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November 27, y
Activities Program research Report
Activities Program Research Report
Brigham Young University Idaho
John Isaacson
October 30, 2023
November 27, y
Activities Program research Report
Introduction
The central focus of this research revolves around the intricate relationship between
adolescents, their screen time habits, and their mental well-being. This subject matter has
become a compelling and essential area of investigation in contemporary research, driven by
the growing prevalence of digital technologies in young individuals' lives. Our inquiry hinges on
understanding how the extent of screen time usage, whether excessive or minimal, impacts the
emotional well-being of adolescents.
Previous research in this domain has revealed some intriguing findings. Przybylski and Weinstein
(2017) introduced the concept of a "Goldilocks zone," emphasizing the need for a balanced
approach to screen time. Their findings suggest that excessive use or complete avoidance of
screens may not necessarily align with optimal well-being, underlining the significance of
moderation. Expanding on this concept, Best et al. (2014) delved deeper into the relationship
between screen time and mental well-being, characterizing it as quadratic. This approach
underscores the critical role of moderation in technology usage, indicating that a simple linear
understanding falls short of capturing the complex nuances in this connection.
However, Galpin and Taylor's systematic review (2018) demonstrated the diversity of outcomes
regarding the impact of digital technology on adolescent well-being. Their research unveiled a
range of results, including both positive and negative effects, reflecting the complex and
multifaceted nature of this relationship. This diversity underscores the necessity of considering
various factors, such as timing and context, in evaluating the effects of screen time on mental
health.
In light of these prior findings, our specific research question centers on the correlation
between screen time usage and the emotional well-being of adolescents, with a particular focus
on the diverse student population at Brigham Young University Idaho (BYUI). We aim to
investigate whether the experiences of BYUI students align with the broader research trends or
exhibit unique characteristics in the context of screen time and emotional well-being.
Our research endeavors to provide insights into how screen time influences the emotional well-
being of BYUI students. The recommendation stemming from this study will shed light on the
need for a nuanced approach, emphasizing moderation rather than extremes in screen time
usage. The aim is to foster healthier relationships with digital devices, fostering the well-being
of the diverse student population at BYUI while acknowledging the multifaceted nature of this
connection. Ultimately, our research is poised to inform strategies that enhance well-being and
technology-related behaviors among the students at BYUI, recognizing their unique
characteristics in this intricate relationship between screen time and emotional health.
November 27, y
Activities Program research Report
Methods
Participants
This study involved 502 students enrolled in ENG 301 at Brigham Young University Idaho. The
participants completed a self-reported survey, representing a diverse group with varying
backgrounds and demographics.
Survey Design
The survey aimed to gather data on participants' emotional states and their engagement in
activities and digital behaviors. It incorporated the Positive and Negative Affect Schedule-
General (PANAS-GEN) adapted from Twenge et al. (2018). Participants used a five-point scale to
express their typical emotional experiences, ranging from "Very slightly or not at all" to
"Extremely."
The questionnaire had distinct sections: the first focused on rating emotions, the second on
social activities, the third on daily time allocation to various activities, and the fourth on internet
usage. The final section explored phone usage patterns. This multifaceted structure facilitated
the collection of data on emotional states, social engagement, daily activities, internet usage,
and mobile phone behaviors, enabling an analysis of the link between emotional well-being and
technology use among BYU students.
Survey Analysis
In the wellness section, respondents' values were totaled to calculate a wellness score from 20
to 100. Low wellness scores ranged from 20 to 60, medium from 61 to 79, and high from 80 to
100. For other questions, responses were tallied and organized into data tables. These tables
were structured with columns for totals and wellness levels (high, medium, and low), providing
counts and percentages of respondents within each wellness level for each question option.
This arrangement allowed for individual analyses of high, medium, and low wellness levels,
aiding the exploration of potential connections with the various question options.
Results
The following section presents the key findings from the survey data, organized by relevant
categories and topics, in response to the central question posed by our client.
Phone Use and Wellness Scores:
Individuals who primarily use their phones for communication (e.g., texting) tend to
report higher wellness scores, with 51.2% of those in the "High" wellness score category.
Those who use their phones for gaming and entertainment purposes (e.g., gaming and
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November 27, y
Activities Program research Report
social media scrolling) exhibit a higher percentage of "Low" wellness scores. (See figure
1)
Surfing and Exploring
Working
Passing Time
Playing Games
0.0%
10.0%
20.0%
30.0%
40.0%
50.0%
60.0%
Which of the following best characterizes your phone use? - Percentages of Wellness Categories
High
Medium
Low
Reading Habits and Wellness Scores:
Respondents who engage in reading as an activity tend to have higher wellness scores,
with 2.02 hours of reading on average for "High" wellness scorers. (See figure 2)
Nev
er
Few times year
Once or twice
m
onth
At least
once a week
Almost eve
ryday
0.0%
5.0%
10.0%
15.0%
20.0%
25.0%
30.0%
35.0%
Read for pleasure/fun - Percentages of Wellness Categories
High
Medium
Low
Figure 2
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Activities Program research Report
Frequency of Religious Activity and Wellness Scores:
Participants who attend religious services or engage in religious study at least once a
week have a significantly higher percentage of "High" wellness scores (48.8%) and a
lower percentage of "Low" wellness scores (15.5%). (See Figure 3)
0.0%
10.0%
20.0%
30.0%
40.0%
50.0%
60.0%
Attend religious services or participate in religious study - Percentages of Wellness Categories
High
Medium
Low
Time Allocation and Wellness Scores:
Those who interact socially face-to-face for more extended periods have a higher
representation in the "High" wellness score category. (See Figure 4)
Individuals with a "Medium" wellness score category tend to spend the most time on
activities like homework and work, suggesting a possible relationship between workload
and wellness. (See Figure 4
Respondents who engage in gaming activities (both single-player and multiplayer)
exhibit varying wellness score distributions, with "High" wellness scores generally
spending less time on these activities. (See Figure 4)
The relationship between phone use, reading, religious activity, social interaction, time
allocation, and gaming and wellness scores is presented in the accompanying tables and
graphics, allowing for a more comprehensive understanding of the data. These findings offer
insights into the potential correlations between lifestyle factors and self-reported wellness
scores, without making judgments or speculations about causation.
Figure 3
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Activities Program research Report
0.00
1.00
2.00
3.00
4.00
5.00
6.00
7.00
About how many hours a day do you spend on each of the following activities? - Averages by Wellness Scores
High
Medium
Low
Discussion
The survey data analysis reveals several noteworthy patterns and relationships between various
lifestyle factors and self-reported wellness scores, providing insights into the factors that may
influence individuals' well-being. It's important to emphasize that the analysis demonstrates
correlations but does not establish causation. Here, we discuss the key findings and their
implications:
Phone Use and Wellness Scores:
The data suggests a significant relationship between the
primary use of phones and wellness scores. Individuals who predominantly use their phones for
communication, such as texting, exhibit a higher percentage of "High" wellness scores (51.2%).
This connection may indicate that effective communication plays a role in overall well-being.
Conversely, those who use their phones for gaming and entertainment purposes show a higher
representation of "Low" wellness scores, implying that excessive screen time for leisure may
have a negative impact on wellness.
Reading Habits and Wellness Scores:
Engaging in reading, whether it be books, articles, or
other written content, appears to be associated with higher wellness scores. Those who
reported reading as an activity have a higher percentage of "High" wellness scores (2.02 hours
Figure 4
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November 27, y
Activities Program research Report
on average). This relationship suggests that reading may contribute positively to one's sense of
well-being, possibly by promoting relaxation, knowledge acquisition, or cognitive engagement.
Frequency of Religious Activity and Wellness Scores:
Attending religious services or
participating in religious study at least once a week is linked with a higher percentage of "High"
wellness scores (48.8%). This connection highlights the potential influence of religious
involvement on well-being, as religious practices often encompass social support, purpose, and
a sense of community.
Time Allocation and Wellness Scores:
The data indicates that individuals who engage in more
face-to-face social interactions tend to report higher wellness scores. This underscores the
importance of real-world social connections and personal relationships in promoting well-being.
The results may suggest that in-person interactions have a more significant positive impact on
wellness compared to digital interactions.
Participants in the "Medium" wellness score category spend the most time on activities like
homework and work. This finding may suggest that a higher workload is associated with
moderate wellness scores, but more research is needed to understand the nuances of this
relationship.
The gaming data shows varying distributions of wellness scores among different types of
gamers. Those with "High" wellness scores generally spend less time on gaming activities. This
may imply that moderate gaming can be associated with higher wellness scores, but excessive
gaming, particularly in multiplayer settings, may be linked to lower wellness scores.
In summary, the analysis of the survey data provides valuable insights into the complex
relationship between lifestyle choices and self-reported wellness. While these correlations shed
light on potential factors influencing well-being, it's essential to remember that individual
experiences and well-being are multifaceted and influenced by a wide array of factors. Further
research and a more in-depth investigation are necessary to gain a deeper understanding of
these relationships and their implications for improving overall well-being.
Conclusion
Our study unveiled critical insights into the connection between screen time habits and
emotional well-being among Brigham Young University Idaho (BYUI) students. Notably, the
primary use of phones for communication, such as texting, correlated with higher wellness
scores, emphasizing the role of effective communication in well-being. In contrast, using phones
for gaming and entertainment appeared to be associated with lower wellness scores, hinting at
potential negative impacts of excessive leisure screen time.
Reading emerged as a positive factor, with students who engaged in reading activities reporting
higher wellness scores. Additionally, frequent religious participation was linked to higher
wellness scores, highlighting the potential benefits of religious involvement in terms of social
support and community. Time allocation showed intriguing patterns, with face-to-face social
November 27, y
Activities Program research Report
interactions and moderate workloads associated with better well-being. In contrast, excessive
gaming, particularly in multiplayer settings, appeared to correlate with lower wellness scores.
This research underscores the importance of fostering a balanced approach to screen time and
technology usage, with a focus on moderation rather than extremes to enhance the well-being
of BYUI students and potentially young adults more broadly.
References
Best, P., Manktelow, R., & Taylor, B. (2014). Online communication, social media and
adolescent wellbeing: A systematic narrative review.
Children and Youth Services Review
,
41
(41), 27–36. https://doi.org/10.1016/j.childyouth.2014.03.001
Galpin, A., & Taylor, G. (2018).
Changing behaviour: Children, adolescents and screen use
.
https://cms.bps.org.uk/sites/default/files/2022-07/Changing%20behaviour%20-
%20children%2C%20adolescents%2C%20and%20screen%20use.pdf
Przybylski, A. K., & Weinstein, N. (2017). A Large-Scale Test of the Goldilocks Hypothesis.
Psychological Science
,
28
(2), 204–215. https://doi.org/10.1177/0956797616678438
Twenge, J., Martin, G., & Campbell, W. (2018).
Emotion Decreases in Psychological Well-Being
Among American Adolescents After 2012 and Links to Screen Time During the Rise of
Smartphone Technology
.