Beate Wold Hygen
Biographic Data
| ID | 5758982 |
|---|---|
| NAME | Beate Wold Hygen |
| GIVEN NAMES | Beate Wold |
| FAMILY NAME | Hygen |
| SIGNATURE | HYGEN B W |
| AFFILIATIONS | NTNU Samfunnsforskning |
| ORCID | 0000-0002-6238-6338 |
| VERIFIED | Yes |
| TOTAL WORKS | 9 |
| TOTAL CITATIONS | 2 |
| WORKS AS AUTHOR | 9 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2015 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Digital Gaming and Academic Achievement
The potential impact of gaming on school performance has been widely debated, with displacement, attentional strain, and cognitive enhancement perspectives dominating the field. However, most studies are cross-sectional, limiting causal inference and conflating within- and between-person processes. This study examined bidirectional within-person relations between gaming time and academic achievement using data from 813 children (50.4% boys) asses…
Increased Risk of Internalizing Disorders Among Gamers
Pathological gaming has been linked to poor mental health, but few studies differentiate between gaming categories. This study examined associations between gaming behavior and internalizing disorders among Norwegian university students ( N = 5578). Participants completed the Gaming Addiction Scale for Adolescents (GASA) and a self-report version of the Composite International Diagnostic Interview (CIDI). Gaming was categorized as non-gaming, rec…
Longitudinal relations between gaming, physical activity, and athletic self-esteem
Youth are increasingly engaged in digital games; while physical activity rates are declining. This study examines whether the amount of time children spend on gaming is related to physical activity and athletic self-esteem. At ages 8, 10, 12, and 14, a community sample of children (n = 751, 379 girls) was interviewed about how often they played digital games, completed questionnaires regarding their athletic self-esteem and wore an accelerometer …
Are there two types of escapism? Exploring a dualistic model of escapism in digital gaming and online streaming
The impact of social media use on appearance self-esteem from childhood to adolescence – A 3-wave community study
Social media users are extensively exposed to photographs displaying idealized self-presentations. This poses a potential threat to youth's appearance self-esteem, but the negative impact may depend upon types of social media engagement. Youth who actively post updates (i.e., self-oriented social media use) may position themselves to receive positive feedback and appearance confirmation and thus show enhanced self-esteem, whereas youths who mostl…
The co‐occurrence between symptoms of internet gaming disorder and psychiatric disorders in childhood and adolescence
BACKGROUND: Internet gaming disorder (IGD) is highlighted as a condition for further study in the Diagnostic and Statistical Manual of Mental Disorders Fifth Edition (DSM-5). Some studies indicate that IGD appears comorbid with other psychiatric disorders. We examine concurrent and prospective links between symptoms of IGD and symptoms of common psychiatric disorders in childhood and adolescence to determine whether observed comorbidity is a resu…
Time Spent Gaming and Social Competence in Children
Electronic games are popular and many children spend much time on this activity. Here we investigate whether the quantity of time children spend on gaming is related to their social development, making this the first study to examine this relationship in children. We examine prospective relations between time spent gaming and social competence in a community sample of Norwegian 6 year olds (n = 873) followed up at ages 8, 10, and 12, controlling …
Change in parenting, change in student–teacher relationships, and oxytocin receptor gene (OXTR)
Prior research suggests that parenting affects children's relationships, including those with teachers, although there is variation across individuals in such effects. Given evidence suggesting that oxytocin may be particularly important for the quality of social relationships, we tested the hypotheses (a) that change in parenting from 4 to 6 years of age influences and predicts change in the student-teacher relationship from 6 to 8 years of age …
Child exposure to serious life events, Comt, and aggression
Both genetic and environmental factors contribute to individual differences in aggression. Catechol-O-methyltransferase Val158Met (COMT), a common, functional polymorphism, has been implicated in aggression and aggression traits, as have childhood experiences of adversity. It is unknown whether these effects are additive or interactional and, in the case of interaction, whether they conform to a diathesis-stress or differential susceptibility mod…
Child exposure to serious life events, Comt, and aggression
Both genetic and environmental factors contribute to individual differences in aggression. Catechol-O-methyltransferase Val158Met (COMT), a common, functional polymorphism, has been implicated in aggression and aggression traits, as have childhood experiences of adversity. It is unknown whether these effects are additive or interactional and, in the case of interaction, whether they conform to a diathesis-stress or differential susceptibility mod…
Child exposure to serious life events, Comt, and aggression
Both genetic and environmental factors contribute to individual differences in aggression. Catechol-O-methyltransferase Val158Met (COMT), a common, functional polymorphism, has been implicated in aggression and aggression traits, as have childhood experiences of adversity. It is unknown whether these effects are additive or interactional and, in the case of interaction, whether they conform to a diathesis-stress or differential susceptibility mod…
Change in parenting, change in student–teacher relationships, and oxytocin receptor gene (OXTR)
Prior research suggests that parenting affects children's relationships, including those with teachers, although there is variation across individuals in such effects. Given evidence suggesting that oxytocin may be particularly important for the quality of social relationships, we tested the hypotheses (a) that change in parenting from 4 to 6 years of age influences and predicts change in the student-teacher relationship from 6 to 8 years of age …
The co‐occurrence between symptoms of internet gaming disorder and psychiatric disorders in childhood and adolescence
BACKGROUND: Internet gaming disorder (IGD) is highlighted as a condition for further study in the Diagnostic and Statistical Manual of Mental Disorders Fifth Edition (DSM-5). Some studies indicate that IGD appears comorbid with other psychiatric disorders. We examine concurrent and prospective links between symptoms of IGD and symptoms of common psychiatric disorders in childhood and adolescence to determine whether observed comorbidity is a resu…
Time Spent Gaming and Social Competence in Children
Electronic games are popular and many children spend much time on this activity. Here we investigate whether the quantity of time children spend on gaming is related to their social development, making this the first study to examine this relationship in children. We examine prospective relations between time spent gaming and social competence in a community sample of Norwegian 6 year olds (n = 873) followed up at ages 8, 10, and 12, controlling …
Are there two types of escapism? Exploring a dualistic model of escapism in digital gaming and online streaming
The impact of social media use on appearance self-esteem from childhood to adolescence – A 3-wave community study
Social media users are extensively exposed to photographs displaying idealized self-presentations. This poses a potential threat to youth's appearance self-esteem, but the negative impact may depend upon types of social media engagement. Youth who actively post updates (i.e., self-oriented social media use) may position themselves to receive positive feedback and appearance confirmation and thus show enhanced self-esteem, whereas youths who mostl…
Longitudinal relations between gaming, physical activity, and athletic self-esteem
Youth are increasingly engaged in digital games; while physical activity rates are declining. This study examines whether the amount of time children spend on gaming is related to physical activity and athletic self-esteem. At ages 8, 10, 12, and 14, a community sample of children (n = 751, 379 girls) was interviewed about how often they played digital games, completed questionnaires regarding their athletic self-esteem and wore an accelerometer …
Digital Gaming and Academic Achievement
The potential impact of gaming on school performance has been widely debated, with displacement, attentional strain, and cognitive enhancement perspectives dominating the field. However, most studies are cross-sectional, limiting causal inference and conflating within- and between-person processes. This study examined bidirectional within-person relations between gaming time and academic achievement using data from 813 children (50.4% boys) asses…
Increased Risk of Internalizing Disorders Among Gamers
Pathological gaming has been linked to poor mental health, but few studies differentiate between gaming categories. This study examined associations between gaming behavior and internalizing disorders among Norwegian university students ( N = 5578). Participants completed the Gaming Addiction Scale for Adolescents (GASA) and a self-report version of the Composite International Diagnostic Interview (CIDI). Gaming was categorized as non-gaming, rec…
Impact of Technology on Adolescents (7 works) · Psychology (7 works) · Developmental psychology (6 works) · Child Development and Digital Technology (4 works) · Norwegian (4 works) · Social Psychology (3 works) · Child and Adolescent Psychosocial and Emotional Development (2 works) · Clinical Psychology (2 works) · Demography (2 works) · Poison control (2 works)