Study Reveals, Screen Time Before Bed May Not Effect Well-Being in Adolescents

For the study, the team analysed data from Ireland, the US, and the UK and used a rigorous methodology to gather how much time an adolescent spends on screens per day, including both self-reported measures and time-use diaries. 

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The research examined more than 17,000 teenagers and found that adolescents' total screen time per day had little impact on their mental health, both on weekends and weekdays. Pixabay

Spending time online, gaming or watching TV, especially before bedtime, may not damage young people’s mental health, finds a new research challenging previous notions on screen time.

The study, published in Psychological Science journal, casts doubt on the widely-accepted relationship between screen time and well-being in adolescents.

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“We found little clear-cut evidence that screen time decreases adolescent well-being, even if the use of digital technology occurs directly before bedtime,” added Professor Andrew Przybylski, at the University of Oxford. Pixabay

The research examined more than 17,000 teenagers and found that adolescents’ total screen time per day had little impact on their mental health, both on weekends and weekdays.

It also found that the use of digital screens 2 hours, 1 hour or 30 minutes before bedtime didn’t have clear associations with a decrease in adolescent well-being, even though this is often taken as a fact by media reports and public debates.

“We found little clear-cut evidence that screen time decreases adolescent well-being, even if the use of digital technology occurs directly before bedtime,” added Professor Andrew Przybylski, at the University of Oxford.

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It also found that the use of digital screens 2 hours, 1 hour or 30 minutes before bedtime didn’t have clear associations with a decrease in adolescent well-being, even though this is often taken as a fact by media reports and public debates.
Pixabay

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For the study, the team analysed data from Ireland, the US, and the UK and used a rigorous methodology to gather how much time an adolescent spends on screens per day, including both self-reported measures and time-use diaries.

“Implementing best practice statistical and methodological techniques, we found little evidence for substantial negative associations between digital-screen engagement and adolescent well-being,” said Amy Orben, researcher at the varsity. (IANS)

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Microsoft To Unveil Xbox Series X Gameplay on May 7

Microsoft is targeting overall performance at 4K 60fps, up to 120fps

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Microsoft has announced that the Xbox Series X will use a custom AMD Zen 2 CPU with eight cores at 3.8GHz each and a custom AMD RNDA 2 GPU. Pixabay

Microsoft has announced that it is going to show off some Xbox Series X gameplay on May 7.

“You want to see games for the Xbox Series X? We want to show you games for the Xbox Series X. Check out First Look next-gen gameplay from our global developers partners within #InsideXbox on Thursday, May 7 at 8am PT,” the company said in a tweet on Thursday. Overall, the Xbox Series X will come with significant upgrade over the Xbox One X in terms of processing power and will house new features for immersive gaming experience.

Microsoft has announced that the Xbox Series X will use a custom AMD Zen 2 CPU with eight cores at 3.8GHz each and a custom AMD RNDA 2 GPU with 12 teraflops and 52 compute units at 1.825GHz each, coming with 16GB of GDDR6 RAM with a 1TB custom NVME SSD storage drive.

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Microsoft has announced that it is going to show off some Xbox Series X gameplay on May 7. Wikimedia Commons

“So pumped to see our partners showing us a first look at Xbox Series X gameplay next week! Also know the Xbox Game Studios teams are hard at work on some big summer plans. More details soon,” said Aaron Greenberg, general manager of Xbox games marketing.

Microsoft is targeting overall performance at 4K 60fps, up to 120fps. Tech giant is also using a solid-state drive on the Xbox Series X, and the focus is on speed and load times for next-gen games.

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Microsoft has partnered with the HDMI forum and TV manufacturers to enable Auto Low Latency Mode (ALLM) and Variable Refresh Rate (VRR) on the Series X as part of its HDMI 2.1 support. (IANS)

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Chip-Making Giant Intel introduces World’s Fastest Gaming Processors For Desktops

The chip allows more tuning control, faster multitasking and smoother gameplay, Intel said

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Intel is committed to enabling the future of powerful desktop gaming by continuously pushing the performance boundary to deliver an amazing PC gaming experience. Pixabay

Chip-making giant Intel on Thursday introduced the 10th Gen desktop processors including the flagship Core i9-10900K line up, termed the “worlds fastest gaming processor”.

The 10th Gen Intel Core S-series processors are expected to be available globally through normal retail channels and in desktops sold worldwide by original equipment manufacturers and channel system integrators, starting in May, the company said.

With speeds reaching up to a maximum of 5.3 gigahertz with Intel Thermal Velocity Boost2 out of the box, the 10th Gen Intel Core desktop processors are designed to deliver real-world performance for a new level of experience in gaming.

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“Intel is committed to enabling the future of powerful desktop gaming by continuously pushing the performance boundary to deliver an amazing PC gaming experience,” Brandt Guttridge, Intel Senior Director of the Desktop Products Group, said in a statement.

“The 10th Gen Intel Core S-series for desktops, and the Intel Core i9-10900K processor, the world’s fastest gaming processor reinforces our commitment to the gaming and enthusiast communities,” Guttridge said. The flagship Core i9-10900K features up to 10 cores, 20 threads and DDR4-2933 memory speeds.

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Chip-making giant Intel on Thursday introduced the 10th Gen desktop processors including the flagship Core i9-10900K line up, termed the “worlds fastest gaming processor”. Wikimedia Commons

The chip allows more tuning control, faster multitasking and smoother gameplay, Intel said. Intel said its Turbo Boost Max Technology 3.0 provides automatic performance boosts on lightly threaded applications, while per-core hyperthreading control allows experienced overclockers to decide which threads to turn on or off on a per-core basis.

Improvements in this generation include up to 187 frames per second for in-game performance while streaming and recording, and up to 63 per cent more frames per second in gaming compared with a 3-year-old PC. Other improvements include up to 12 per cent faster video editing compared with the previous generation, and up to 15 per cent faster video editing compared with a 3-year-old PC.

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This is in addition to up 18 per cent faster 4K video editing compared with the previous generation, and up to 35 per cent faster 4K video editing compared with a 3-year-old PC, Intel said. (IANS)

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Microsoft’s Xbox Game Pass Gains 10 Million Subscribers Amid Novel Coronavirus Pandemic

Meanwhile, Xbox Live also saw nearly 90 million monthly users this quarter

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The company also said its Project xCloud game streaming service has "hundreds of thousands of users" actively testing its new service across 7 countries, with 8 more launching in the coming weeks. Pixabay

Microsoft has revealed that its Xbox Game Pass has gained 10 million subscribers amid coronavirus pandemic when billions of people stay home.

The service was launched in 2017 with more than 100 Xbox games for $9.99 per month, though a separate PC-only sub is available for $4.99. One can get a bundle with both, plus Xbox Live Gold, for $14.99.

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“We saw all-time record engagement this quarter, with nearly 19 million active users of Xbox Live, led by the strength on and off-console. Xbox Game Pass has more than 10 million subscribers, and we are seeing increased monetization of in-game content and services,” Amy Hood, Chief Financial Officer, Microsoft, said during an earnings call on Wednesday.

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Microsoft has revealed that its Xbox Game Pass has gained 10 million subscribers amid coronavirus pandemic when billions of people stay home. Wikimedia Commons

The company also said its Project xCloud game streaming service has “hundreds of thousands of users” actively testing its new service across 7 countries, with 8 more launching in the coming weeks. Meanwhile, Xbox Live also saw nearly 90 million monthly users this quarter.

That’s nearly a 42.8 per cent increase in the number of monthly active users year-over-year for Xbox Live, as it had 63 million monthly active users a year ago.

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Overall, gaming revenue for the company was down 1 per cent year-over-year and Xbox content and services revenue was up 2 per cent with $33 million. (IANS)