青少年早期睡眠、感觉渴求和成熟期屏幕使用之间的前瞻性关联:青少年大脑认知发展(ABCD)研究结果。

IF 5.6 2区 医学 Q1 Medicine
Sleep Pub Date : 2024-10-11 DOI:10.1093/sleep/zsae234
Linhao Zhang, Assaf Oshri, Cory Carvalho, Lucina Q Uddin, Charles Geier, Jason M Nagata, Kevin Cummins, Elizabeth A Hoffman, Rachel L Tomko, Bader Chaarani, Lindsay M Squeglia, David Wing, Michael J Mason, Bernard Fuemmeler, Krista Lisdahl, Susan F Tapert, Fiona C Baker, Orsolya Kiss
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引用次数: 0

摘要

研究目标过早接触成熟内容与高风险行为有关。本研究旨在前瞻性地调查睡眠和寻求感觉的行为如何影响早期青少年对成熟电子游戏和 R 级电影的消费。一项辅助分析研究了睡眠模式与成熟屏幕使用之间的双向关系:数据来自参与青少年大脑和认知发展研究的 3,687 名早期青少年(49.2% 为女性;平均年龄:11.96 岁)的子样本。在第二年的随访中,参与者佩戴 Fitbit 可穿戴设备长达 21 个晚上,以评估客观的睡眠测量指标,并填写了一份有关寻求感觉特质的量表。在第三年的随访中,他们回答了有关成熟期屏幕使用情况的问题:结果:在样本中,41.8% 的受试者表示玩过成熟等级的电子游戏,49% 的受试者表示看过 R 级电影。寻求感觉的特征与一年后观看 R 级电影有关。较短的睡眠时间、较晚的就寝时间、较多的就寝时间变化以及较多的社会时差(平日和周末中间睡眠时间的差异)与一年后玩成熟度较高的电子游戏和观看 R 级电影有关。睡眠持续时间的变化与成熟的电子游戏有关。此外,还有一种交互效应:与睡眠时间较长的人相比,感觉寻求得分较高且睡眠时间较短的人更频繁地观看 R 级电影。二次分析表明,就寝时间较晚、就寝时间变化较大和社交时差较多与成熟的屏幕使用之间存在双向关联:结论:具有追求感觉特质和睡眠健康状况较差的早期青少年更有可能使用成熟的屏幕。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Prospective associations between Sleep, Sensation-Seeking and Mature Screen Usage in Early Adolescents: Findings from the Adolescent Brain Cognitive Development (ABCD) Study.

Study objectives: Early exposure to mature content is linked to high-risk behaviors. This study aims to prospectively investigate how sleep and sensation-seeking behaviors influence the consumption of mature video games and R-rated movies in early adolescents. A secondary analysis examines the bidirectional relationships between sleep patterns and mature screen usage.

Methods: Data were obtained from a subsample of 3,687 early adolescents (49.2% female; mean age: 11.96 years) participating in the Adolescent Brain and Cognitive Development study. At Year 2 follow-up, participants wore Fitbit wearables for up to 21 nights to assess objective sleep measures and completed a scale about sensation-seeking traits. At Year 3 follow-up, they answered questions about mature screen usage.

Results: Of the sample, 41.8% of the sample reported playing mature-rated video games and 49% reported watching R-rated movies. Sensation-seeking traits were associated with R-rated movie watching one year later. Shorter sleep duration, later bedtime, more bedtime variability, and more social jetlag (discrepancy between the mid-sleep on weekdays and weekends) were associated with mature-rated video gaming and R-rated movie watching one year later. Sleep duration variability was associated with mature-rated video gaming. There was also an interaction effect: those with higher sensation-seeking scores and shorter sleep duration reported more frequent R-rated movie usage than those with longer sleep duration. Secondary analyses showed bidirectional associations between later bedtimes, more variability in bedtimes, and more social jetlag with mature screen usage.

Conclusion: Early adolescents with sensation-seeking traits and poorer sleep health were more likely to engage in mature screen usage.

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来源期刊
Sleep
Sleep Medicine-Neurology (clinical)
CiteScore
8.70
自引率
10.70%
发文量
0
期刊介绍: SLEEP® publishes findings from studies conducted at any level of analysis, including: Genes Molecules Cells Physiology Neural systems and circuits Behavior and cognition Self-report SLEEP® publishes articles that use a wide variety of scientific approaches and address a broad range of topics. These may include, but are not limited to: Basic and neuroscience studies of sleep and circadian mechanisms In vitro and animal models of sleep, circadian rhythms, and human disorders Pre-clinical human investigations, including the measurement and manipulation of sleep and circadian rhythms Studies in clinical or population samples. These may address factors influencing sleep and circadian rhythms (e.g., development and aging, and social and environmental influences) and relationships between sleep, circadian rhythms, health, and disease Clinical trials, epidemiology studies, implementation, and dissemination research.
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