Electronic Media Use and Adolescent Health and Well-Being: Cross-Sectional Community Study

Electronic Media Use and Adolescent Health and Well-Being: Cross-Sectional Community Study
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DOI:
10.1016/j.acap.2009.04.003
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发表时间:
2009-09-01
影响因子:
3.1
通讯作者:
Wake, Melissa
Wake, Melissa
中科院分区:
医学3区
文献类型:
--
作者:
Mathers, Megan;Canterford, Louise;Wake, Melissa

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Objective.描述青少年使用电子媒体(电视,电脑,视频游戏和电话)的时间,并检查自我报告的健康/福祉和每天使用电子媒体的时间之间的关联整体和每种类型的电子媒体。设计横断面数据来自第三波(2005年)的健康的年轻人的研究,澳大利亚学校为基础的人口研究。结果测量总体健康、健康相关生活质量(HRQoL; KIDSCREEN)、健康状况(儿科生活质量量表4.0; PedsQL)、抑郁/焦虑(Kessler-10)和行为问题(优势和困难问卷)。暴露措施持续时间的电子媒体使用平均超过1至4天的回忆与多媒体活动回忆的儿童和青少年(MARCA)电脑时间使用日记。分析线性和逻辑回归;调整人口统计学变量和体重指数z评分。共有925名青少年(平均+/-标准差年龄,16.1 +/- 1.2岁)平均每天使用电子媒体3小时16分钟(电视,每天128分钟;视频游戏,35;计算机,19;电话,13)。高的整体电子媒体使用与较差的行为,健康状况和HRQoL。与特定媒体曝光时间的关联是混合的:计算机使用(打字/互联网)和心理困扰之间存在有利的关联,而高视频游戏使用与健康状况较差,HRQoL,全球健康和抑郁/焦虑相关。电视和电话的持续时间与任何结果指标无关。尽管电视与肥胖有关,但其他形式的媒体使用似乎与青少年的健康和幸福更密切相关。这项研究支持减少高视频游戏使用的努力,并进一步探索计算机在健康促进中的作用。
Objective. To describe time adolescents spend using electronic media (television, computer, video games, and telephone); and to examine associations between self-reported health/well-being and daily time spent using electronic media overall and each type of electronic media.Methods. Design Cross-sectional data from the third (2005) wave of the Health of Young Victorians Study, an Australian school-based population study. Outcome Measures Global health, health-related quality of life (HRQoL; KIDSCREEN), health status (Pediatric Quality of Life Inventory 4.0; PedsQL), depression/anxiety (Kessler-10), and behavior problems (Strengths and Difficulties Questionnaire). Exposure Measures Duration of electronic media use averaged over I to 4 days recalled with the Multimedia Activity Recall for Children and Adolescents (MARCA) computerized time-use diary. Analysis Linear and logistic regression; adjusted for demographic variables and body mass index z score.Results. A total of 925 adolescents (mean +/- standard deviation age, 16.1 +/- 1.2 years) spent, on average, 3 hours 16 minutes per day using electronic media (television, 128 minutes per day; video games, 35; computers, 19; telephone, 13). High overall electronic media use was associated with poorer behavior, health status, and HRQoL. Associations with duration of specific media exposures were mixed: there was a favorable association between computer use (typing/Internet) and psychological distress, whereas high video game use was associated with poorer health status, HRQoL, global health, and depression/anxiety. Television and telephone durations were not associated with any outcome measure.Conclusions. Despite television's associations with obesity, tune spent in other forms of media use appear more strongly related to adolescent health and well-being. This study supports efforts to reduce high video game use and further exploration of the role of computers in health enhancement.