Cited by 74Cognitive Abilities and TestingChild Development and Digital TechnologyImpact of Technology on Adolescents

The impact of digital media on children’s intelligence while controlling for genetic differences in cognition and socioeconomic background

Open access
Sauce, Bruno, Liebherr, Magnus, Judd, Nicholas, Klingberg, Torkel·2022·Scientific Reports

Abstract

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

Crossref · 10.1038/s41598-022-11341-2

Cites

97 of 98 references verified1 citation errors · 0 not checkable

Statistics

Nothing to recompute.

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
  • May combine two claims. 46
  • Classified as probably not a substantial claim. 49
  • May combine two claims.

    Findingown data

    In 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data

    Boys 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data

    In 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 claim
  • May combine two claims.

    Findingown data

    Watching 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 claim
  • May combine two claims.

    Findingown data

    In 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 claim
  • May combine two claims.

    Findingown data

    In 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 claim
  • May combine two claims.

    Findingown data

    In 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 claim
  • May combine two claims.

    Findingown data

    CogPGS 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 data

    In 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 claim
  • May combine two claims.

    Findingown data

    Regarding 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 claim
  • May combine two claims.

    Findingown data

    In 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 claim
  • May combine two claims.

    Findingown data

    The 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 claim
  • May combine two claims.

    Findingown data

    The 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 claim
  • May combine two claims.

    Findingown data

    The 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 claim
  • May combine two claims.

    Findingown data

    Lack 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 claim
  • May combine two claims.

    Findingown data

    In 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 claim
  • May combine two claims.

    Findingown data

    CogPGS 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 claim
  • May combine two claims.

    Findingown data

    All 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 claim
  • May combine two claims.

    Findingown data

    The 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 claim
  • May combine two claims.

    Findingown data

    The 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 claim
  • May combine two claims.

    Findingown data

    Watching 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 claim
  • May combine two claims.

    Findingown data

    The 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 claim
  • May combine two claims.

    Findingown data

    The 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingreasoning

    These 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data

    The 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 claim
  • May combine two claims.

    Findingown data

    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.

    “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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data

    The 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data

    The 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data

    At 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Cross-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.

    Premisecitation

    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 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).

    Premisecitation

    A 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.

    Premisecitation

    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 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.

    Premisecitation

    There 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).

    Premisecitation

    Lack 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.

    Premisecitation

    In 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

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    Premisecitation

    Time 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).

    Premisecitation

    A 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.

    Premisecitation

    Different 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).

    Premisecitation

    Children 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).

    Premisecitation

    Scores 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.

    Premisecitation

    Intelligence, 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 data

    The 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 claim
  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation

    The 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 data

    The 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Study design and conductnone given

    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.

    “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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Study design and conductnone given

    We 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 claim
  • May combine two claims.

    Interpretationreasoning

    Our 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 claim
  • May combine two claims.

    Interpretationreasoning

    The 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 claim
  • May combine two claims.

    Study design and conductown data

    The 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 claim
  • May combine two claims.

    Premisecitation

    Self-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.

    Interpretationreasoning

    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).

    “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 claim
  • Classified as probably not a substantial claim.

    Premisecitation

    The 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.

    Premisereasoning

    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.

    “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 claim
  • Classified as probably not a substantial claim.

    Premisecitation

    This 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 claim
  • Classified as probably not a substantial claim. May combine two claims.

    Premisenone given

    The 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 claim
  • Classified as probably not a substantial claim.

    Premisecitation

    According 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 given

    After 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 claim
  • May combine two claims.

    Premisecitation

    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 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 given

    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.

    “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 claim
  • Classified as probably not a substantial claim.

    Premisereasoning

    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.

    “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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Study design and conductnone given

    Written 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 claim
  • Classified as probably not a substantial claim.

    Premiseown data

    Some 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 claim
  • Classified as probably not a substantial claim.

    Study design and conductreasoning

    We kept only one participant at random from each family.

    “Therefore, we kept only one participant at random from each family.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Premiseown data

    Such 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Effects 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 data

    Before 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 claim
  • Classified as probably not a substantial claim. May combine two claims.

    Study design and conductcitation

    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, 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 conductreasoning

    All 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 claim
  • Classified as probably not a substantial claim.

    Premisecitation

    Recent 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 conductcitation

    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).

    “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 given

    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.

    “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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Study design and conductnone given

    Individuals 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 claim
  • Classified as probably not a substantial claim.

    Premisecitation

    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 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 given

    Before 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 claim
  • Classified as probably not a substantial claim.

    Study design and conductnone given

    To 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 claim
  • May combine two claims.

    Premisereasoning

    The 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 claim
  • Probably not a substantial claim: may not pass S1 (asserted). May combine two claims.

    Premisecitation

    It 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.

    Premisecitation

    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 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.

    Premisecitation

    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.

    “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.

80 of 80
  • 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.”
4 of 4

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

    Minor

    The text calls the baseline associations with TV and online video watching positive, but reports negative coefficients for both.

1 of 1

Cites

Flagged first, then by citations

Research works printed but not linked: 2

  1. 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).
  2. 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

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)
OpenAlex
W4280550503
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
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.

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