A Preliminary Study of Screen-media, Empathizing, and Systemizing
in Children
Ni Putu Adelia Kesumaningsari
1
, Meidy Christianty Soesanto
1
, Nova Retalista
1
, Xuan Hongzhou
2
,
and Wang Yiming
3
1
Faculty of Psychology, Universitas Surabaya, Indonesia
2
Department of Psychology and Behavioral Sciences, Zhejiang University, China
3
Henan Institute of Technology and Science, China
Keywords: Screen-based media use, Empathizing-Systemizing, Autistic Traits.
Abstract: This study aims to examine the relationship between screen time and empathizing-systemizing cognitive
styles. To date, the present study involved 197 parents of elementary school children in Indonesia, 7-11
years old. Parents completed several questionnaires addressing children’s screen-time, screen activities, and
Empathizing-Systemizing Quotients (EQ-SQ Child). The results showed that children spent more than 4
hours on average per day with media use, infringes the rules by the American Pediatric Association about
healthy duration screen activities for children. The research also found gender preferences toward screen-
activities. Boys were reported engaged more with gaming and watching activities than girls. Regarding
Empathizing-Systemizing cognitive styles, the result indicates a non-significant relationship between total
screen time and Empathizing-Systemizing (E-S). However, a specific relation was found between the type
of screen activities and the E-S. Watching activities (TV, videos, and movies), playing video games, and
doing homework showed a negative relation with Empathizing. On the other side, watching activities is also
related negatively with Systemizing. Moreover, Gaming was found to be correlated with the D-Score. The
result highlights the clinical importance of examining the role of media on children development as the
finding has suggested the role of media to the E-S cognitive styles, therefore indirectly explained the effects
of screen-based media on the development of autism among children.
1 INTRODUCTION
The prevalence of autism that escalated over time
prompts the investigation of possible environmental
factors in autism. Current research tries to figure out
other confounding environmental factors in autism
(Mazurek, et al., 2012). Environmental risk factors
may contribute to the development of autism,
perhaps via a complex interaction between genes
and environment (Newschaffer, et al., 2007). One
environmental factor that has been questioned to the
development of autism is the usage of screen-based
media.
The question whether screen usage contributes to
the development of autism keeps arising, since a
research by Waldman, Nicholson and Adilov (2006)
appears which reported that the introduction of cable
TV in the 80's was followed by a 17% increase in
the number of cases of autism, indicating that the
question about this issue is not something new.
Media has been linked to the autism since many
researches showed that autistic children were highly
fascinated with the screen technology. People with
autism are more likely to spend the majority of their
free time with particular electronic media (Orsmond
and Kuo, 2011). In another research, autistic
individuals are reported having vigorous choices for
screen-based media (Mazurek and Engelhardt,
2013), prefer more on non-social media use, and
show lower rates of social media use compared to
other disability groups such as speech/language
impairment, learning disabilities, and intellectual
disabilities. The non-social media refers to media
that not stimulate social interaction, for example,
video games (Mazurek, et al., 2012). Research in
autistic spectrum disorder (ASD) children also
indicated that ASD children participate in screen-
based activities, i.e. watching television and playing
video games more often than any leisure activities,
both on weekend and weekdays (Shane and Albert,
2008). The findings seem to suggest that there is a
368
Kesumaningsari, N., Soesanto, M., Retalista, N., Hongzhou, X. and Yiming, W.
A Preliminary Study of Screen-media, Empathizing, and Systemizing in Children.
DOI: 10.5220/0008589603680375
In Proceedings of the 3rd International Conference on Psychology in Health, Educational, Social, and Organizational Settings (ICP-HESOS 2018) - Improving Mental Health and Harmony in
Global Community, pages 368-375
ISBN: 978-989-758-435-0
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
unique attraction of screen-based media in the
autistic individual.
In typical children, the intensive use of screen-
technologies seems to exhibit the autistic-like
characteristic. Engagement in restrictive interest,
lack of social interaction, and repetitive behaviour is
a diagnostic feature of ASD (APA, 1994). The
intense media influence relates to impaired language
acquisition and social behaviour (Tanimura, Okuma
and Kyoshima, 2007). On a separate research
finding, the screen-media decreasing the children
ability to infers the feeling of others. Sixth-grade
children in elementary school who receive screen
diet within the five days has shown better ability to
recognise emotion compared to children who
routinely engage with screen technologies (cited in
Dunckley, 2015). Research also shows that specific
screen-activities, i.e. gaming increases the level of
anxiety and social phobia which prompt the deficit
of making the social connection among people
(Gentile, et al., 2011).
Some investigations in children reflect how the
screen-activities affecting the systemizing ability in
children, leading to the development of restrictive
interest in children. Repeated exposure to cinematic
codes presented on film, such as zoom technique,
lead to higher scores on search tasks which require
children to find detail in the interlaced display
(Salomon, 1979; Schmidt and Vandewater, 2008).
Other experiments revealed that media use (gaming
and television) increases the visual-spatial attention
and elevates the ability to track more items in a
group of dynamic distractor items, locate a brief
target more quickly, and process on-going
information more efficiently (Green and Bavelier,
2003; Schmidt and Vandewater, 2008).
Therefore, it can be argued that the use of screen-
based media among children contributes to the
development of autistic-like characteristic, or, might
escalate the autistic traits. Despite numbers of
assumption growing about the exciting link between
autism and media, research has tried to reveal the
indications that exposure to screen-time is possibly
related to autism. A retrospective study in infants
investigated the role of television in autism. It
demonstrates that children with autism started
watching television six months earlier, at six months
of age, compared to the children without autism.
Afterwards, this study’s results indicate that earlier
onset and higher television viewing frequency might
be a precursor of autism (Chonchaiya, Nuntnarumit
and Pruksananonda, 2011).
A way to understand the autistic-like
characteristic would better explained by the social
brain of autism. The new theory of social cognition
in autism suggested that that autistic individual
possesses masculinised cognitive traits that are
elucidating both of those social and non-social
features, namely Empathizing-Systemizing. Further,
this theory also categorized the typical cognitive
abilities of human into five types of brain, i.e. types
as type S ( S>E, more common in males), type E (
E>S, more common in females), type B (E=S),
Extreme S (S>>E, common in autism), and Extreme
E (E>>S), that measured by the D-Score, the
average of the discrepancies between systemizing
and empathizing (Baron-Cohen, Knickmeyer and
Belmonte, 2005).
Therefore, the E-S theory by Baron-Cohen
(2009), has suggested ASD cognitive traits
specifically imposed as Extreme Male Brain
conditions, characterised by weak empathizing skills
and high systemizing skills. In daily life, ASD
individual can be observed to have good analytical
skills indicated two majors' islets abilities, but low
social skills. From the cognitive perspective,
Empathizing (E) refers to the ability to identify and
infer others’ mental state, while Systemizing (S)
reflects the ability to analysed or construct a system
by noting regularities and rules (Baron-Cohen, 2009;
Baron-Cohen and Belmonte, 2005). The Empathy
Quotient (EQ) and the Systemizing Quotient (SQ)
were constructed as instruments to test the E–S
theory (Baron-Cohen, et al., 2003; Baron-Cohen and
Wheelwright, 2004).
Previous research by the first authors about
screen-based media use and extreme male brain on
4-6 and 10-11 years children in Indonesia has been
trying to examine the effects of media on both of E-
S ability and autistic traits (Kesumaningsari,
Stauder, and Donkers, 2017). However, the finding
seems to be vague and inconsistent. The authors
argue that this might be caused by including 4-6
years children as a subject who makes parents hard
to estimate the usage of screen-media regarding
social media use and also doing homework.
Therefore, the current study aims to focus only on
finding the relation of screen-based media and E-S
cognitive styles in 7-11 years.
The school-aged children were chosen as the
subject in this current study is due to several
reasons. First, according to the developmental
stages, the school ages children already develop a
better skill to infer other emotion compared to
preschool children. As a consequence, it can be
assured that the level of empathizing skills on
children is not due to immaturities. Second, the
school ages children have more variation in screen
A Preliminary Study of Screen-media, Empathizing, and Systemizing in Children
369
type activity, especially regarding the social media
use which might be affected the social skills, highly
related with empathizing skills.
To sum up, the current research will try to
examine the relation of the use of screen-media on
7-11 years children in Indonesia with Empathizing-
Systemizing, which further can be used to explain
whether media have a relation on the development
of autism which will be reflected on the D-Score.
Moreover, today, as the screen technology
proliferates and fills with interactive screen media
use (any activity with a touchscreen smartphone,
console, moving sensor, or keyboard) (Dunckley,
2015), which more or less giving a developmental
effect in children, highlighting the importance of the
research on this issue.
2 METHOD
2.1 Participants
This study was a descriptive and correlational study.
There were 197 parents with school-aged children
between 7-11 years old in Indonesia had participated
in this study reporting the condition of their children
related to variables measured. Therefore, the sample
consisted of 197 school-aged children in Indonesia,
50.3% of boys (N=99) and 49.7% of girls (N = 98).
The participant had an average age of 9 from age
rage 7 – 11 years (SD = 1.588).
The inclusion criteria of the participants were
having child engages with screen-based media
technology and has never been diagnosed with any
disorder. The data collection was performed upon an
online link contained the measurement scales which
computed in Qualtrics online platform. Before
completing the questionnaires, participants first
completed informed consent pages.
2.2 Measures
Screen based media use (i.e. screen-time and type of
screen activities) and empathizing and systemizing
quotient were explored in this study. The
measurement scales utilized in this study were
translated into Indonesian Language by the author
on April 2017 according to the cross-cultural
adaptation guidelines of self-reports (Beaton, et al.,
2000). The scales back-translated by an independent
translator and reviewed by professionals or expert
committee as a final evaluation to confirm there was
no substantial loss when comparing the original and
the translation scales.
2.2.1 Screen - Based Media Use
The media use survey examines the average amount
of time children spent in screen-based media use.
The survey is completed by the parents. The survey
modifies the survey of Mazurek and Wenstrup
(2013), focusing only on screen-based media
activities during both weekday and weekend such as:
(1) Watching television, videos, and movies; (2)
Playing video games; (3) Engaging in social media;
(4) Internet browsing (5) Working on homework.
The researcher also informed the parents that the
type of media utilized was not limited to any screen-
based technologies, but also included handheld
devices, e.g. smartphones and tablets, which might
be handled by the children. Parents should give their
responses according to a 6-point scale: (0) none at
all; (1) less than 0.5 hours; (2) more than 0.5–1 hour;
(3) more than 1–2.5 hours; (4) more than 2.5–4
hours; (5) more than 4 hours. Consistent with
previous methods used by Orsmond and Kuo (2011)
and Mazurek and Wenstrup (2013), an average daily
use variable was created for each activity by
multiplying the weekday score by 5, multiplying the
weekend score by 2, add the both of the value, and
then dividing the sum by 7.
2.2.2 Empathizing-Systemizing
The E-S Quotient-Child is a questionnaire with 55
items consisting of Empathy Quotient (EQ-C)
subscales and Systemizing Quotient (SQ-C)
subscales, developed to detect trends in gender-
typical behavior of children 4-11 years old. The EQ
and SQ Child consist of a list of statements about
real-life situations, experiences, and interests in
which empathizing or systemizing skills are
required. The questionnaire has four alternatives for
each question. The parent indicates how strongly
they agree with each statement about their child by
choosing one of these alternatives: ‗definitely agree;
‗slightly agree; ‗slightly disagree; or ‗definitely
disagree (Auyeung, et al., 2009). In this study, the
EQ-C and SQ-C had an acceptable Cronbach’s
alpha, α = .866 and α = .758 respectively.
3 RESULT
Result indicated that children (boys = 99, girls = 98)
in current sample spent more than 4 h per day using
screen-based media (television, smartphone, I-Pad,
computer/laptop, and video games). Explored with t-
test, the result also indicated a typically sex
ICP-HESOS 2018 - International Conference on Psychology in Health, Educational, Social, and Organizational Settings
370
dependent screen activities among children. Boys
was reported to spent more time on watching (t =
2,030, p <.000, 95% = .008, .557) and gaming
activities (t = 2.972, p <.000, 95% = .184, .908)
compared with girls, as a statistically difference on
average screen-time was found between boys and
girls on the type of screen activities. However, the
result did not indicate the typically sex related
screen-activities for girls.
With regard to E-S cognitive styles, we found
that on average, children had a high level of
empathizing (M = 27.3, SD = 7.83) based on the EQ
score. We also found that children had a low level of
systemizing (M = 22.3, SD = 6.50). The effects of
sex on E-S cognitive styles was found in
empathizing, which girls shows a significance
difference if compared with boys, where scores of
the girls was higher (t = -2.884, p <.000, 95% = -
5.321, -1.000). However, no significant sex
difference was found with regard to systemizing (p>
.000). Nevertheless, the sex effects on D-Score
remained. Our results show a statistically significant
differences in D-Score where boys suggested to be
higher than girls (t = 3.726, p <.000, 95% = .014, -
.047). In particular, girls have a negative D score,
while boys showed a positive D score.
D-Score describes the brain type which derived
from the average of discrepancies between
systemizing and empathizing. D-Score will express
more masculine cognitive traits (male brain) if the
D-Score is greater or more positive, indicating the
SQ is greater than the EQ. Likewise, the small value
or more negative, suggesting that the EQ is greater
than SQ which less represent masculine cognitive
traits. Therefore, the result suggested that boys
having more masculine cognitive traits than girls.
The difference between boys and girls related to
variables measured are presented in Table 1.
Table 1: t-test Results Comparing Boys and Girls on
Screen-Based Media Use, EQ, SQ, and D-Score
Males Females t-test
M SD M SD
Media
Use
8.77 3.146 8.28 3.237 1.095
Watching 2.88 .971 2.59 1.052 2.030
*
Gaming 2.25 1.350 1.70 1.222 2.972
*
Social
Media
.62 1.027 .91 1.184 -
1.803
Internet
Browsing
.92 .998 1.02 1.038 -
0.717
Homewo
rk
2.11 .890 2.06 .848 0.391
EQ 25.7
2
7.253 28.88 8.106 -
2.884
*
SQ 22.3
9
6.453 22.17 6.578 0.237
D-Score 0.01 0.053 -0.01 0.063 3.726
**
Notes: N = 197
‘*’ = p < .05, ‘**’= p < .001
Finally, based on Pearson’s correlation test, we
did not find any significant correlation between the
average time children spent on screen-based media
toward the empathizing, systemizing, even more the
D-Score (p > .05). However, the significant
correlation was found between the average time
children spent in several screen-time activities and
dependent variables measured. The correlation test
found that there was a significantly negative and
small correlation between the average time spent in
watching activities and empathizing in 7-11 years
children (r = -.235, p < .05). This means that high
screen-time in watching activities, was related to
Table 2: Correlations among of Variable Measured
M (SD)
Age
EQ
SQ
D-Score
Media Use 8.53
(
.3.19
)
.338** -.077 -.053 .041
Watchin
g
or Video Streamin
g
2.73
(
1.02
)
-.015 -.235** -.171* .117
Pla
y
in
g
Video Games 1.98
(
1.31
)
.091 -.208** -.073 .179*
Accessing Social Media .77 (1.11) .390** .060 -.024 -.094
Internet Browsing .97 (1.01) .316** .070 .030 -.055
Homewor
k
2.08 (.87) .255** .150 .112 -.072
EQ 27.30
(
7.83
)
.142* - - -
SQ 22.28
(
6.50
)
.082 - - -
D-Score .004
(
.061
)
-.091 - - -
Notes: N = 197
‘*’ = p < .05, ‘**’= p < .001
A Preliminary Study of Screen-media, Empathizing, and Systemizing in Children
371
low empathizing, likewise low watching screen time
was related to high empathizing. Further analysis
showed that there were also significantly negative
correlations between average time devoted in
playing video games and empathizing (r = -.208, p <
.05). Playing video games also shown s significantly
positive correlation with the D-Score (r = .179, p <
.05). Regarding the systemizing, we found that the
time devoted in watching activities was associated
negatively with systemizing, with small correlation
magnitude (r = -.171, p < .05) (see Table 2).
4 DISCUSSION
The purpose of this study was to investigate the
relationship between screen media, empathizing, and
systemizing cognitive styles among 7-11 years
children in Indonesia further to explain the possible
connection between the use of media among
children and the development of autism. On average
spend more than 4 hours to engage with this
technology, which infringes the regular rule by
American Pediatric Association about proper
duration time to use screen-based media. American
Pediatric Association suggested that the appropriate
screen-time consumption is less than 2 hours
(American Academy of Pediatrics, 2011).
The present study did not confirm the expected
findings of the relationship between the average of
time children spent on media with empathizing,
systemizing, or even more the D-Score which
reflected the autistic traits in children. The finding
means that the average children’s screen time during
a week did not contribute to the E-S cognitive styles.
Even though non-significant correlation was found
between variables measured, one of the interesting
findings in this study is that the E-S cognitive styles
correlate with time spent on a specific screen-types
activity.
The current research demonstrates a significant
correlation between watching activities and gaming
with empathy in an inverse relationship, suggesting
an apparent effect of screen-based media devices on
child‘s empathizing level. The correlation indicates
an inverse direction; as a child spends more time on
watching activities or playing video games, his or
her empathizing score decreases, and vice versa.
This result is not surprising because there are a
growing number of studies that showed the negative
contribution of watching and playing video games
activities to empathizing skills in children.
Wilson (2008) has explained that watching, in
this case watching television, will affect a child’s
level of empathy because the children often relate
themselves to the character that they watch.
Therefore, according to this argument, the effect of
watching activities on child development seems
content dependent. In other words, if children are
exposed to repeated negative content, therefore it
might pose risk for children in how they learn share
emotions with others or being empathetic.
Similar to watching activities, the effects of
video games on empathy might occur because of the
harmful content of video games that been played by
the children. A recent experimental study in children
has found that frequently aggressive content gaming
decrease the emotional and cognitive empathy
(Siyez and Baran, 2017), whereas the children will
develop more positive attitude if the children play
pro socially games (Gentile, et al., 2009; Harrington
and O‘Connell, 2017). It would occur because there
is a cognitive transferring process while children
engaged with specific content in screen-based
media. A repeated exposure could produce certain
long-term effects such as changes to cognitive
construct, cognitive-emotional constructs, and
affective traits.
Regarding the S cognitive style, it was expected
that the time devoted on-screen media should
correlate positively with systemizing. The result
suggested that watching activities correlate
negatively with systemizing. The result does not in
line with the direction of relationship that we expect
which should be a positive correlation, as several
experimental studies have found that the use of
screen-based media on children shown positive
effects with the ability of children to analyse system
or detecting details (Subrahmanyam, et al., 2000; Li
and Atkins, 2004; Schmidt and Vandewater, 2008 ).
Albeit the contrary findings, the author argues that
the relation between watching activities and
systemizing is weak because according to the
correlation magnitude. After inspecting the
empirical mean of the systemizing score, it was
found that the systemizing level among children was
generally low if compared with the theoretical mean,
suggesting an explanation why the expected result
did not occur.
Another promising finding was that the relation
between screen media and D-Score (standardized
score on the EQ and SQ, demonstrating strong sex
differences and led to thebrain types). The result
demonstrated that the time spent on playing video
games correlates positively with the D-Score,
suggesting the effects of media i.e. video games on
the development of systemizing cognitive styles (S
brain type) in children. The correlation indicates a
ICP-HESOS 2018 - International Conference on Psychology in Health, Educational, Social, and Organizational Settings
372
linear direction; as a child spends more time on
playing video games, his or her D-Score is
increasing, and vice versa. As the D-Score was
calculated using the formula D = (S-standardized
E-standardized)/2, therefore the more positive the D
Score indicating that the sample has more
systemizing quotient instead of empathizing quotient
score. In short, positive D-Score indicates more S
brain type.
From the evidence currently available, it seems
fair to suggest that the time devoted to watching
television and playing video games related to the
development of autism cognitive styles
characteristic. At one side, its high use of watching
and playing video games was associated with the
low empathizing level. On the other hand, the time
spent on playing video games was associated with
the high systemizing level. As the finding indicates
playing video games is related with the tendency of
greater S brain type or male brain, the current
research suggested that playing video games has a
stronger role in developing masculine cognitive
traits in children, whereas the time devoted on
watching the television takes parts on lowering
empathetic skills.
This result ties well with previous studies about
autism and screen-based media. Mazurek and
Wenstrup (2003) in their study that examined the
nature of television, video game, and social media
use in children (ages 8–18) with autism spectrum
disorders compared to typically developing siblings
has showed that children with ASD spent
approximately 62% of their time watching television
and playing video games, and had higher levels of
problematic video game use if compared with their
typically developed siblings. Moreover, in another
study, Mazurek and Engelhardt (2013) revealed that
this problematic video game was significantly
correlated with inattention and oppositional behavior
in autistic children.
The close link between watching activities and
video games in autism is continuing to the ages, as
the study by Mazurek, et al. (2012) in youth with
ASD has found that majority of youths with ASD
spent most of their free time using non-social media
(television, video games). A similar pattern of
results was also obtained by Orsmond and Kuo
(2011) time diaries research which found that
watching television and using a computer as the
most frequent activities in ASD adolescents’
optional activities. The previous studies seem to
support the current findings in this research about
the role of screen-media to the development of
autism in children that is the time devoted to
watching and playing video games.
To sum up the current research manage to find
the relation between screen-based media and E-S
cognitive style. The current research provides a good
beginning for understanding the relationship
between screen-based media experience and how
does it tie to the cognitive profile of autism.
However, there are several limitations of the current
research to be considered in further research. First,
to measure from the parents observing from their
children seems to be indirect data collecting which
affecting the validity. The measure of frequency use
was based solely on the parental report in a very
general term, which might be subject to errors in
estimation and recall. Second, the small correlation
between variables makes the findings on this study
should be interpreted by caution, since the effects of
media on the development of autism might only take
a small part, notably, however, the relationship is
still statistically meaningful. To sum up, future
experimental and longitudinal research in this area is
needed to test the nature and direction of the
causality between the screen-media use and the
development of autism among children.
5 CONCLUSIONS
The result suggests the role of the time spent on
specific screen activities on the development of E-S
Cognitive Styles, i.e. watching/video streaming and
playing video games. The time spent in
watching/video streaming is related with
empathizing and systemizing in a positive direction,
whereas inverse relationship has found between
playing video games and empathizing. The finding
is also providing the role of screen-based media,
specifically playing video games in the development
of S brain type. The result provides an early
understanding how does the screen-based media
related to autism in children and highlight the
clinical importance of examining video games and
watching activities as factors that should be
concerned in the development of autistic traits in
children.
ACKNOWLEDGEMENTS
The author gratefully acknowledges J.E.A Stauder,
Ph.D, associates Professor from Faculty of
Psychology and Neuroscience, Maastricht
A Preliminary Study of Screen-media, Empathizing, and Systemizing in Children
373
University, Netherlands who supervised the work by
first author about Media use and the Analytical
Brain” Screen-Based Media Use and Behavioural
Preference in Indonesian Children as master theses
in Maastricht University. This current manuscript is
considered as further research expanding the prior
research of first author.
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