Article Text
Abstract
Aim To determine the characteristics of the neurological status and academic performance of adolescents who prefer certain genres of video content
Material and Method Participants: 393 people (212 girls), students of Russian secondary schools. Age: 14 to 16 years old. Methods: 1. Questionnaire about digital activity, containing a question about what genres of videos the respondent prefers (8 options for video genres are offered and the option ‘I don’t watch videos online’, the choice is limited to 3 genres). 2. Neurological examination 3. Academic performance in algebra, geometry, Russian language, literature. Statistical processing: Chi-square test
Results Adolescents who prefer watching reviews of films, TV series, music, and books are more prone to experiencing difficulties in falling asleep (p=.009). On the other hand, those who enjoy streams, playthroughs, and game reviews are less likely to report daytime sleepiness (p=.028) and increased fatigue (p=.005). However, they exhibit lower performance in algebra (p=.003), geometry (p=.005), and literature (p=.003). Fans of lifehacks, tutorials, and guides videos more frequently report heightened fatigue (p=.016) and daytime sleepiness (p=.023), and also have a higher incidence of fainting history (p=.004). Adolescents who prefer vlogs and lifestyle videos are more susceptible to experiencing fatigue (p=.038). For some genres, the comparison groups had an insufficient number of respondents (pranks and parodies; reviews and unboxings of goods). No significant differences were found for other genres (humorous shows, videos; educational videos
Conclusions The choice of video content genre is linked to the neurological characteristics and academic performance level of adolescents. Simultaneously, various positive and negative differences have been observed. The most significant disparities were found in indicators related to fatigue and daytime sleepiness, with a tendency for the ‘life hacks, tutorials, guides’ genre to exhibit more negative variations in neurological status. Regarding academic performance, only the preference for the ‘streams, playthroughs, game reviews’ genre appears to be a significant factor.