checked in the free run.
- cites [44] Trejo, S. & Domingue, B. W. Genetic nature or genetic nurture? Introducing social genetic parameters to quantify bias in polygenic score analyses. Biodemogr. Soc. Biol. 64, 187–215 (2018). source
Not checked in the free run.
- Findingown data
Screen time Gaming had a positive effect on the change in intelligence (β = 0.17, p = 0.002; or 2.55 IQ points).
“Interestingly, we found a positive effect on the change in intelligence from screen time Watching (β = 0.12, p = 0.047; or 1.8 IQ points) as well as from screen time Gaming (β = 0.17, p = 0.002; or 2.55 IQ points), with more time watching digital videos or playing video games leading to greater gains in intelligence.”
Quote in the paperSubstantial claim - Findingown data
None of the screen time types had a significant effect on the change in intelligence in the sibling analysis.
“Furthermore, none of the screen time types had a significant effect on the change in intelligence.”
Quote in the paperSubstantial claim - Findingown data
Screen time Socializing had no independent effect on the change in intelligence (β = −0.07, p = 0.220).
“The follow-up after two years showed that screen time Socializing had no independent effect on the change in intelligence (β = − 0.07, p = 0.220).”
Quote in the paperSubstantial claim - Findingown data
Girls spent significantly more time Socializing than boys (boys mean = 0.47, SE = 0.02; girls mean = 0.65, SE = 0.02).
“Girls spent significantly more time Socializing [boys mean = 0.47 (SE = 0.02), girls mean = 0.65 (SE = 0.02)].”
Quote in the paperNot a substantial claim - Findingown data
In posthoc analysis with parental education, screen time Watching had a nonsignificant impact on the change in intelligence (β = 0.11, p = 0.068).
“Compared to the main model with SES, the model with parental education showed (a now) significant impact of cogPGS on the change in intelligence (β = 0.11, p = 0.047; or 1.65 IQ points) and (a now) nonsignificant impact of screen time Watching on the change in intelligence (β = 0.11, p = 0.068).”
Quote in the paperNot a substantial claim - Findingown data
Boys on average spent about twice more time Gaming than girls (boys mean = 1.32, SE = 0.02; girls mean = 0.68, SE = 0.01).
“Notably, boys on average spent about twice more time Gaming than girls [boys mean = 1.32 (SE = 0.02), girls mean = 0.68 (SE = 0.01)], a difference that was significant and that is illustrated in Fig. 3.”
Quote in the paperNot a substantial claim - Findingown data
In absolute Gaming model, baseline intelligence at age 9-10 had an independent negative association with Gaming (β = −0.07, p < 0.001).
“Of note, baseline intelligence at age 9–10 had an independent, negative association with Gaming (β = − 0.07, p < 0.001).”
Quote in the paperNot a substantial claim - Findingown data
Baseline intelligence at age 9-10 had an independent positive association with SES (β = 0.24, p < 0.001).
“Baseline intelligence at age 9–10 had independent, positive associations with cogPGS (β = 0.20, p < 0.001) and SES (β = 0.24, p < 0.001), as well as independent, negative associations with Watching (β = − 0.12, p < 0.001) and Socializing (β = − 0.10, p < 0.001), but no independent association with Gaming (β = 0.01, p = 0.615).”
Quote in the paperNot a substantial claim - Findingown data
Baseline intelligence at age 9-10 had an independent positive association with cogPGS (β = 0.20, p < 0.001).
“Baseline intelligence at age 9–10 had independent, positive associations with cogPGS (β = 0.20, p < 0.001) and SES (β = 0.24, p < 0.001), as well as independent, negative associations with Watching (β = − 0.12, p < 0.001) and Socializing (β = − 0.10, p < 0.001), but no independent association with Gaming (β = 0.01, p = 0.615).”
Quote in the paperNot a substantial claim - Findingown data
There was no indirect mediation effect of Watching on the change in intelligence via lack of perseverance (β = 0.01, p = 0.138, CI [−0.002, 0.012]).
“The mediation model for Watching showed that there was no indirect mediation effect of Watching on the change of intelligence via lack of perseverance (β = 0.01, p = 0.138, CI [− 0.002, 0.012]).”
Quote in the paperSubstantial claim - Findingown data
The scalar model (fixed intercept) was better than the metric model (fixed loadings) with a CFI change of 0.01, RMSEA change of 0.001, and SRMR change of − 0.004.
“Similarly, the scalar model (fixed intercept) was better than the metric model (fixed loadings) with a CFI change of 0.01, RMSEA change of 0.001, and SRMR change of − 0.004.”
Quote in the paperSubstantial claim - Findingcitation
The metric model (fixed loadings) was better than the configural model (same variables between time points) with a CFI change of 0.005, RMSEA change of 0.006, and SRMR change of − 0.004.
“The metric model (fixed loadings) was better than the configural model (same variables between time points) with a CFI change of 0.005, RMSEA change of 0.006, and SRMR change of − 0.004; following the cutoff criteria suggested by Putnick and Bornstein41.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [41] Putnick, D. L. & Bornstein, M. H. Measurement invariance conventions and reporting: The state of the art and future directions for psychological research. Dev. Rev. 41, 71–90 (2016). source
Not checked in the free run.
- Interpretationreasoning
If genetic predispositions are not accounted for, they will confound the potential impact of screen time on the intelligence of children.
“If these genetic predispositions are not accounted for, they will confound the potential impact of screen time on the intelligence of children.”
Quote in the paperSubstantial claim - Premisecitation
Research so far shows mixed consequences of screen time on cognitive abilities related to intelligence.
“Research so far shows mixed consequences of screen time on cognitive abilities related to intelligence10–13.”
Quote in the paperSubstantial claim0 of 4 sources checked- cites [10] Kostyrka-Allchorne, K., Cooper, N. R. & Simpson, A. The relationship between television exposure and children’s cognition and behaviour: A systematic review. Dev. Rev. 44, 19–58 (2017). source
Not checked in the free run.
- cites [11] Paulus, M. P. et al. Screen media activity and brain structure in youth: Evidence for diverse structural correlation networks from the ABCD study. Neuroimage 185, 140–153 (2019). source
Not checked in the free run.
- cites [12] Soares, P. S. M., de Oliveira, P. D., Wehrmeister, F. C., Menezes, A. M. B. & Gonçalves, H. Screen time and working memory in adolescents: A longitudinal study. J. Psychiatr. Res. 137, 266–272 (2021). source
Not checked in the free run.
- cites [13] Walsh, J. J., Barnes, J. D., Tremblay, M. S. & Chaput, J.-P. Associations between duration and type of electronic screen use and cognition in US children. Comput. Human Behav. 108, 106312 (2020). source
Not checked in the free run.
- Premisecitation
The cognitive benefits of video games have support from multiple observational and experimental studies.
“Empirically, the cognitive benefits of video games have support from multiple observational and experimental studies23–25.”
Quote in the paperNot a substantial claim0 of 3 sources checked- cites [23] Yang, X., Wang, Z., Qiu, X. & Zhu, L. The relation between electronic game play and executive function among preschoolers. J. Child Fam. Stud. 29, 2868–2878 (2020). source
Not checked in the free run.
- cites [24] Kühn, S., Gallinat, J. & Mascherek, A. Effects of computer gaming on cognition, brain structure, and function: A critical reflection on existing literature. Dialog. Clin. Neurosci. 21, 319–330 (2019). source
Not checked in the free run.
- cites [25] Bediou, B. et al. Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. Psychol. Bull. 144, 77–110 (2018). source
Not checked in the free run.
- Premisecitation
Genetic differences are a major confounder in many psychological and social phenomena.
“Genetic differences are a major confounder in many psychological and social phenomena35,36, but until recently this has been hard to account for because single genetic variants have very small effects.”
Quote in the paperSubstantial claim0 of 2 sources checked- cites [35] Harden, K. P. & Koellinger, P. D. Using genetics for social science. Nat. Hum. Behav. 4, 567–576 (2020). source
Not checked in the free run.
- cites [36] Hart, S. A., Little, C. & van Bergen, E. Nurture might be nature: Cautionary tales and proposed solutions. NPJ Sci. Learn. 6, 2 (2021). source
Not checked in the free run.
- Interpretationown data
This indicates the presence of passive genotype-environment correlations.
“This indicates the presence of passive genotype-environment correlations—whereby parents create family environments consistent with their genotypes, which in turn facilitate the development of their children’s intelligence.”
Quote in the paperNot a substantial claim - Interpretationcitation
The cogPGS in the main model with screen time is already, to some extent, controlled for between-family gene-environment effects.
“So, the cogPGS in our main model with screen time (without the sibling analysis) is already, to some extent, controlled for these between family gene-environment effects.”
Quote in the paperSubstantial claim - Study design and conductown data
The intelligence latent variable showed strong measurement invariance over the two years between baseline and follow-up (RMSEA = 0.029, CFI = 0.970).
“We found a strong measurement invariance (as shown in “Methods”, a model constraining loadings and intercepts between the two time points was better than models freeing those), with RMSEA = 0.029 and CFI = 0.970.”
Quote in the paperSubstantial claim - Premisecitation
Half of the effect of SES on educational achievement is probably genetically mediated.
“Although SES is commonly assumed to represent a purely environmental factor, half of the effect of SES on educational achievement is probably genetically mediated38,39—which emphasizes the need for genetically informed studies on screen time.”
Quote in the paperSubstantial claim0 of 2 sources checked- cites [38] Sirin, S. R. Socioeconomic Status and Academic Achievement: A Meta-Analytic Review of Research. Rev. Educ. Res. 75, 417–453 (2005). source
Not checked in the free run.
- cites [39] Krapohl, E. & Plomin, R. Genetic link between family socioeconomic status and children’s educational achievement estimated from genome-wide SNPs. Mol. Psychiatry 21, 437–443 (2016). source
Not checked in the free run.
- Premisecitation
Research shows SES to be the major source of between-family genetic effects.
“However, note that research shows SES to be the major source of between-family genetic effects43,75.”
Quote in the paperSubstantial claim0 of 2 sources checked- cites [43] Selzam, S. et al. Comparing within- and between-family polygenic score prediction. Am. J. Hum. Genet. 105, 351–363 (2019). source
Not checked in the free run.
- cites [75] Wang, B. et al. Robust genetic nurture effects on education: A systematic review and meta-analysis based on 38,654 families across 8 cohorts. Am. J. Hum. Genet. 108, 1780–1791 (2021). source
Not checked in the free run.
- Interpretationown data
The most important finding was that Gaming positively impacted the amount of change in intelligence so that children who played more video games at 9-10 years showed the most gains in intelligence two years later.
“Our most important finding was that Gaming positively impacted the amount of change in intelligence so that children who played more video games at 9–10 years showed the most gains in intelligence two years later.”
Quote in the paperSubstantial claim - Interpretationown data
A lack of statistical power is most likely the reason for the null findings on the change in intelligence in the sibling analysis.
“Therefore, a lack of statistical power is most likely the reason for our null findings on the change in intelligence.”
Quote in the paperSubstantial claim - Interpretationown data
The longitudinal finding of a positive impact of Gaming on the change in intelligence is evidence of a beneficial causal effect of video games on cognition.
“This is evidence of a beneficial causal effect of video games on cognition, and, as described before, is supported by multiple different studies.”
Quote in the paperSubstantial claim - Interpretationown data
More time watching digital videos or playing video games led to greater gains in intelligence.
“Interestingly, we found a positive effect on the change in intelligence from screen time Watching (β = 0.12, p = 0.047; or 1.8 IQ points) as well as from screen time Gaming (β = 0.17, p = 0.002; or 2.55 IQ points), with more time watching digital videos or playing video games leading to greater gains in intelligence.”
Quote in the paperSubstantial claim - Premisecitation
A large genome-wide association study with 1.1 million people estimated the effect of thousands of genetic regions on cognitive performance, educational attainment, and mathematical ability.
“Recently, a large, genome-wide association study with 1.1 million people was able to estimate the effect of thousands of genetic regions on cognitive performance, educational attainment, and mathematical ability34.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [34] Lee, J. J. et al. Gene discovery and polygenic prediction from a genome-wide association study of educational attainment in 1.1 million individuals. Nat. Genet. 50, 1112–1121 (2018). source
Not checked in the free run.
- Premisecitation
The genome-wide association study used to estimate cogPGS is heavily biased towards those of European descent.
“However, the genome-wide association study34 that we used to estimate cogPGS is heavily biased towards those of European descent.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [34] Lee, J. J. et al. Gene discovery and polygenic prediction from a genome-wide association study of educational attainment in 1.1 million individuals. Nat. Genet. 50, 1112–1121 (2018). source
Not checked in the free run.
- Premisecitation
The joint analysis is ideal because pairwise genetic correlations of these traits were high.
“This joint analysis is ideal because pairwise genetic correlations of these traits were high34.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [34] Lee, J. J. et al. Gene discovery and polygenic prediction from a genome-wide association study of educational attainment in 1.1 million individuals. Nat. Genet. 50, 1112–1121 (2018). source
Not checked in the free run.
- Interpretationown data
Each cognitive task has the same contribution to our latent construct of intelligence across the two time points-the construct of "intelligence" has the same meaning at baseline and two years later at follow-up.
“That means that each cognitive task has the same contribution to our latent construct of intelligence across the two time points—in other words, the construct of “intelligence” has the same meaning at baseline and two years later at follow-up.”
Quote in the paperSubstantial claim - Interpretationcitation
Generalization from our results in the USA to other countries is limited because children in different countries differ in their preferences for video game genres.
“Because children in different countries differ in their preferences for video game genres (https://www.statista.com/statistics/371020/consumer-preferred-video-game-types/), generalization from our results in the USA to other countries is limited.”
Quote in the paperNot a substantial claim- Rests on an assumption: The ABCD sample is representative of the United States with respect to sex, race, ethnicity, socioeconomic status, and urbanicity.
- May combine two claims. 46
- Classified as probably not a substantial claim. 49
May combine two claims.
Findingown dataIn the sibling analysis, the pattern of correlations between baseline intelligence and each type of screen time remained the same as in the main models: negative correlations of intelligence with Watching and Socializing, and no correlation with Gaming.
“In this analysis, the pattern of correlations between baseline intelligence and each type of screen time remained the same as we found in the main models reported above. That is: negative correlations of intelligence with Watching and Socializing, and no correlation with Gaming.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataBoys spent slightly more time Watching than girls (boys mean = 2.35, SE = 0.02; girls mean = 2.18, SE = 0.03).
“Boys also spent slightly (and significantly) more time than girls Watching [boys mean = 2.35 (SE = 0.02), girls mean = 2.18 (SE = 0.03)].”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataIn posthoc analysis with parental education, the association of parental education to baseline intelligence was significant 0.32.
“The association of parental education to baseline intelligence was a significant 0.32 (while SES in the original model was a significant 0.24).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataWatching and Socializing were negatively correlated with intelligence at baseline when children were 9-10 years old, while Gaming showed no association.
“Watching and Socializing were negatively correlated with intelligence at baseline measures when children were 9–10 years old, while Gaming showed no association.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataIn posthoc analysis splitting Watching into TV and online video, baseline intelligence had independent associations with TV watching (β = −0.09, p < 0.001) and online video watching (β = −0.07, p < 0.001).
“As expected, baseline intelligence at age 9–10 had independent, positive associations with TV watching (β = − 0.09, p < 0.001) and online video watching (β = − 0.07, p < 0.001).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataIn all three mediation models, lack of perseverance had a negative association with intelligence at age 9 (all β = −0.08, all p < 0.001), but no effect on the change in intelligence at follow-up (all β = 0.08, all p > 0.138).
“In all three models, lack of perseverance had a negative association with intelligence at age 9 (all β = − 0.08, all p < 0.001), but no effect on the change in intelligence at follow-up 2 years later (all β = 0.08, all p > 0.138).”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataIn posthoc analysis splitting Watching, there was no significant effect on the change in intelligence from TV watching (β = 0.06, p = 0.246) nor from online video watching (β = 0.09, p = 0.139).
“With these two variables split, now there was no significant effect on the change in intelligence from TV watching (β = 0.06, p = 0.246) nor from online video watching (β = 0.09, p = 0.139).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataCogPGS and SES showed positive associations with each other and with baseline measures of intelligence at 9-10 years old.
“CogPGS and SES showed positive associations with each other and with the baseline measures of intelligence at 9–10 years old, in agreement with past research on children and teenagers45–47.”
Quote in the paperNot a substantial claim0 of 3 sources checked- cites [45] Paudel, S., Jancey, J., Subedi, N. & Leavy, J. Correlates of mobile screen media use among children aged 0–8: A systematic review. BMJ Open 7, e014585 (2017). source
Not checked in the free run.
- cites [46] Judd, N. et al. Cognitive and brain development is independently influenced by socioeconomic status and polygenic scores for educational attainment. Proc. Natl. Acad. Sci. 117, 12411–12418 (2020). source
Not checked in the free run.
- cites [47] Sauce, B., Wiedenhoeft, J., Judd, N. & Klingberg, T. Change by challenge: A common genetic basis behind childhood cognitive development and cognitive training. NPJ Sci. Learn. 6, 16 (2021). source
Not checked in the free run.
May combine two claims.
Findingown dataIn sibling analysis, the change in intelligence was not significantly impacted by Watching (β = −0.0008, p = 0.506), Socializing (β = −0.001, p = 0.307), or Gaming (β = −0.001, p = 0.182).
“The change in intelligence was not significantly impacted by Watching (β = − 0.0008, p = 0.506), nor by Socializing (β = − 0.001, p = 0.307), nor by Gaming (β = − 0.001, p = 0.182).”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataRegarding the change in intelligence, the between-family effect was significant, but the within-family effect was not.
“Regarding the change in intelligence, the between-family effect was significant, but the within-family effect was not.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataIn sibling analysis with change in intelligence, the within-family effect of cogPGS on the change was not significant (βw = 0.001, p = 0.142) while the between-family effect was significant (βb = 0.004, p < 0.001).
“In the sibling analysis with change in intelligence, the within-family effect of cogPGS on the change in intelligence was not significant (βw = 0.001, p = 0.142) while the between-family effect was significant (βb = 0.004, p < 0.001).”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataThe effect of baseline intelligence at 9 years old on the change in intelligence after two years differed between boys and girls, with a large positive association in boys (β = 0.64, p < 0.001) and no association in girls (β = −0.02, p = 0.866).
“The effect of baseline intelligence at 9 years old on the change in intelligence after two years was significantly different between boys and girls (Chi-square difference = 8.40, p = 0.004), with a very large positive association in boys (β = 0.64, p < 0.001) and no association in girls (β = − 0.02, p = 0.866).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataThe association between screen time and baseline intelligence differed for Gaming (p = 0.008), with no effect in boys (β = −0.02, p = 0.332) and a positive effect in girls (β = 0.05, p = 0.01).
“That association with baseline intelligence, however, differed for Gaming (Chi-square difference = 6.91, p = 0.008), with no effect in boys (β = − 0.02, p = 0.332) and a positive effect in girls (β = 0.05, p = 0.01), so at age 9–10, girls with higher intelligence tended to play video games slightly more.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataThe association between screen time and baseline intelligence was not significantly different between boys and girls for Watching (p = 0.052) or Socializing (p = 0.357).
“The association between screen time and baseline intelligence was not significantly different between boys and girls for Watching (Chi-square difference = 3.76, p = 0.052), or for Socializing (Chi-square difference = 0.84, p = 0.357).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataLack of perseverance was correlated with cogPGS (all β = −0.03, all p = 0.003), but not with SES (all p > 0.656).
“All three mediation models had a good fit (all RMSEA < 0.027, all CFI > 0.968), and showed that lack of perseverance was correlated with cogPGS (all β = − 0.03, all p = 0.003), but not with SES (all p > 0.656).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataIn sibling analysis with baseline intelligence, intelligence had associations with Watching (r = −0.04, p = 0.005) and Socializing (r = −0.04, p < 0.001), but not with Gaming (r = −0.001, p = 0.916).
“In this model with baseline intelligence, the sibling analysis also revealed that intelligence had associations with Watching (r = − 0.04, p = 0.005) and Socializing (r = − 0.04, p < 0.001), but not with Gaming (r = − 0.001, p = 0.916).”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataCogPGS and SES had no significant impact on the change in intelligence, although gender analyses revealed cogPGS had a very large positive impact on the change in boys but no effect in girls.
“CogPGS and SES had no significant impact on the change in intelligence, although our gender analyses revealed that cogPGS had a very large, positive, impact on the change in boys but no effect in girls.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataAll screen time types were negatively associated with both cogPGS and SES.
“All screen time types were negatively associated with both cogPGS and SES.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataThe effect of cogPGS on the change in intelligence differed between boys and girls, with a large positive effect in boys (β = 0.37, p < 0.001) and no effect in girls (β = −0.01, p = 0.915).
“The effect of cogPGS on the change in intelligence was also significantly different between boys and girls (Chi-square difference = 11.59, p < 0.001), with a large positive effect in boys (β = 0.37, p < 0.001) and no effect in girls (β = − 0.01, p = 0.915).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataThe effect of screen time on the change in intelligence was not significantly different between boys and girls for Watching, Socializing, or Gaming.
“For the effect of screen time on the change in intelligence, it was not significantly different between boys and girls for Watching (Chi-square difference = 0.07, p = 0.788) or for Socializing (Chi-square difference = 0.94, p = 0.331), or for Gaming (Chi-square difference = 1.46, p = 0.226).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataWatching also showed a positive effect on the change in intelligence, and Socializing had no effect.
“Surprisingly, Watching also showed a positive effect on the change in intelligence, and, much less shocking, Socializing had no effect.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataThe positive impact of watching TV and other digital videos on the change in intelligence was less robust than gaming: posthoc analysis replacing SES with parental education showed no impact of watching.
“And such a result was also less robust than gaming: our posthoc analysis replacing SES with parental education showed no impact of watching and the change in intelligence (while the impact still existed for gaming).”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataThe positive effect of Gaming on change in intelligence was also true for Gaming in absolute values and did not differ between boys and girls.
“This was also true for Gaming in absolute values (not correcting for time spent video watching and socializing) and did not differ between boys and girls.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
FindingreasoningThese filtering steps resulted in a cleaned dataset of 10,069 individuals and 430,622 variants.
“These filtering steps resulted in a cleaned dataset of 10,069 individuals and 430,622 variants.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataThe baseline sample consisted of 9855 participants (M = 9.90 years, SD = 0.62 years, 4686 females).
“We used two different time points: the baseline when children were ages 9–10 ended with a final sample of 9855 participants (M = 9.90 years, SD = 0.62 years, 4686 females), and the follow-up two years later when the children were 11–12 years old had a sample of 5374 participants (M = 11.92 years, SD = 0.63 years, 2512 females).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataWe found that our measurement across baseline and follow-up had strong measurement invariance (fixed loadings and fixed intercepts from the cognitive tasks between time points), RMSEA = 0.029 and CFI = 0.970.
“We found that our measurement across baseline and follow-up had strong measurement invariance (fixed loadings and fixed intercepts from the cognitive tasks between time points), RMSEA = 0.029 and CFI = 0.970.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataThe final number of SNPs after imputation was 40,637,119 in a total of 10,069 individuals.
“The final number of SNPs after imputation was 40,637,119 in a total of 10,069 individuals.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataThe follow-up sample consisted of 5374 participants (M = 11.92 years, SD = 0.63 years, 2512 females).
“We used two different time points: the baseline when children were ages 9–10 ended with a final sample of 9855 participants (M = 9.90 years, SD = 0.62 years, 4686 females), and the follow-up two years later when the children were 11–12 years old had a sample of 5374 participants (M = 11.92 years, SD = 0.63 years, 2512 females).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataAt the end of this process, we had 5255 SNPs included.
“At the end of this process, we had 5255 SNPs included.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationCross-sectional studies report negative effects of television viewing on attention and learning.
“Cross-sectional studies also report negative effects of television viewing on attention and learning16,17, while a large meta-analysis found that video games do not negatively impact school performance18.”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [16] Johnson, J. G., Cohen, P., Kasen, S. & Brook, J. S. Extensive television viewing and the development of attention and learning difficulties during adolescence. Arch. Pediatr. Adolesc. Med. 161, 480–486 (2007). source
Not checked in the free run.
- cites [17] Christakis, D. A., Zimmerman, F. J., DiGiuseppe, D. L. & McCarty, C. A. Early television exposure and subsequent attentional problems in children. Pediatrics 113, 708–713 (2004). source
Not checked in the free run.
May combine two claims.
PremisecitationThe contradictions among studies on screen time and cognition are likely due to limitations of cross-sectional designs, relatively small sample sizes, and, most critically, failures to control for genetic predispositions and socio-economic context.
“The contradictions among studies on screen time and cognition are likely due to limitations of cross-sectional designs, relatively small sample sizes, and, most critically, failures to control for genetic predispositions and socio-economic context10.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [10] Kostyrka-Allchorne, K., Cooper, N. R. & Simpson, A. The relationship between television exposure and children’s cognition and behaviour: A systematic review. Dev. Rev. 44, 19–58 (2017). source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationA large meta-analysis found that video games do not negatively impact school performance.
“Cross-sectional studies also report negative effects of television viewing on attention and learning16,17, while a large meta-analysis found that video games do not negatively impact school performance18.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [18] Drummond, A. & Sauer, J. D. Video-games do not negatively impact adolescent academic performance in science, mathematics or reading. PLoS ONE 9, e87943 (2014). source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationA large longitudinal study found that watching TV and using computers both led to worse school performance, but there were no short- or long-term effects from playing video games.
“A large longitudinal study found that watching TV and using computers both led to worse school performance, but there were no short- or long-term effects from playing video games15.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [15] Mundy, L. K. et al. Electronic media use and academic performance in late childhood: A longitudinal study. PLoS ONE 15, e0237908 (2020). source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationThere are contradictory findings for video games, some with no effects and negative effects.
“Though, like for other digital activities, there are contradictory findings for video games, some with no effects30,31 and negative effects32,33.”
Quote in the paperNot a substantial claim0 of 4 sources checked- cites [30] Best, J. R., Miller, P. H. & Jones, L. L. Executive functions after age 5: Changes and correlates. Dev. Rev. 29, 180–200 (2009). source
Not checked in the free run.
- cites [31] Ferguson, C. J. The influence of television and video game use on attention and school problems: A multivariate analysis with other risk factors controlled. J. Psychiatr. Res. 45, 808–813 (2011). source
Not checked in the free run.
- cites [32] Syväoja, H. J., Tammelin, T. H., Ahonen, T., Kankaanpää, A. & Kantomaa, M. T. The associations of objectively measured physical activity and sedentary time with cognitive functions in school-aged children. PLoS ONE 9, e103559 (2014). source
Not checked in the free run.
- cites [33] Swing, E. L., Gentile, D. A., Anderson, C. A. & Walsh, D. A. Television and video game exposure and the development of attention problems. Pediatrics 126, 214–221 (2010). source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationLack of perseverance is associated with cognitive functions and school achievement.
“Lack of Perseverance is defined as a failure in maintaining focus on a boring or difficult task20 and is associated with cognitive functions21 and school achievement22.”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [21] Gay, P., Rochat, L., Billieux, J., d’Acremont, M. & Van der Linden, M. Heterogeneous inhibition processes involved in different facets of self-reported impulsivity: Evidence from a community sample. Acta Psychol. 129, 332–339 (2008). source
Not checked in the free run.
- cites [22] Vettori, G., Vezzani, C., Bigozzi, L. & Pinto, G. Upper secondary school students’ conceptions of learning, learning strategies, and academic achievement. J. Educ. Res. 113, 475–485 (2020). source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationIn the same cross-sectional study, children in the high tertile for TV watching (β = −0.99), video watching (β = −1.05), and social media (β = −0.79) had lower measures of cognition compared to children in the low tertile.
“However, children in the high tertile for TV watching (β = − 0.99), video watching (β = − 1.05), and social media (β = − 0.79) had lower measures of cognition compared to children in the low tertile for each variable.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [13] Walsh, J. J., Barnes, J. D., Tremblay, M. S. & Chaput, J.-P. Associations between duration and type of electronic screen use and cognition in US children. Comput. Human Behav. 108, 106312 (2020). source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationTime spent with digital devices has increased dramatically since the start of the twenty-first century.
“Time spent with digital devices has increased dramatically since the start of our twenty-first century1,2 and is now a large portion of a child’s free time3.”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [1] Ofcom. Children and Parents: Media Use and Attitudes Report 2015. http://stakeholders.ofcom.org.uk/market-data-research/other/research-publications/childrens/children-parents-nov-15/ (2015).
Not checked in the free run.
- cites [2] Bucksch, J. et al. International Trends in Adolescent Screen-Time Behaviors From 2002 to 2010. J. Adolesc. Health 58, 417–425 (2016). source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationA cross-sectional study found that children who spent more time playing video games (in the high tertile) had a positive association with intelligence compared to low tertile (β = +0.12).
“For example, a cross-sectional study13 found that children who spent more time playing video games (in the high tertile) had a positive association with intelligence compared to low tertile (β = + 0.12).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [13] Walsh, J. J., Barnes, J. D., Tremblay, M. S. & Chaput, J.-P. Associations between duration and type of electronic screen use and cognition in US children. Comput. Human Behav. 108, 106312 (2020). source
Not checked in the free run.
Classified as probably not a substantial claim.
PremisecitationDifferent types of screen activities might have distinct effects on intelligence.
“This picture is further complicated because different types of screen activities might have distinct effects on intelligence3,13.”
Quote in the paperSubstantial claim0 of 2 sources checked- cites [3] Adelantado-Renau, M. et al. Association between screen media use and academic performance among children and adolescents: A systematic review and meta-analysis. JAMA Pediatr. 173, 1058–1067 (2019). source
Not checked in the free run.
- cites [13] Walsh, J. J., Barnes, J. D., Tremblay, M. S. & Chaput, J.-P. Associations between duration and type of electronic screen use and cognition in US children. Comput. Human Behav. 108, 106312 (2020). source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationChildren aged 8-12 spend an average of 4-6 h with a screen each day watching videos, gaming, and socializing.
“Children aged 8–12, for example, spend an average of 4–6 h with a screen each day watching videos, gaming, and socializing1,4.”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [1] Ofcom. Children and Parents: Media Use and Attitudes Report 2015. http://stakeholders.ofcom.org.uk/market-data-research/other/research-publications/childrens/children-parents-nov-15/ (2015).
Not checked in the free run.
- cites [4] AACAP. Screen Time and Children. https://www.aacap.org/AACAP/Families_and_Youth/Facts_for_Families/FFF-Guide/Children-And-Watching-TV-054.aspx (2020).
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationScores in measures of intelligence are highly predictive of a person's future, including happiness, longevity, income, and educational achievement.
“Scores in measures of intelligence are highly predictive of a person’s future, including happiness, longevity, income, and educational achievement9.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [9] Deary, I. J., Cox, S. R. & Hill, W. D. Genetic variation, brain, and intelligence differences. Mol. Psychiatry https://doi.org/10.1038/s41380-021-01027-y (2021). source
Not checked in the free run.
May combine two claims.
PremisecitationIntelligence, educational attainment, and other cognitive abilities are all highly heritable.
“This matters because intelligence, educational attainment, and other cognitive abilities are all highly heritable9,34.”
Quote in the paperSubstantial claim0 of 2 sources checked- cites [9] Deary, I. J., Cox, S. R. & Hill, W. D. Genetic variation, brain, and intelligence differences. Mol. Psychiatry https://doi.org/10.1038/s41380-021-01027-y (2021). source
Not checked in the free run.
- cites [34] Lee, J. J. et al. Gene discovery and polygenic prediction from a genome-wide association study of educational attainment in 1.1 million individuals. Nat. Genet. 50, 1112–1121 (2018). source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Interpretationown dataThe results are in line with research on malleability of cognitive abilities from environmental factors, such as cognitive training and the Flynn effect.
“Broadly, our results are in line with research on the malleability of cognitive abilities from environmental factors, such as cognitive training and the Flynn effect.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim. May combine two claims.
PremisecitationThe combination of these regions explained 11-13% of the variance in educational attainment and 7-10% of the variance in cognitive performance.
“The combination of these regions was able to explain 11–13% of the variance in educational attainment and 7–10% of the variance in cognitive performance.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [34] Lee, J. J. et al. Gene discovery and polygenic prediction from a genome-wide association study of educational attainment in 1.1 million individuals. Nat. Genet. 50, 1112–1121 (2018). source
Not checked in the free run.
May combine two claims.
Interpretationown dataThe measure of lack of perseverance could be less related to intelligence and potentially not matter to the role of screen time on the change after two years.
“Therefore, our measure of lack of perseverance could be less related to intelligence (as shown by the small correlations with cognitive tasks seen in Table 1) and potentially not matter to the role of screen time on the change after two years.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenWithin the ABCD study, the time spent gaming is described in one variable, including all types of games from very simple smartphone games to complicated multiplayer action games on different consoles.
“Furthermore, within the ABCD study, the time spent gaming is described in one variable, including all types of games from very simple smartphone games to complicated multiplayer action games on different consoles.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenWe used self-reported measures of screen time.
“Another limitation of our study is that we used self-reported measures of screen time.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationreasoningOur results regarding genetics will have much higher accuracy and generalizability in white populations.
“This means our results regarding genetics will have much higher accuracy and generalizability in white populations.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationreasoningThe amount of TV shows that children watch is influenced by the education of the parents, and correcting for it results in a lower estimate.
“So, the amount of TV shows that children watch is influenced by the education of the parents, and so correcting for it results in a lower estimate.”
Quote in the paperSubstantial claimMay combine two claims.
Study design and conductown dataThe confirmatory factor model fitted the data well (RMSEA = 0.060, CFI = 0.964), meaning the common variance among all five cognitive tasks is well explained by one latent variable called intelligence.
“The confirmatory factor model fitted the data well, with a root-mean-square error of approximation (RMSEA) = 0.060 and a comparative fit index (CFI) = 0.964, which means that the common variance among all five cognitive tasks is well explained by one latent variable that we call here “intelligence”.”
Quote in the paperSubstantial claimMay combine two claims.
PremisecitationSelf-reported media use correlates only moderately with logged measurements and self-reports are a somewhat inaccurate reflection of logged (true) media use.
“A recent meta-analysis has found that self-reported media use correlates only moderately with logged measurements and that self-reports are a somewhat inaccurate reflection of logged (true) media use76.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [76] Parry, D. A. et al. A systematic review and meta-analysis of discrepancies between logged and self-reported digital media use. Nat. Hum. Behav. https://doi.org/10.1038/s41562-021-01117-5 (2021). source
Not checked in the free run.
Classified as probably not a substantial claim. May combine two claims.
InterpretationreasoningAlternatively, the amount of TV could merely be correlated with parental education and the impact of video watching is spurious (with parental education being the real cause for intelligence changes).
“Alternatively, the amount of TV could merely be correlated with parental education and the impact of video watching is spurious (with parental education being the real cause for intelligence changes).”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
PremisecitationThe measure of lack of perseverance is only associated with an unintentional form of interference control rather than with intentionally removing learned material from working memory.
“This result was somewhat surprising, but perhaps it can be explained because our measure of perseverance is only associated with an unintentional form of interference control rather than with intentionally removing learned material from working memory74.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [74] Rochat, L., Billieux, J., Gagnon, J. & Van der Linden, M. A multifactorial and integrative approach to impulsivity in neuropsychology: Insights from the UPPS model of impulsivity. J. Clin. Exp. Neuropsychol. 40, 45–61 (2018). source
Not checked in the free run.
Classified as probably not a substantial claim.
PremisereasoningThe model also allowed us to estimate the effect of screen time at both baseline values of intelligence at age 9-10 as well as the change in intelligence over two years even after accounting for genetic effects.
“The model also allowed us to estimate the effect of screen time at both baseline values of intelligence at age 9–10 as well as the change in intelligence over two years even after accounting for genetic effects.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
PremisecitationThis allowed us to assess the psychometric equivalence of a construct across time.
“This allowed us to assess the psychometric equivalence of a construct across time.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim. May combine two claims.
Premisenone givenThe ABCD dataset has performed a set of cognitive tasks and created indices of crystallized intelligence and fluid intelligence.
“The ABCD dataset has performed a set of cognitive tasks and created indices of crystallized intelligence and fluid intelligence.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
PremisecitationAccording to previous findings and reviews, contrasting the effects of screen time types, we analyzed major screen-based activities separately.
“According to previous findings and reviews3,80, contrasting the effects of screen time types, we analyzed major screen-based activities separately.”
Quote in the paperSubstantial claim0 of 2 sources checked- cites [3] Adelantado-Renau, M. et al. Association between screen media use and academic performance among children and adolescents: A systematic review and meta-analysis. JAMA Pediatr. 173, 1058–1067 (2019). source
Not checked in the free run.
- cites [80] Orben, A. Teenagers, screens and social media: A narrative review of reviews and key studies. Soc. Psychiatry Psychiatr. Epidemiol. 55, 407–414 (2020). source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenAfter imputation, genotypes with an INFO score < 0.3 or a MAF < 0.001% were excluded.
“After imputation, genotypes with an INFO score < 0.3 or a MAF < 0.001% were excluded.”
Quote in the paperNot a substantial claimMay combine two claims.
PremisecitationThese GWAS had hundreds of thousands of individuals, and such a large sample size allows new studies to detect effects in samples of a few hundred individuals with 80% statistical power.
“Furthermore, these GWAS had hundreds of thousands of individuals, and such a large sample size allows new studies to detect effects in samples of a few hundred individuals with 80% statistical power34.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [34] Lee, J. J. et al. Gene discovery and polygenic prediction from a genome-wide association study of educational attainment in 1.1 million individuals. Nat. Genet. 50, 1112–1121 (2018). source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Premisenone givenThe SEM mediation allowed us to test the indirect effect itself by product-of-paths (or difference in coefficients) approach, which cannot usually be done in traditional, regression frameworks.
“The SEM mediation allowed us to test the indirect effect itself by product-of-paths (or difference in coefficients) approach, which cannot usually be done in traditional, regression frameworks.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
PremisereasoningAs by the Frisch-Waugh-Lovell theorem, such prior covariate residualization from all relevant exogenous and endogenous variables is equivalent to running a regression model with all covariates present.
“As by the Frisch–Waugh–Lovell theorem, such prior covariate residualization from all relevant exogenous and endogenous variables is equivalent to running a regression model with all covariates present (which we couldn’t do here since structural equation modeling cannot handle our large number of covariates).”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenWritten informed consent was obtained from all participants and/or their legal guardians.
“Written informed consent was obtained from all participants and/or their legal guardians.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
Premiseown dataSome of the tasks of those indices were not part of the follow-up data collection.
“However, some of the tasks of those indices were not part of the follow-up data collection.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
Study design and conductreasoningWe kept only one participant at random from each family.
“Therefore, we kept only one participant at random from each family.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim. May combine two claims.
Premiseown dataSuch analysis allowed us to compare members (twins and siblings) of the same family and further test the relationship between screen time and intelligence.
“Such analysis allowed us to compare members (twins and siblings) of the same family and further test the relationship between screen time and intelligence.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationEffects on cognition depend on genres played, skills required, etc.
“However, from previous studies we know that effects on cognition depend on genres played, skills required, etc.25,77.”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [25] Bediou, B. et al. Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. Psychol. Bull. 144, 77–110 (2018). source
Not checked in the free run.
- cites [77] Flynn, R. M. & Richert, R. A. Cognitive, not physical, engagement in video gaming influences executive functioning. J. Cogn. Dev. 19, 1–20 (2018). source
Not checked in the free run.
Classified as probably not a substantial claim. May combine two claims.
Study design and conductown dataBefore fitting the latent change score model, we assessed fit on respective measurement models, as well as tested for measurement invariance.
“Before fitting the latent change score model, we assessed fit on respective measurement models, as well as tested for measurement invariance.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim. May combine two claims.
Study design and conductcitationEach original variable used in the models was put in linear regressions with the 20 first principal components of the SNP genotype data to correct for population stratification, as well as with age and site to correct for differences.
“Then, each original variable used in the models was put in linear regressions with the 20 first principal components of the SNP genotype data to correct for population stratification (associations of environmental effects with genetic structure due to geographic separation, population mixtures, and migrations that occurred throughout our evolutionary history)91,92, as well as with the age of the”
Quote in the paperSubstantial claim0 of 2 sources checked- cites [91] Duncan, L. et al. Analysis of polygenic risk score usage and performance in diverse human populations. Nat. Commun. 10, 3328 (2019). source
Not checked in the free run.
- cites [92] Price, A. L. et al. Principal components analysis corrects for stratification in genome-wide association studies. Nat. Genet. 38, 904–909 (2006). source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductreasoningAll research was performed in accordance with relevant guidelines and regulations.
“All research was performed in accordance with relevant guidelines and regulations.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
PremisecitationRecent research has highlighted issues and limitations arising from using SES as a composite measure.
“Recent research has highlighted issues and limitations arising from using SES as a composite measure83.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [83] Duncan, G. J. & Magnuson, K. Socioeconomic status and cognitive functioning: Moving from correlation to causation. Wiley Interdiscip. Rev. Cogn. Sci. 3, 377–386 (2012). source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductcitationWe assessed model fit using the comparative fit index (CFI fit > 0.95) and the root-mean-square error of approximation (RMSEA fit < 0.08).
“We assessed model fit using the comparative fit index, (CFI fit > 0.95), and the root-mean-square error of approximation (RMSEA fit < 0.08)98.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [98] Hu, L. & Bentler, P. M. Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives. Struct. Equ. Modeling 6, 1–55 (1999). source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenThe research protocol as well as all methods and data collection were reviewed and approved by the central Institutional Review Board (IRB) at the University of California, San Diego.
“The research protocol as well as all methods and data collection were reviewed and approved by the central Institutional Review Board (IRB) at the University of California, San Diego.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductnone givenIndividuals with an absolute autosomal heterozygosity > 0.2 or more than 2% missing genotypes were excluded.
“Moreover, individuals with an absolute autosomal heterozygosity > 0.2 or more than 2% missing genotypes were excluded.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
PremisecitationWe chose to use a latent change score model as it allowed us to examine the effect on intelligence from each type of screen time, cogPGS, and SES simultaneously and with reduced measurement error.
“We chose to use a latent change score model as it allowed us to examine the effect on intelligence from each type of screen time, cogPGS, and SES simultaneously and with reduced measurement error93,94.”
Quote in the paperSubstantial claim0 of 2 sources checked- cites [93] McArdle, J. J. Latent variable modeling of differences and changes with longitudinal data. Annu. Rev. Psychol. 60, 577–605 (2009). source
Not checked in the free run.
- cites [94] Henk, C. M. & Castro-Schilo, L. Preliminary detection of relations among dynamic processes with two-occasion data. Struct. Equ. Modeling 23, 180–193 (2016). source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductnone givenBefore imputation, SNPs were excluded if they had high levels of missing data (SNP call rate < 98%), departed from Hardy-Weinberg equilibrium (P < 1 × 10 − 6), or had minor allele frequencies (MAF) < 1%.
“Before imputation, SNPs were excluded if they had high levels of missing data (SNP call rate < 98%), departed from Hardy–Weinberg equilibrium as calculated in the lfa R package (sHWE) (P < 1 × 10 − 6), or had minor allele frequencies (MAF) < 1%.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
Study design and conductnone givenTo check for outliers and to control for population structure the PCA module as implemented in RICOPILI was used.
“To check for outliers and to control for population structure the PCA module as implemented in RICOPILI was used.”
Quote in the paperSubstantial claimMay combine two claims.
PremisereasoningThe ABCD dataset contains siblings and twins and this information could erroneously alter variance and inflate the precision of our study.
“The ABCD dataset contains siblings and twins and this information could erroneously alter variance and inflate the precision of our study.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S1 (asserted). May combine two claims.
PremisecitationIt might be that parents' education is the subcomponent that matters in shaping children's intelligence, so its impact could be diluted/contaminated when combining it with income and neighborhood quality.
“It might be that parents’ education is the subcomponent that matters in shaping children’s intelligence84,85, so its impact could be diluted/contaminated when combining it with income and neighborhood quality.”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [84] Marks, G. N. & O’Connell, M. Inadequacies in the SES–Achievement model: Evidence from PISA and other studies. Rev. Educ. 9, 3293 (2021). source
Not checked in the free run.
- cites [85] Rindermann, H. & Ceci, S. J. Parents’ education is more important than their wealth in shaping their children’s intelligence: Results of 19 samples in seven countries at different developmental levels. J. Educ. Gift. 41, 298–326 (2018). source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationA latent change score model can be conceptualized as a reparameterization of a paired t-test and has recently been highlighted for its usefulness in teasing apart the complex processes involved in longitudinal developmental research.
“A latent change score model can be conceptualized as a reparameterization of a paired t-test and has recently been highlighted for its usefulness in teasing apart the complex processes involved in longitudinal developmental research95,96.”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [95] Coman, E. N. et al. The paired t-test as a simple latent change score model. Front. Psychol. 4, 738 (2013). source
Not checked in the free run.
- cites [96] Kievit, R. A. et al. Developmental cognitive neuroscience using latent change score models: A tutorial and applications. Dev. Cogn. Neurosci. 33, 99–117 (2018). source
Not checked in the free run.
Classified as probably not a substantial claim. May combine two claims.
PremisecitationThe Adolescent Brain and Cognitive Development (ABCD) is a large longitudinal dataset in the US that gathered multiple measures on biology, psychology, and social context in children across 21 research sites.
“The Adolescent Brain and Cognitive Development (ABCD) is a large longitudinal dataset in the US that gathered multiple measures on biology, psychology, and social context in children across 21 research sites.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [78] Volkow, N. D. et al. The conception of the ABCD study: From substance use to a broad NIH collaboration. Dev. Cogn. Neurosci. 32, 4–7 (2018). source
Not checked in the free run.
The paper relies on this without support.
Very few studies have accounted for socioeconomic status and none have accounted for genetic effects.
“Although studies account for some confounding effects, very few have accounted for socioeconomic status and none have accounted for genetic effects.”
The paper relies on this without support.
The measured covariates (cogPGS, SES, age, site, and genetic population stratification) sufficiently control for confounding of the screen time–intelligence change relationship.
“Here, we estimated the impact of different types of screen time on the change in the intelligence of children in a large, longitudinal sample, while accounting for the critical confounding influences of genetic and socioeconomic backgrounds.”
The paper relies on this without support.
The direction of effect is from screen time to change in intelligence, not the reverse.
“with more time watching digital videos or playing video games leading to greater gains in intelligence.”
The paper relies on this without support.
The ABCD sample is representative of the United States with respect to sex, race, ethnicity, socioeconomic status, and urbanicity.
“Our sample is representative of the United States with respect to sex, race, ethnicity, socioeconomic status, and urbanicity.”
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Traditional media is a one-way communication system and social media is a two-way communication system.
“The main difference between traditional media and social media is that the former is a one-way communication system and the latter is a two-way communication system [16].”
From Impact of social media on cognitive development of children and young adults: a systematic review (2025) · cites this paper as [16]
The Methods section distinguishes watching TV and videos from socializing through texting, social networking, and video chat. The Discussion calls watching digital content fairly passive. Neither passage describes traditional media as a one-way communication system or social media as a two-way system; searches for those terms and for interactivity did not establish the claimed distinction. (LLM, conf=0.72)
Experimental — accuracy not yet measured
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
Each contradiction between two passages listed here was confirmed by an independent check.
Negative coefficients described as positive associations
MinorThe text calls the baseline associations with TV and online video watching positive, but reports negative coefficients for both.
“baseline intelligence at age 9–10 had independent, positive associations with TV watching”
“TV watching (β = − 0.09, p < 0.001) and online video watching (β = − 0.07, p < 0.001)”
Cites
R: A Language and Environment for Statistical Computing
R Core Team (2000) · doi:10.32614/r.manuals · Cited by 355,706 · see citing works
Hu, L., & Bentler, P. M. (1999) · Structural Equation Modeling A Multidisciplinary Journal · doi:10.1080/10705519909540118 · Cited by 108,788 · see citing works
<b>lavaan</b> : An <i>R</i> Package for Structural Equation Modeling
Rosseel, Y. (2012) · Journal of Statistical Software · doi:10.18637/jss.v048.i02 · Cited by 27,955 · see citing works
Principal components analysis corrects for stratification in genome-wide association studies
Price, A. L., Patterson, N. J., Plenge, R. M., Weinblatt, M. E., Shadick, N. A., & Reich, D. (2006) · Nature Genetics · doi:10.1038/ng1847 · Cited by 10,248 · see citing works
The role of deliberate practice in the acquisition of expert performance
Ericsson, K. A., Krampe, R. T., & Tesch-Römer, C. (1993) · Psychological Review · doi:10.1037/0033-295x.100.3.363 · Cited by 9,564 · see citing works
Socioeconomic Status and Academic Achievement: A Meta-Analytic Review of Research
Sirin, S. R. (2005) · Review of Educational Research · doi:10.3102/00346543075003417 · Cited by 4,687 · see citing works
Putnick, D. L., & Bornstein, M. H. (2016) · Developmental Review · doi:10.1016/j.dr.2016.06.004 · Cited by 4,369 · see citing works
23andMe Research Team, Lee, J. J., COGENT (Cognitive Genomics Consortium), Social Science Genetic Association Consortium, Wedow, R., Okbay, A., Kong, E., Maghzian, O., Zacher, M., Nguyen-Viet, T. A., et al. (2018) · Nature Genetics · doi:10.1038/s41588-018-0147-3 · Cited by 2,470 · see citing works
The Impact of Social Media on Children, Adolescents, and Families
O'Keeffe, G. S., Clarke-Pearson, K., & Council on Communications and Media (2011) · Pediatrics · doi:10.1542/peds.2011-0054 · Cited by 1,987 · see citing works
Cheung, G. W., & Lau, R. S. (2008) · Organizational Research Methods · doi:10.1177/1094428107300343 · Cited by 1,965 · see citing works
Latent Variable Modeling of Differences and Changes with Longitudinal Data
McArdle, J. J. (2009) · Annual Review of Psychology · doi:10.1146/annurev.psych.60.110707.163612 · Cited by 1,952 · see citing works
PRSice-2: Polygenic Risk Score software for biobank-scale data
Choi, S. W., & O’Reilly, P. F. (2019) · GigaScience · doi:10.1093/gigascience/giz082 · Cited by 1,481 · see citing works
Neighborhood Socioeconomic Disadvantage and 30-Day Rehospitalization
Kind, A., Jencks, S., Brock, J., Yu, M., Bartels, C. M., Ehlenbach, W. J., Greenberg, C., & Smith, M. (2014) · Annals of Internal Medicine · doi:10.7326/m13-2946 · Cited by 1,383 · see citing works
Children and Adolescents and Digital Media
Reid Chassiakos, Y. (., Radesky, J., Christakis, D., Moreno, M. A., Cross, C., COUNCIL ON COMMUNICATIONS AND MEDIA, Hill, D., Ameenuddin, N., Hutchinson, J., Levine, A., et al. (2016) · Pediatrics · doi:10.1542/peds.2016-2593 · Cited by 1,340 · see citing works
Emotion-based dispositions to rash action: positive and negative urgency
Cyders, M. A., & Smith, G. T. (2008) · Psychological Bulletin · doi:10.1037/a0013341 · Cited by 1,136 · see citing works
Multi-trait analysis of genome-wide association summary statistics using MTAG
23andMe Research Team, Turley, P., Social Science Genetic Association Consortium, Walters, R. K., Maghzian, O., Okbay, A., Lee, J. J., Fontana, M. A., Nguyen-Viet, T. A., Wedow, R., et al. (2018) · Nature Genetics · doi:10.1038/s41588-017-0009-4 · Cited by 1,112 · see citing works
A variance explanation paradox: When a little is a lot.
Abelson, R. P. (1985) · Psychological Bulletin · doi:10.1037/0033-2909.97.1.129 · Cited by 1,045 · see citing works
Analysis of polygenic risk score usage and performance in diverse human populations
Duncan, L., Shen, H., Gelaye, B., Meijsen, J., Ressler, K., Feldman, M., Peterson, R., & Domingue, B. (2019) · Nature Communications · doi:10.1038/s41467-019-11112-0 · Cited by 1,038 · see citing works
Executive functions after age 5: Changes and correlates.
Best, J. R., Miller, P. H., & Jones, L. L. (2009) · Developmental Review · doi:10.1016/j.dr.2009.05.002 · Cited by 1,007 · see citing works
The effects of video game playing on attention, memory, and executive control
Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., & Gratton, G. (2008) · Acta Psychologica · doi:10.1016/j.actpsy.2008.09.005 · Cited by 994 · see citing works
The conception of the ABCD study: From substance use to a broad NIH collaboration
Volkow, N. D., Koob, G. F., Croyle, R. T., Bianchi, D. W., Gordon, J. A., Koroshetz, W. J., Pérez-Stable, E. J., Riley, W. T., Bloch, M. H., Conway, K., et al. (2018) · Developmental Cognitive Neuroscience · doi:10.1016/j.dcn.2017.10.002 · Cited by 970 · see citing works
Intelligence: New findings and theoretical developments
Nisbett, R. E., Aronson, J., Blair, C., Dickens, W., Flynn, J., Halpern, D. F., & Turkheimer, E. (2012) · American Psychologist · doi:10.1037/a0026699 · Cited by 968 · see citing works
Early television exposure and subsequent attentional problems in children
Christakis, D. A., Zimmerman, F. J., DiGiuseppe, D. L., & McCarty, C. A. (2004) · Pediatrics · doi:10.1542/peds.113.4.708 · Cited by 926 · see citing works
Action-Video-Game Experience Alters the Spatial Resolution of Vision
Green, C. S., & Bavelier, D. (2007) · Psychological Science · doi:10.1111/j.1467-9280.2007.01853.x · Cited by 878 · see citing works
Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills.
Bediou, B., Adams, D. M., Mayer, R. E., Tipton, E., Green, C. S., & Bavelier, D. (2018) · Psychological Bulletin · doi:10.1037/bul0000130 · Cited by 807 · see citing works
Parry, D. A., Davidson, B. I., Sewall, C. J. R., Fisher, J. T., Mieczkowski, H., & Quintana, D. S. (2021) · Nature Human Behaviour · doi:10.1038/s41562-021-01117-5 · Cited by 793 · see citing works
Effect of action video games on the spatial distribution of visuospatial attention.
Green, C. S., & Bavelier, D. (2006) · Journal of Experimental Psychology Human Perception & Performance · doi:10.1037/0096-1523.32.6.1465 · Cited by 751 · see citing works
Association between screen time and children’s performance on a developmental screening test
Madigan, S., Browne, D., Racine, N., Mori, C., & Tough, S. (2019) · JAMA Pediatrics · doi:10.1001/jamapediatrics.2018.5056 · Cited by 734 · see citing works
Teenagers, screens and social media: a narrative review of reviews and key studies
Orben, A. (2020) · Social Psychiatry and Psychiatric Epidemiology · doi:10.1007/s00127-019-01825-4 · Cited by 706 · see citing works
How Much Does Education Improve Intelligence? A Meta-Analysis
Ritchie, S. J., & Tucker-Drob, E. M. (2018) · Psychological Science · doi:10.1177/0956797618774253 · Cited by 680 · see citing works
Small Effects: The Indispensable Foundation for a Cumulative Psychological Science
Götz, F. M., Gosling, S. D., & Rentfrow, P. J. (2021) · Perspectives on Psychological Science · doi:10.1177/1745691620984483 · Cited by 553 · see citing works
Luciana, M. M., Bjork, J. M., Nagel, B. J., Barch, D. M., González, R., Nixon, S. J., & Banich, M. T. (2018) · Developmental Cognitive Neuroscience · doi:10.1016/j.dcn.2018.02.006 · Cited by 523 · see citing works
Developmental cognitive neuroscience using latent change score models: A tutorial and applications
Kievit, R. A., Brandmaier, A. M., Ziegler, G., van Harmelen, A.-L., de Mooij, S. M. M., Moutoussis, M., Goodyer, I. M., Bullmore, E., Jones, P. B., Fonagy, P., et al. (2018) · Developmental Cognitive Neuroscience · doi:10.1016/j.dcn.2017.11.007 · Cited by 516 · see citing works
Television and video game exposure and the development of attention problems
Swing, E. L., Gentile, D. A., Anderson, C. A., & Walsh, D. A. (2010) · Pediatrics · doi:10.1542/peds.2009-1508 · Cited by 504 · see citing works
Technology and Informal Education: What Is Taught, What Is Learned
Greenfield, P. M. (2009) · Science · doi:10.1126/science.1167190 · Cited by 422 · see citing works
Socioeconomic status and cognitive functioning: moving from correlation to causation
Duncan, G. J., & Magnuson, K. (2012) · WIREs Cognitive Science · doi:10.1002/wcs.1176 · Cited by 420 · see citing works
Effects of video-game play on information processing: a meta-analytic investigation
Powers, K. L., Brooks, P. J., Aldrich, N. J., Palladino, M. A., & Alfieri, L. (2013) · Psychonomic Bulletin & Review · doi:10.3758/s13423-013-0418-z · Cited by 348 · see citing works
International Trends in Adolescent Screen-Time Behaviors From 2002 to 2010
Bucksch, J., Sigmundova, D., Hamrik, Z., Troped, P. J., Melkevik, O., Ahluwalia, N., Borraccino, A., Tynjälä, J., Kalman, M., & Inchley, J. (2016) · Journal of Adolescent Health · doi:10.1016/j.jadohealth.2015.11.014 · Cited by 319 · see citing works
Television and the American child
(1992) · Choice Reviews Online · doi:10.5860/choice.29-5181 · Cited by 316 · see citing works
Adelantado-Renau, M., Moliner-Urdiales, D., Cavero-Redondo, I., Beltran-Valls, M. R., Martínez-Vizcaíno, V., & Álvarez-Bueno, C. (2019) · JAMA Pediatrics · doi:10.1001/jamapediatrics.2019.3176 · Cited by 313 · see citing works
Kostyrka-Allchorne, K., Cooper, N. R., & Simpson, A. (2017) · Developmental Review · doi:10.1016/j.dr.2016.12.002 · Cited by 302 · see citing works
Comparing Within- and Between-Family Polygenic Score Prediction
Selzam, S., Ritchie, S. J., Pingault, J.-B., Reynolds, C. A., O’Reilly, P. F., & Plomin, R. (2019) · The American Journal of Human Genetics · doi:10.1016/j.ajhg.2019.06.006 · Cited by 289 · see citing works
Neural Basis of Video Gaming: A Systematic Review
Palaus, M., Marrón, E. M., Viejo-Sobera, R., & Redolar-Ripoll, E. (2017) · Frontiers in Human Neuroscience · doi:10.3389/fnhum.2017.00248 · Cited by 281 · see citing works
Paulus, M. P., Squeglia, L. M., Bagot, K., Jacobus, J., Kuplicki, R., Breslin, F. J., Bodurka, J., Morris, A. S., Thompson, W. K., Bartsch, H., et al. (2019) · NeuroImage · doi:10.1016/j.neuroimage.2018.10.040 · Cited by 254 · see citing works
Correction: Power and Predictive Accuracy of Polygenic Risk Scores
Dudbridge, F. (2013) · PLoS Genetics · doi:10.1371/annotation/b91ba224-10be-409d-93f4-7423d502cba0 · Cited by 220 · see citing works
Landhuis, C. E., Poulton, R., Welch, D., & Hancox, R. J. (2007) · PEDIATRICS · doi:10.1542/peds.2007-0978 · Cited by 209 · see citing works
Johnson, J. G., Cohen, P., Kasen, S., & Brook, J. S. (2007) · Archives of Pediatrics & Adolescent Medicine · doi:10.1001/archpedi.161.5.480 · Cited by 202 · see citing works
Boot, W., Champion, M., Blakely, D., Wright, T., Souders, D. J., & Charness, N. (2013) · Front. Psychology · doi:10.3389/fpsyg.2013.00031 · Cited by 181 · see citing works
Using genetics for social science
Harden, K. P., & Koellinger, P. D. (2020) · Nature Human Behaviour · doi:10.1038/s41562-020-0862-5 · Cited by 180 · see citing works
Media and Attention, Cognition, and School Achievement
Schmidt, M. E., & Vandewater, E. A. (2008) · The Future of Children · doi:10.1353/foc.0.0004 · Cited by 179 · see citing works
Sauce, B., & Matzel, L. D. (2017) · Psychological Bulletin · doi:10.1037/bul0000131 · Cited by 172 · see citing works
Self-citationSternberg, R. J. (2000) · The Journal of Nervous and Mental Disease · doi:10.1097/00005053-200008000-00015 · Cited by 166 · see citing works
Nurture might be nature: cautionary tales and proposed solutions
Hart, S. A., Little, C., & van Bergen, E. (2021) · npj Science of Learning · doi:10.1038/s41539-020-00079-z · Cited by 165 · see citing works
(2011) · doi:10.1177/0963721411421922 · Cited by 162 · see citing works
Krapohl, E., & Plomin, R. (2016) · Molecular Psychiatry · doi:10.1038/mp.2015.2 · Cited by 160 · see citing works
The negative Flynn Effect: A systematic literature review
Dutton, E., van der Linden, D., & Lynn, R. (2016) · Intelligence · doi:10.1016/j.intell.2016.10.002 · Cited by 160 · see citing works
Gay, P., Rochat, L., Billieux, J., d’Acremont, M., & Van der Linden, M. (2008) · Acta Psychologica · doi:10.1016/j.actpsy.2008.08.010 · Cited by 159 · see citing works
Correlates of mobile screen media use among children aged 0–8: a systematic review
Paudel, S., Jancey, J., Subedi, N., & Leavy, J. (2017) · BMJ Open · doi:10.1136/bmjopen-2016-014585 · Cited by 159 · see citing works
Greenfield, P. M. (1998) · American Psychological Association eBooks · doi:10.1037/10270-003 · Cited by 156 · see citing works
Syväoja, H. J., Tammelin, T. H., Ahonen, T., Kankaanpää, A., & Kantomaa, M. T. (2014) · PLoS ONE · doi:10.1371/journal.pone.0103559 · Cited by 149 · see citing works
Action Video Game Training for Healthy Adults: A Meta-Analytic Study
Wang, P., Liu, H.-H., Zhu, X.-T., Meng, T., Li, H.-J., & Zuo, X.-N. (2016) · Frontiers in Psychology · doi:10.3389/fpsyg.2016.00907 · Cited by 145 · see citing works
The debate over digital technology and young people
Bell, V., Bishop, D. V. M., & Przybylski, A. K. (2015) · BMJ · doi:10.1136/bmj.h3064 · Cited by 143 · see citing works
The Association Between Internet Gaming Disorder and Impulsivity: A Systematic Review of Literature
Şalvarlı, Ş. İ., & Griffiths, M. D. (2019) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-019-00126-w · Cited by 143 · see citing works
Genetic variation, brain, and intelligence differences
Deary, I. J., Cox, S. R., & Hill, W. D. (2022) · Molecular Psychiatry · doi:10.1038/s41380-021-01027-y · Cited by 137 · see citing works
Effects of action video game training on visual working memory.
Blacker, K., Curby, K., Klobusicky, E., & Chein, J. M. (2014) · Journal of Experimental Psychology: Human Perception and Performance · doi:10.1037/a0037556 · Cited by 133 · see citing works
Clark, D. B., Fisher, C. B., Bookheimer, S. Y., Brown, S. A., Evans, J. H., Hopfer, C. J., Hudziak, J. J., Montoya, I. D., Murray, M., Pfefferbaum, A., et al. (2017) · Developmental Cognitive Neuroscience · doi:10.1016/j.dcn.2017.06.005 · Cited by 132 · see citing works
Christakis, D. A., Ramirez, J. S. B., Ferguson, S. M., Ravinder, S., & Ramirez, J.-M. (2018) · Proceedings of the National Academy of Sciences · doi:10.1073/pnas.1711548115 · Cited by 132 · see citing works
Wenzel, H. G., Bakken, I. J., Johansson, A., Götestam, K. G., & Øren, A. (2009) · Psychological Reports · doi:10.2466/pr0.105.f.1237-1247 · Cited by 126 · see citing works
Smokescreen: a targeted genotyping array for addiction research
Baurley, J. W., Edlund, C. K., Pardamean, C. I., Conti, D. V., & Bergen, A. W. (2016) · BMC Genomics · doi:10.1186/s12864-016-2495-7 · Cited by 126 · see citing works
Ferguson, C. J. (2011) · Journal of Psychiatric Research · doi:10.1016/j.jpsychires.2010.11.010 · Cited by 121 · see citing works
Genes, Gender Inequality, and Educational Attainment
Herd, P., Jeremy Freese, A., Sicinski, K., Domingue, B. W., Harris, K. M., Wei, C., & Hauser, R. M. (2019) · American Sociological Review · doi:10.1177/0003122419886550 · Cited by 115 · see citing works
Lee, P. H. (2014) · Scientific Reports · doi:10.1038/srep06085 · Cited by 114 · see citing works
Drummond, A., & Sauer, J. D. (2014) · PLoS ONE · doi:10.1371/journal.pone.0087943 · Cited by 107 · see citing works
Judd, N., Sauce, B., Wiedenhoeft, J., Tromp, J., Chaarani, B., Schliep, A., van Noort, B., Penttilä, J., Grimmer, Y., Insensee, C., et al. (2020) · Proceedings of the National Academy of Sciences · doi:10.1073/pnas.2001228117 · Cited by 105 · see citing works
Self-citationWang, B., Baldwin, J. R., Schoeler, T., Cheesman, R., Barkhuizen, W., Dudbridge, F., Bann, D., Morris, T. T., & Pingault, J.-B. (2021) · The American Journal of Human Genetics · doi:10.1016/j.ajhg.2021.07.010 · Cited by 103 · see citing works
A negative Flynn effect in Finland, 1997–2009
Dutton, E., & Lynn, R. (2013) · Intelligence · doi:10.1016/j.intell.2013.05.008 · Cited by 100 · see citing works
Exploring the relationship between video game expertise and fluid intelligence
Kokkinakis, A. V., Cowling, P., Drachen, A., & Wade, A. R. (2017) · PLoS ONE · doi:10.1371/journal.pone.0186621 · Cited by 100 · see citing works
Watts, A. L., Smith, G. T., Barch, D. M., & Sher, K. J. (2019) · Psychological Assessment · doi:10.1037/pas0000791 · Cited by 89 · see citing works
Associations between duration and type of electronic screen use and cognition in US children
Walsh, J. J., Barnes, J. D., Tremblay, M. S., & Chaput, J.-P. (2020) · Computers in Human Behavior · doi:10.1016/j.chb.2020.106312 · Cited by 87 · see citing works
The paired t-test as a simple latent change score model
Coman, E. N., Picho, K., McArdle, J. J., Villagra, V., Dierker, L., & Iordache, E. (2013) · Frontiers in Psychology · doi:10.3389/fpsyg.2013.00738 · Cited by 83 · see citing works
Training spatial cognition enhances mathematical learning in a randomized study of 17,000 children
Judd, N., & Klingberg, T. (2021) · Nature Human Behaviour · doi:10.1038/s41562-021-01118-4 · Cited by 77 · see citing works
Self-citationPreliminary Detection of Relations Among Dynamic Processes With Two-Occasion Data
Henk, C. M., & Castro-Schilo, L. (2016) · Structural Equation Modeling: A Multidisciplinary Journal · doi:10.1080/10705511.2015.1030022 · Cited by 76 · see citing works
Rochat, L., Billieux, J., Gagnon, J., & Van der Linden, M. (2018) · Journal of Clinical and Experimental Neuropsychology · doi:10.1080/13803395.2017.1313393 · Cited by 72 · see citing works
Trejo, S., & Domingue, B. W. (2018) · Biodemography and Social Biology · doi:10.1080/19485565.2019.1681257 · Cited by 69 · see citing works
Rindermann, H., & Ceci, S. J. (2018) · Journal for the Education of the Gifted · doi:10.1177/0162353218799481 · Cited by 68 · see citing works
Kühn, S., Gallinat, J., & Mascherek, A. (2019) · Dialogues in Clinical Neuroscience · doi:10.31887/dcns.2019.21.3/skuehn · Cited by 54 · see citing works
Electronic media use and academic performance in late childhood: A longitudinal study
Mundy, L. K., Canterford, L., Hoq, M., Olds, T., Moreno-Betancur, M., Sawyer, S., Kosola, S., & Patton, G. C. (2020) · PLOS ONE · doi:10.1371/journal.pone.0237908 · Cited by 54 · see citing works
Cognitive, not physical, engagement in video gaming influences executive functioning
Flynn, R. M., & Richert, R. A. (2018) · Journal of Cognition and Development · doi:10.1080/15248372.2017.1419246 · Cited by 50 · see citing works
Inadequacies in the SES–Achievement model: Evidence from PISA and other studies
Marks, G. N., & O'Connell, M. (2021) · Review of Education · doi:10.1002/rev3.3293 · Cited by 47 · see citing works
Thalamuthu, A., Mills, N. T., Berger, K., Minnerup, H., Grotegerd, D., Dannlowski, U., Meinert, S. L., Opel, N., Repple, J., Gruber, M., et al. (2021) · Molecular Psychiatry · doi:10.1038/s41380-021-01379-5 · Cited by 44 · see citing works
Comparing within- and between-family polygenic score predictionPreprint
Selzam, S., Ritchie, S. J., Pingault, J., et al. (2019) · bioRxiv (Cold Spring Harbor Laboratory) · doi:10.1101/605006 · Cited by 40 · see citing works
Libra: scalable k-mer–based tool for massive all-vs-all metagenome comparisons
Choi, I., Ponsero, A. J. J., Bomhoff, M., Youens-Clark, K., Hartman, J., & Hurwitz, B. (2018) · GigaScience · doi:10.1093/gigascience/giy165 · Cited by 39 · see citing works
Screen time and working memory in adolescents: A longitudinal study
Soares, P. S. M., de Oliveira, P. D., Wehrmeister, F. C., Menezes, A. M. B., & Gonçalves, H. (2021) · Journal of Psychiatric Research · doi:10.1016/j.jpsychires.2021.02.066 · Cited by 27 · see citing works
The Relation between Electronic Game Play and Executive Function among Preschoolers
Yang, X., Wang, Z., Qiu, X., & Zhu, L. (2020) · Journal of Child and Family Studies · doi:10.1007/s10826-020-01754-w · Cited by 23 · see citing works
Vettori, G., Vezzani, C., Bigozzi, L., & Pinto, G. (2020) · The Journal of Educational Research · doi:10.1080/00220671.2020.1861583 · Cited by 12 · see citing works
Sauce, B., Wiedenhoeft, J., Judd, N., & Klingberg, T. (2021) · npj Science of Learning · doi:10.1038/s41539-021-00096-6 · Cited by 11 · see citing works
Self-citationThe Impact of Working Memory Training on Children’s Cognitive and Noncognitive Skills
Berger, E. M., Fehr, E., Hermes, H., Schunk, D., & Winkel, K. (2020) · SSRN Electronic Journal · doi:10.2139/ssrn.3622337 · Cited by 11 · see citing works
The Moderating Role of Parental Strain on the Relationship Between Child Media Use and Regulation
Linder, L. K., Potter, N. S., & Garrity, S. M. (2020) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2019.0480 · Cited by 10 · see citing works
Flagged first, then by citations
Research works printed but not linked: 2
- Clark, C. M., Lawlor-Savage, L. & Goghari, V. M. The Flynn effect: A quantitative commentary on modernity and human intelligence. Measurement 14, 39–53 (2016).
- Memon, M. A., Jun, H. C. T., Ramayah, T. H. & Francis, C. W. Mediation analysis issues and recommendations. J. Appl. Struct. Equ. Model. 2, 1–9 (2018).
Cited by
Sorted by citations
Use of metaverse in socializing: Application of the big five personality traits framework
Sowmya, G., Chakraborty, D., Polisetty, A., Khorana, S., & Buhalis, D. (2023) · Psychology and Marketing · doi:10.1002/mar.21863 · Cited by 85 · see citing works
Screen media activity in youth: A critical review of mental health and neuroscience findings
Paulus, M. P., Zhao, Y., Potenza, M. N., Aupperle, R. L., Bagot, K. S., & Tapert, S. F. (2023) · Journal of Mood and Anxiety Disorders · doi:10.1016/j.xjmad.2023.100018 · Cited by 44 · see citing works
Long-term impact of digital media on brain development in children
Nivins, S., Sauce, B., Liebherr, M., Judd, N., & Klingberg, T. (2024) · Scientific Reports · doi:10.1038/s41598-024-63566-y · Cited by 47 · see citing works
Self-citationLukka, L., & Palva, J. M. (2023) · JMIR Serious Games · doi:10.2196/42173 · Cited by 32 · see citing works
Cognitive expertise in esport experts: a three-level model meta-analysis
Miao, H., He, H., Hou, X., Wang, J., & Chi, L. (2024) · PeerJ · doi:10.7717/peerj.17857 · Cited by 30 · see citing works
Zhao, Y., Paulus, M. P., & Potenza, M. N. (2023) · Journal of Behavioral Addictions · doi:10.1556/2006.2023.00006 · Cited by 29 · see citing works
Keller, A. S., Moore, T. M., Luo, A. C., Visoki, E., Gataviņš, M. M., Shetty, A., Cui, Z., Yong Fan, A., Feczko, E., Houghton, A., et al. (2024) · Developmental Cognitive Neuroscience · doi:10.1016/j.dcn.2024.101370 · Cited by 27 · see citing works
Enhanced disengagement of auditory attention and phonological skills in action video gamers
Mancarella, M., Antzaka, A., Bertoni, S., Facoetti, A., & Lallier, M. (2022) · Computers in Human Behavior · doi:10.1016/j.chb.2022.107344 · Cited by 28 · see citing works
Bertoni, S., Andreola, C., Mascheretti, S., Franceschini, S., Ruffino, M., Trezzi, V., Molteni, M., Sali, M. E., Salandi, A., Gaggi, O., et al. (2024) · npj Science of Learning · doi:10.1038/s41539-024-00230-0 · Cited by 28 · see citing works
Seventy years, 1000 samples, and 300,000 SPM scores: A new meta-analysis of Flynn effect patterns
Wongupparaj, P., Wongupparaj, R., Morris, R. G., & Kumari, V. (2023) · Intelligence · doi:10.1016/j.intell.2023.101750 · Cited by 22 · see citing works
Boson, K., Gurdal, S., Claesdotter‐Knutsson, E., & Kapetanovic, S. (2024) · Current Psychology · doi:10.1007/s12144-024-05714-1 · Cited by 19 · see citing works
Gao, K., & Lee, D.-Y. (2024) · IEEE Access · doi:10.1109/access.2024.3417256 · Cited by 18 · see citing works
Liebherr, M., Heyder, A., Brailovskaia, J., Burkardt, T. M., Latrouite, C., Montag, C., & Antons, S. (2025) · Journal of Behavioral Addictions · doi:10.1556/2006.2025.00007 · Cited by 20 · see citing works
Self-citationScreen Time and Attention Subdomains in Children Aged 6 to 10 Years
Liebherr, M., Kohler, M. J., Brailovskaia, J., Brand, M., & Antons, S. (2022) · Children · doi:10.3390/children9091393 · Cited by 17 · see citing works
Self-citationMichel, L. C., McCormick, E. M., & Kievit, R. (2024) · Journal of Neuroscience · doi:10.1523/jneurosci.0465-23.2023 · Cited by 17 · see citing works
Impact of social media on cognitive development of children and young adults: a systematic review
Naik, V. S., Mathias, E. G., Krishnan, P., & Jagannath, V. (2025) · BMC Pediatrics · doi:10.1186/s12887-025-06041-5 · Cited by 16 · see citing works
“…[24, 26, 29, 30], two each from India [14, 31], United Kingdom [23, 32] and from Netherlands [25, 33] Six studies were from the United States [10, 16, 27, 28, 34, 35] and one study each came from Israel [11], Malaysia [22], Sri Lanka [36], Germany [21], Austria [37], Turkey [38] and Saudi Arabia…”
Kapetanovic, S., Gurdal, S., Einarsson, I., Werner, M., André, F., Håkansson, A., & Claesdotter‐Knutsson, E. (2023) · JMIR Research Protocols · doi:10.2196/44318 · Cited by 14 · see citing works
Yamaguchi, S. (2023) · SAGE Open Medicine · doi:10.1177/20503121221147842 · Cited by 12 · see citing works
Alkalash, S. H., Alshamrani, F. A., Alharthi, S. A., Alzubaidi, M. A. A., Alqarehi, R. M., Bazaid, A. A., & Asiri, B. A. M. (2023) · Cureus · doi:10.7759/cureus.49464 · Cited by 11 · see citing works
Bäcklund, C., Sörman, D. E., Gavelin, H. M., Király, O., Demetrovics, Z., & Ljungberg, J. K. (2024) · Scandinavian Journal of Psychology · doi:10.1111/sjop.13010 · Cited by 11 · see citing works
Oh, Y., Baek, J. H., & Joung, Y. (2023) · Journal of Korean Medical Science · doi:10.3346/jkms.2023.38.e411 · Cited by 11 · see citing works
Ngwira, S., & Damazio, C. (2025) · Discover Water · doi:10.1007/s43832-025-00218-w · Cited by 10 · see citing works
Associations between Sports Videogames and Physical Activity in Children
Ng, K., Kaskinen, A.-P., Katila, R., Koski, P., & Karhulahti, V. (2022) · Physical Culture and Sport Studies and Research · doi:10.2478/pcssr-2022-0012 · Cited by 8 · see citing works
Making choices in digital play spaces: Children’s experiences
Loudoun, F. M., Boyle, B., & Larsson-Lund, M. (2023) · Scandinavian Journal of Occupational Therapy · doi:10.1080/11038128.2023.2271050 · Cited by 8 · see citing works
A Black Mirror of Bright Ideas: Could Media Educate towards Positive Creativity?
Ceh, S. M., & Lebuda, I. (2022) · Education Sciences · doi:10.3390/educsci12060402 · Cited by 8 · see citing works
Hernández-Chávez, A. A., Hamui-Sutton, L., Muñoz-Comonfort, A., & Sampieri-Cabrera, R. (2025) · Cureus · doi:10.7759/cureus.79513 · Cited by 6 · see citing works
Liu, B., Shi, P., Jin, T., & Feng, X. (2025) · Archives of Public Health · doi:10.1186/s13690-024-01493-0 · Cited by 5 · see citing works
How Listening Versus Reading Alters Consumers’ Interpretations of News
Melumad, S., & Meyer, R. J. (2024) · Journal of Marketing Research · doi:10.1177/00222437241280068 · Cited by 8 · see citing works
Digital Media, Genetics, and Risk for ADHD Symptoms in Children: A Longitudinal Study
Nivins, S., Mooney, M. A., Nigg, J. T., & Klingberg, T. (2025) · Pediatrics Open Science · doi:10.1542/pedsos.2025-000922 · Cited by 4 · see citing works
Self-citationThe Benefits of Playing Action-Like Video Games on Salience Processing
Franceschini, S., Puccio, G., Bertoni, S., Gori, S., Mascheretti, S., Fusina, F., Angrilli, A., & Facoetti, A. (2024) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2024.2346693 · Cited by 4 · see citing works
Романовна, П. К. (2024) · Perspectives of science and education · doi:10.32744/pse.2024.3.36 · Cited by 4 · see citing works
Ciobanu, L. G., Stankov, L., Schubert, K. O., Amare, A. T., Jawahar, M. C., Lawrence‐Wood, E., Mills, N. T., Knight, M. J., Clark, S. R., & Aidman, E. (2022) · PLoS ONE · doi:10.1371/journal.pone.0272368 · Cited by 4 · see citing works
You Will Perish : A Case Study of Serendipitous Literacies and Novice Video Game Design
Robinson, B. (2023) · Journal of Literacy Research · doi:10.1177/1086296x231202722 · Cited by 3 · see citing works
Pablo, J. N., Shires, J., Castellanos, J., Kapila, M., Kemmelmeier, L. L., & Berryhill, M. E. (2025) · Attention Perception & Psychophysics · doi:10.3758/s13414-025-03063-0 · Cited by 3 · see citing works
Wachholz, F., Gamper, N., Kruse, S., Anderlan, R. M., & Schnitzer, M. (2026) · JMIR Pediatrics and Parenting · doi:10.2196/80129 · Cited by 4 · see citing works
Nagata, J. M., Wong, J. H., Kim, K. E., Nayak, S., Li, E. J., Richardson, R. A., Rauschecker, A. M., Sugrue, L. P., Ganson, K. T., Piatkowski, T. M., et al. (2026) · The Lancet Regional Health - Americas · doi:10.1016/j.lana.2026.101454 · Cited by 3 · see citing works
Bediou, B., & Wac, K. (2022) · Elsevier eBooks · doi:10.1016/b978-0-12-818872-9.00190-4 · Cited by 3 · see citing works
Stapleton, D., & Goldstein, T. R. (2024) · The Journal of Creative Behavior · doi:10.1002/jocb.1522 · Cited by 5 · see citing works
Hernández-Chávez, A., Uriarte-Ortiz, J. B., Barajas-Martínez, A., & Sampieri-Cabrera, R. (2026) · Frontiers in Medicine · doi:10.3389/fmed.2026.1736060 · Cited by 2 · see citing works
Taming the endless scroll? Short-form videos, digital routines and neurocognitive outcomes in youth
Ebster, M., Lauerer, M., Nagel, E., & Schmidt, S. (2026) · European Child & Adolescent Psychiatry · doi:10.1007/s00787-026-03083-7 · Cited by 3 · see citing works
The Effects of Online Games on Student’s Academic Performance
Ani, S. C., Ghazali, N. H. M., Ali, M. S., Shin, K. Y., Subramaniam, M., & Shafii, N. A. (2023) · International Journal of Academic Research in Business and Social Sciences · doi:10.6007/ijarbss/v13-i7/17383 · Cited by 2 · see citing works
The process of negotiating and balancing digital play in everyday life: Adolescents’ narratives
Loudoun, F. M., Larsson-Lund, M., Boyle, B., & Nyman, A. (2024) · Scandinavian Journal of Occupational Therapy · doi:10.1080/11038128.2024.2435922 · Cited by 2 · see citing works
Cognitive neural characteristics of professional action video game players
Miao, H., & Chi, L. (2022) · Advances in Psychological Science · doi:10.3724/sp.j.1042.2023.00127 · Cited by 2 · see citing works
Digital Tales Media to Improve Reading Literacy for II Grade Elementary School Students
Musyaffa, A. A., Asiah, S., Rapiko, R., Fadhil, M., & Ubaidah, S. (2023) · Jurnal Penelitian dan Pengembangan Pendidikan · doi:10.23887/jppp.v7i1.59886 · Cited by 2 · see citing works
Promoting brain health in a digital world
Siddarth, P., Hodes, J. F., & Small, G. W. (2023) · Elsevier eBooks · doi:10.1016/b978-0-12-820480-1.00015-2 · Cited by 2 · see citing works
Miller, C. (2024) · doi:10.59319/ytrk1446 · Cited by 1 · see citing works
Lukka, L., Karhulahti, V., & Palva, J. M. (2026) · JMIR Serious Games · doi:10.2196/69236 · Cited by 1 · see citing works
Scott, F. L., Chesworth, L., Bannister, C., Kuria, D., Roscoe, S., & Wang, Y. (2026) · Reading Research Quarterly · doi:10.1002/rrq.70116 · Cited by 1 · see citing works
Screen Use and Children’s Language Development From Ages 5 to 7 Years
Yang, J., Furnes, B., Morken, F., Hanssen, N. B., Lie, J. H., Melby‐Lervåg, M., & Anmarkrud, Ø. (2026) · Archives of Pediatrics and Adolescent Medicine · doi:10.1001/jamapediatrics.2026.3490 · Cited by 1 · see citing works
Métamorphose de la violence avec le jeu vidéo
Epivent, L. (2023) · Pratiques en santé mentale · doi:10.3917/psm.231.0043 · Cited by 1 · see citing works
Nová média ve výuce mediální výchovy
Voráč, D., & Kopecký, K. (2023) · doi:10.5507/pdf.23.24462998 · Cited by 1 · see citing works
Lukka, L., Karhulahti, V., & Palva, J. M. (2024) · Research Square · doi:10.21203/rs.3.rs-4489082/v1 · Cited by 1 · see citing works
Videogames: escapism or an effective tool for anticorruption enlightenment?
Melnikova, A. L., & Mitsul, A. S. (2023) · Актуальные проблемы экономики и права · doi:10.21202/2782-2923.2023.2.439-450
Haier, R. J., Colom, R., & Hunt, E. B. (2023) · Cambridge University Press eBooks · doi:10.1017/9781108569576.014
Gonçalves, É. D. C., & Saravali, E. G. (2024) · Olhar de Professor · doi:10.5212/olharprofr.v.26.22709.076
Navigating the Modern Selection Process
Neena, P. C., & Sevukamoorthy, L. (2024) · Advances in human resources management and organizational development book series · doi:10.4018/979-8-3693-1858-4.ch006
Digital Media, Genetics and Change in ADHD Symptoms in Children – A Longitudinal StudyPreprint
Nivins, S., Mooney, M. A., Nigg, J. T., & Klingberg, T. (2024) · SSRN Electronic Journal · doi:10.2139/ssrn.4871258
Self-citationEffectiveness of Extra-curricular Activities in the Self-Development of Primary School Students
Bryzhak, N., Bopko, I., Chałas, K., Дубініна, О., & Tsybanyuk, O. (2024) · International Journal of Education and Information Technologies · doi:10.46300/9109.2024.18.7
Social Media, Informed Consent, and the Harm Principle
Foster, C. (2025) · Philosophies · doi:10.3390/philosophies10010005
A crowding free digital interface to help French-speaking children learn to read
Nguyen, V. C. L., Lio, G., Perret, T., Gomez, A., & Sirigu, A. (2025) · PLoS ONE · doi:10.1371/journal.pone.0323623
Spielen im Netz und Online-Spiele als Kommunikation
Jöckel, S., & de Baey-Ernsten, M. (2025) · Springer eBooks · doi:10.1007/978-3-658-18017-1_20-2
Lequette, C. (2025) · La Revue de Santé Scolaire et Universitaire · doi:10.1016/j.revssu.2025.07.004
Parental Attitudes Toward Preschoolers’ Technology Use
Çiftci, A. (2026) · Bartın University Journal of Faculty of Education · doi:10.14686/buefad.1742288
Esports and VR: how does it change EEG spectral dynamics of attention shift and maintenance?
Ovakimian, A. S., & Karimova, E. (2026) · Computers in Human Behavior · doi:10.1016/j.chb.2026.108947
Alghamdi, A. M., Alzahrani, M. A., Alomari, R. A., Alghamdi, S. A., Alzahrani, R. A., Alzahrani Faisal Lafi, B., Alghamdi, H. M., Osman, N. M., & Almawazini, A. M. (2026) · doi:10.2196/preprints.93736
Neuronaukowe podstawy inteligencji
Haier, R. J., Kabziński, P., & Mąka, S. (2026) · Wydawnictwo Uniwersytetu Łódzkiego eBooks · doi:10.18778/8331-892-9
Kilci, A. K., Bekir, S., Yalçıner, S., & ÖZDAYI, N. (2026) · Frontiers in Psychology · doi:10.3389/fpsyg.2026.1797082
Liu, C., Su, J., Wei, Y., Lin, S., Wu, X., Tang, Y., & Kan, P. (2026) · Journal of Children and Media · doi:10.1080/17482798.2026.2697013
Latent profiles of digital technology use and their relation to executive functions
Trudo, R. G., López‐Morales, H., Arias, C. B., Bruna, O., Sánchez, R., Vernucci, S., & Juric, L. C. (2026) · Child Neuropsychology · doi:10.1080/09297049.2026.2705257
Miltiadis, C. (2026) · International Conference on the Foundations of Digital Games (FDG) · doi:10.1145/3815598.3815651
Zhong, L., Chen, C., Wu, H., Chen, Y., Liang, J., & Li, Y. (2026) · Acta Psychologica · doi:10.1016/j.actpsy.2026.107697
Environmental Influences using Linked External Data in ABCD: A Review of the First Decade
Abad, S., Flores, M. M. H., Thompson, E. L., Floyd, T. E., Reuben, A., Ip, K. I., Gonzalez, M., Shen, K.-Q., Iyob, N., Marshall, A., et al. (2026) · Developmental Cognitive Neuroscience · doi:10.1016/j.dcn.2026.101822 · Cited by 1 · see citing works
A scoping review of the negative effects of digital technology on cognition
Žnidarič, U., Štrumbelj, E., & Machidon, O. M. (2026) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2026.101326 · Cited by 5 · see citing works
Screen Use and Child and Adolescent Development and Mental Health Outcomes
Al-Jbouri, E., Nivison, M. D., Neville, R. D., Marsh, A., McArthur, B. A., Christakis, D., Fearon, P. R. M., & Madigan, S. L. (2026) · Archives of Pediatrics and Adolescent Medicine · doi:10.1001/jamapediatrics.2026.4339
- Authors
- Sauce, B., Liebherr, M., Judd, N., & Klingberg, T.
- Affiliations
- Vrije Universiteit Amsterdam (NL)
- University of Duisburg-Essen (DE)
- Karolinska Institutet (SE)
- Corresponding author
- Sauce, Bruno
- Klingberg, Torkel
- Venue
- Scientific Reports
- Published
- 2022-05-11
- Volume
- 12
- Issue
- 1
- Pages
- 7720-7720
- ISSN
- 2045-2322 (ISSN-L)
- PMC
- PMC9095723
- OpenAlex
- W4280550503
- Semantic Scholar
- 4395d9f51ec282ffb8898309d551a812393e4bc0
- Cited by
- 74
- References
- 96
- Citations by year
- 2026: 19 · 2025: 11 · 2024: 19 · 2023: 18 · 2022: 7
- FWCI
- 12.65
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Locations
- Scientific Reports (publishedVersion, cc-by)
- PubMed Central (publishedVersion, cc-by)
- PubMed (publishedVersion)
- VU Research Portal (publishedVersion, other-oa)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
- PsyArXiv (OSF Preprints) (submittedVersion)
- PsyArXiv (OSF Preprints) (submittedVersion, cc-by)
- Data Archiving and Networked Services (DANS) (submittedVersion, other-oa)
- Funders
- StratNeuro Sweden
- Vetenskapsrådet (2019-01768)
- Karolinska Institute
- Topics
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Cognitive Abilities and Testing
- Social Sciences › Education › Child Development and Digital Technology
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Keywords
- digital media, screen time, child intelligence, video gaming, television viewing, social media use, socioeconomic status, parental education, Adolescent Brain Cognitive Development Study, cognitive development, Flynn effect
- MeSH terms
- Child, Cognition, Humans, Intelligence, Social Class, Television, Internet
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Claims read by deepseek-v4.1-flash under definition version 3 (extract-v3) on 2026-10-08.
Classified by jev-1.13-20260917 (gold-guideline-v0.2) on 2026-10-08.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review