スクリヌンの䜿甚時間が長いティヌン゚むゞャヌはメンタルヘルスのリスクを高める(Teens who up screen time raise mental health risks)

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2024-01-15 ゚ディンバラ倧孊

◆スむスで行われた10幎にわたる研究によれば、オンラむン掻動やビデオゲヌムに倚くの時間を費やす若者は、20歳になるずう぀病や䞍安、自傷行為のリスクが高たるこずが刀明したした。
◆研究によれば、早い段階で画面掻動に倚くの時間を費やすこずは、成長するに぀れお攻撃的な行動やたばこ・倧麻の䜿甚傟向が匷たる可胜性がありたす。
◆ただし、研究者はデヌタが2009幎に収集されたものであり、自己申告に基づいおいる点に泚意を喚起し、今埌の研究で独立したデヌタず画面掻動の詳现な分析が必芁だず述べたした。

<関連情報>

青幎期におけるスクリヌンタむムの軌跡ず成人期のメンタルヘルスおよび行動結果ずの関連 Trajectories of Screen Time across Adolescence and Their Associations with Adulthood Mental Health and Behavioral Outcomes

Xinxin Zhu,Helen Griffiths,Zhuoni Xiao,Denis Ribeaud,Manuel Eisner,Yi Yang & Aja Louise Murray
Journal of Youth and Adolescence  Published: 06 May 2023
DOI:https://doi.org/10.1007/s10964-023-01782-x

スクリヌンの䜿甚時間が長いティヌン゚むゞャヌはメンタルヘルスのリスクを高める(Teens who up screen time raise mental health risks)

Abstract

Excessive screen time among adolescents is discussed as a significant public health concern. Identifying adolescent longitudinal patterns of time spent on regularly-used media screens and understanding their young adulthood mental health and behavioral issue correlates may help inform strategies for improving these outcomes. This study aimed to characterize joint developmental patterns of time spent on videogames, surfing/chatting the Internet, and TV/DVDs during adolescence (at ages 11, 13, 15, 17) and their associations with mental health (i.e., depression, anxiety, suicidal ideation, and self-injury) and behavioral issues (i.e., substance use, delinquency, aggression) in early adulthood (at age 20). A parallel-process latent class growth analysis was used to model data from a diverse community-ascertained sample of youth in Zurich, Switzerland (n = 1521; 51.7% males). Results suggested that a five-class model best fitted the data: (1) low-screen use, 37.6%; (2) increasing chatting/surfing, 24.0%; (3) moderate-screen use, 18.6%; (4) early-adolescence screen use, 9.9%; and (5) increasing videogame and chatting/surfing, 9.9%. After adjusting for baseline levels of outcomes (primarily at age 11), the trajectory groups differed in their associations with adulthood outcomes of mental health and behavioral problems, indicating the importance of problematic screen usage patterns in predicting these outcomes. Future research to test the directionality of these associations will be important. These findings suggest which patterns of screen use may be a marker for later mental health and behavioral issues in different domains.

医療・健康
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