青少年早期的屏幕时间和躁狂症状:来自青少年大脑认知发展研究的前瞻性发现

IF 3.6 2区 医学 Q1 PSYCHIATRY
Jason M Nagata, Gabriel Zamora, Abubakr A A Al-Shoaibi, Jason M Lavender, Kyle T Ganson, Alexander Testa, Jinbo He, Fiona C Baker
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引用次数: 0

摘要

目的:本研究旨在探讨青少年早期屏幕时间与躁狂症状之间的潜在关联,以及屏幕使用问题(以成瘾、冲突、复发和戒断为特征)在多大程度上中介了这种关联。方法:我们分析来自青少年大脑认知发展研究的前瞻性队列数据(N = 9,243;2017-2019学年1年级10-11岁;48.8%的女性;44.0%种族/少数民族)。参与者报告了每天花在六种不同屏幕类型上的时间。线性回归分析用于确定典型的每日屏幕时间(第一年;总和亚型)和躁狂症状(第3,7年躁狂量表),调整潜在的混杂因素。睡眠时间、有问题的社交媒体使用和有问题的视频游戏使用(二年级)被测试为潜在的调节因素。结果:调整协变量后,1年级学生总体典型的每日屏幕时间与3年级学生较高的躁狂症状有前瞻性关联(B = 0.05, 95% CI 0.03, 0.07, p)。结论:结果表明,屏幕时间与青春期早期躁狂症状之间存在显著的前瞻性关系,并强调屏幕使用问题、电子游戏使用和睡眠时间是潜在的中介因素。有问题的屏幕使用可能是青少年心理健康预防和早期干预工作的目标。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Screen time and manic symptoms in early adolescents: prospective findings from the Adolescent Brain Cognitive Development Study.

Purpose: This study aimed to examine prospective associations between screen time and manic symptoms in early adolescents, and the extent to which problematic screen use (characterized by addiction, conflict, relapse, and withdrawal) mediates the association.

Methods: We analyzed prospective cohort data from the Adolescent Brain Cognitive Development Study (N = 9,243; ages 10-11 years in Year 1 in 2017-2019; 48.8% female; 44.0% racial/ethnic minority). Participants reported daily time spent on six different screen subtypes. Linear regression analyses were used to determine associations between typical daily screen time (Year 1; total and subtypes) and manic symptoms (Year 3, 7 Up Mania scale), adjusting for potential confounders. Sleep duration, problematic social media use, and problematic video game use (Year 2) were tested as potential mediators.

Results: Adjusting for covariates, overall typical daily screen time in Year 1 was prospectively associated with higher manic symptoms in Year 3 (B = 0.05, 95% CI 0.03, 0.07, p < 0.001), as were four subtypes: social media (B = 0.20, 95% CI 0.09, 0.32, p = 0.001), texting (B = 0.18, 95%CI 0.08, 0.28, p < 0.001), videos (B = 0.14, 95% CI 0.08, 0.19, p < 0.001), and video games (B = 0.09, 95% CI 0.04, 0.14, p = 0.001). Problematic social media use, video game use, and sleep duration in Year 2 were found to be significant partial mediators (47.7%, 58.0%, and 9.0% mediation, respectively).

Conclusion: Results indicate significant prospective relationships between screen time and manic symptoms in early adolescence and highlight problematic screen use, video game use, and sleep duration as potential mediators. Problematic screen use may be a target for mental health prevention and early intervention efforts among adolescents.

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来源期刊
CiteScore
8.50
自引率
2.30%
发文量
184
审稿时长
3-6 weeks
期刊介绍: Social Psychiatry and Psychiatric Epidemiology is intended to provide a medium for the prompt publication of scientific contributions concerned with all aspects of the epidemiology of psychiatric disorders - social, biological and genetic. In addition, the journal has a particular focus on the effects of social conditions upon behaviour and the relationship between psychiatric disorders and the social environment. Contributions may be of a clinical nature provided they relate to social issues, or they may deal with specialised investigations in the fields of social psychology, sociology, anthropology, epidemiology, health service research, health economies or public mental health. We will publish papers on cross-cultural and trans-cultural themes. We do not publish case studies or small case series. While we will publish studies of reliability and validity of new instruments of interest to our readership, we will not publish articles reporting on the performance of established instruments in translation. Both original work and review articles may be submitted.
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