Editing 2223: Screen Time

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In Cueball's particular case, if we assume that he is awake 17 hours a day (the average for most people in USA), then his non-screen time average of 2 hours 48 minutes means that he spent more than 84% of his awake time last week looking at a screen. This means that while his 6% improvement is positive, he still has quite a significant habit. His previous non-screen-time would have been 2 hours 38 minutes, so he has managed to shave 10 minutes off.  Increased screen time often comes at the expense of decreased sleep time, so it may not be fair to assume a constant amount of sleep.<ref>[[https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5279707 Digital media use in the 2 h before bedtime is associated with sleep variables in university students]]</ref><ref>[[https://www.sciencedirect.com/science/article/abs/pii/S1389945717303507 Decreases in self-reported sleep duration among U.S. adolescents 2009–2015 and association with new media screen time]]</ref>
 
In Cueball's particular case, if we assume that he is awake 17 hours a day (the average for most people in USA), then his non-screen time average of 2 hours 48 minutes means that he spent more than 84% of his awake time last week looking at a screen. This means that while his 6% improvement is positive, he still has quite a significant habit. His previous non-screen-time would have been 2 hours 38 minutes, so he has managed to shave 10 minutes off.  Increased screen time often comes at the expense of decreased sleep time, so it may not be fair to assume a constant amount of sleep.<ref>[[https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5279707 Digital media use in the 2 h before bedtime is associated with sleep variables in university students]]</ref><ref>[[https://www.sciencedirect.com/science/article/abs/pii/S1389945717303507 Decreases in self-reported sleep duration among U.S. adolescents 2009–2015 and association with new media screen time]]</ref>
  
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Ironically, in order for Cueball to use the app, he has to be looking at his mobile screen. The increasing use of mobile devices in modern society has been a cause for concern, with many people arguing this leads to addiction, other health risks, or people simply not talking to each other.
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Ironically, in order for Cueball to use the app, he has to be looking at his mobile screen.
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The increasing use of mobile devices in modern society has been a cause for concern, with many people arguing this leads to addiction, other health risks, or people simply not talking to each other. There are apps available to help manage the time people spend on their devices.  But this comic parodies these apps, suggesting that the problem is so bad, that it would be easier to track the time NOT spent on these devices.  
  
 
The title text parodies the idea of a screen time app by describing a "shoe time" app, which would track the amount of time a person spends wearing shoes. It's unclear what the practical use for this would be, as there is little controversy about the prevalence of shoes in our society. Possibly an app that tracks the amount of time wearing ''specific'' shoes could be useful; for example, a person suffering medical problems from wearing the wrong footwear could track the amount of time they spend wearing particular shoes, and correlate this with their health to figure out which ones are causing problems.
 
The title text parodies the idea of a screen time app by describing a "shoe time" app, which would track the amount of time a person spends wearing shoes. It's unclear what the practical use for this would be, as there is little controversy about the prevalence of shoes in our society. Possibly an app that tracks the amount of time wearing ''specific'' shoes could be useful; for example, a person suffering medical problems from wearing the wrong footwear could track the amount of time they spend wearing particular shoes, and correlate this with their health to figure out which ones are causing problems.

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