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measure Compulsive Internet Use Scale (CIUS)
Study: Netherlands Twin Register Mode of collection: SelfAdministeredQuestionnaire Available measurements: Young Netherlands Twin Register YS_DHBQ14 YS_DHBQ16The Compulsive Internet Use Scale (CIUS) assesses the severity of Internet addiction and compulsive, pathological, or problematic online behaviors.Created October 17, 2024 • Updated October 20, 2024 -
measure Leisure Activities
Study: Netherlands Twin Register Mode of collection: SelfAdministeredQuestionnaire Available measurements: Young Netherlands Twin Register YS_3 YS_7 YS_10 YS_12 YS_DHBQP YS_DHBQ14 YS_DHBQ16 YS_DHBQ18 YC_BS1 YC_BS2 YC_DSC YE_ATTEF2 YC_ADHMRI YE_COG12 YS_TRIP age 4 YS_TRIP age 7 YS_TRIP age 10 YS_TRIP age 12Leisure Activities consists of questions about activities performed in leisure time, hobbies and time spend thereon.Created October 17, 2024 • Updated October 20, 2024 -
measure The Internet Addiction Test
Study: Generation R Mode of collection: SelfAdministeredQuestionnaire Available measurements: Generation R 13-14 years 17-18 yearsThe Internet Addiction Test assesses problematic internet addictive behaviors on a 6-point Likert scale.Created October 17, 2024 • Updated October 20, 2024 -
measure Media use and being outdoors
Study: Generation R Mode of collection: SelfAdministeredQuestionnaire Available measurements: Generation R Covid questionnairesMedia use and being outdoors assesses the time per day of media use and outdoor activities, including social media, watching series, gaming, homework, reading books, and being outside. The items were assessed during the Covid-19 pandemic.Created October 17, 2024 • Updated October 20, 2024 -
measure Children's Television-Viewing Habits Questionnaire (CTVQ)
Study: Generation R Mode of collection: SelfAdministeredQuestionnaire Available measurements: Generation R 9-10 yearsThe Children's Television-Viewing Habits Questionnaire (CTVQ) assesses the frequency and duration of watching television (tv, video, dvd), the use of game computers (violent content), social networks and chatting.Created October 17, 2024 • Updated October 20, 2024 -
measure Screen time and outdoor activities
Study: Generation R Mode of collection: SelfAdministeredQuestionnaire Available measurements: Generation R 3 years 4 yearsScreen time and outdoor activities assesses the frequency and time that a child is exposed to television (TV), video games, and outdoor activities.Created October 17, 2024 • Updated October 20, 2024 -
measure Social media use
Study: Generation R Mode of collection: SelfAdministeredQuestionnaire Available measurements: Generation R 13-14 years 17-18 yearsSocial media use assesses self-reported use of social media via several question types were used, ranging from yes/no-items to open questions.Created October 17, 2024 • Updated October 20, 2024 -
measure Screen time
Study: Generation R Mode of collection: SelfAdministeredQuestionnaire Available measurements: Generation R 5-6 yearsScreen time assesses the frequency and duration of screentime, such as the use of television (TV), video, DVD, gaming/PC, and parental supervision.Created October 17, 2024 • Updated October 20, 2024 -
measure TV programs and games
Study: Generation R Mode of collection: SelfAdministeredQuestionnaire Available measurements: Generation R 9-10 yearsTV programs and games assesses which television programs and games children know, which tv program or game they watched/played last weekend, and whether they have their own TV and game consoles.Created October 17, 2024 • Updated October 20, 2024 -
measure Internet Gaming Disorder Scale (IGD)
Study: TRAILS Mode of collection: SelfAdministeredQuestionnaire Available measurements: Population cohort POP - T6 POP - T7
Clinical cohort CC - T6 CC - T7The Internet Gaming Disorder Scale (IGD) is a short, validated assessment of gaming behavior. It includes items on preoccupation with gaming, tolerance, withdrawal, persistence, escape, problems, deception, displacement, and conflicts caused by gaming.Created October 17, 2024 • Updated October 20, 2024 -
measure Internet use
Study: TRAILS Mode of collection: SelfAdministeredQuestionnaire Available measurements: Population cohort POP - T6 POP - T7
Clinical cohort CC - T6 CC - T7Internet use is an assessment of time spent on social media and gaming.Created October 17, 2024 • Updated October 20, 2024 -
measure Time spending patterns
Study: TRAILS Mode of collection: SelfAdministeredQuestionnaire Available measurements: Population cohort POP - T1 POP - T2 POP - T3 POP - T4 POP - T7
Clinical cohort CC - T1 CC - T2 CC - T3 CC - T4 CC - T7Time spending patterns is an assessment of how and for how long participants spend their free time studying, engaging with hobbies, using screen time, performing chores, and socializing.Created October 17, 2024 • Updated October 20, 2024 -
measure Media use
Study: YOUth Mode of collection: SelfAdministeredQuestionnaire Available measurements: Baby and Child 3 years 6 years
Child and Adolescent 9 years 12 yearsMedia use assesses children's use of TV series, (computer) games and social media.Created October 17, 2024 • Updated October 20, 2024 -
measure Media education
Study: YOUth Mode of collection: SelfAdministeredQuestionnaire Available measurements: Child and Adolescent 9 years 12 yearsMedia education assesses how parents educate their children about the use of (social) media and how they mediate the use of (social) media of their children, such as denying them to watch certain tv series or films, telling them to limit their gaming time, or talking with them about the effects and risks of using the internet.Created October 17, 2024 • Updated October 20, 2024