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Record W4412425077 · doi:10.1016/j.acap.2025.102885

Changes in Screen Time Behaviors from Before (2019) to After (2022) the COVID-19 Pandemic Among Brazilian Adolescents

2025· article· en· W4412425077 on OpenAlexaff
Bruno Gonçalves Galdino da Costa, Marcus Vinícius Veber Lopes, Gabrielli Thais De Mello, Bruno Nunes de Oliveira, Jean‐Philippe Chaput, Kelly Samara da Silva

Bibliographic record

VenueAcademic Pediatrics · 2025
Typearticle
Languageen
FieldSocial Sciences
TopicImpact of Technology on Adolescents
Canadian institutionsAgricultural Research Institute of OntarioMcGill University
FundersConselho Nacional de Desenvolvimento Científico e TecnológicoCoordenação de Aperfeiçoamento de Pessoal de Nível Superior
KeywordsRepeated measures designCross-sectional studyCohortMultilevel modelCoronavirus disease 2019 (COVID-19)Screen timeGeneralized estimating equationCohort studyMedicineDemographyLongitudinal studyPandemicVideo gamePsychologyPhysical activityPhysical therapyInternal medicineMultimediaStatisticsMathematicsComputer science

Abstract

fetched live from OpenAlex

OBJECTIVE: Compare prepandemic (2019) and postpandemic (2022) engagement in five screen-based activities (studying, working, watching videos, playing video games, and using social media/chat applications) among independent samples of Brazilian adolescents using a repeated cross-sectional design; and 2) Examine within-individual changes in these same screen-based activities over the same period using a repeated cross-sectional study with a nested cohort. METHODS: Data were collected in 2019 and 2022, involving a total of 2008 adolescents who participated in the repeated cross-sectional study, with 333 forming a nested cohort sample. Zero-inflated multilevel gamma regression models and multilevel linear models were used to analyze the data. RESULTS: In the repeated cross-sectional analysis, adolescents spent more minutes per day in 2022 versus 2019 for studying (+21.3 minutes; 95% CI: 11.0, 31.6), watching videos (+12.8 minutes; 95% CI: 1.1, 24.5), and playing video games (+22.9 minutes; 95% CI: 12.8, 33.1). The longitudinal analysis revealed significant average daily increases from 2019 to 2022 in studying (+53.8 minutes; 95% CI: 34.7, 72.9) and working (+130.2 minutes; 95% CI: 110.4, 149.9). For these same adolescents, significant decreases were observed for watching videos (-26.4 minutes; 95% CI: -48.0, -4.9) and playing video games (-28.6 minutes; 95% CI: -46.2, -11.8). Social media use remained stable. CONCLUSIONS: Screen time (ST) among Brazilian adolescents was higher in 2022 compared to 2019, with increases in studying, working, watching videos, and playing video games. Longitudinal data indicated a shift from recreational ST to educational and work-related ST. These findings highlight the need for targeted interventions to promote balanced ST and mitigate potential negative health impacts.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.000
metaresearch head score (Gemma)0.002
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: Observational
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.061
Threshold uncertainty score0.122

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0000.002
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.001
Bibliometrics0.0010.001
Science and technology studies0.0000.000
Scholarly communication0.0010.000
Open science0.0000.000
Research integrity0.0000.001
Insufficient payload (model declined to judge)0.0010.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.015
GPT teacher head0.328
Teacher spread0.313 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designObservational
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations3
Published2025
Admission routes1
Has abstractyes

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