Yuki Kuwabara, Aya Imamoto, Norie Hori, Hongja Kim, Aya Kinjo, Yoneatsu Osaki
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引用次数: 0
摘要
背景:青少年抑郁症的迅速增加是一个迫切需要关注的问题。这项研究调查了青少年抑郁和数字设备使用之间的关系。此外,我们探讨了特定数字设备使用的时间阈值。方法:采用横断面研究方法,对日本某初中467名学生进行自我报告问卷调查。患者健康问卷-9用于评估抑郁症(临界值0-4:无或轻微,5-9:轻度,10-27:中度至重度)。研究人员获得了参与者的饮食习惯、睡眠习惯、体育活动和在数字设备上花费的时间(总数、游戏、社交媒体和视频观看)的数据。采用多元逻辑回归分析来检验上述关联。结果:有效率为92.9%,分析了357名参与者的完整病例分析数据。在参与者中,11.8%的人报告了抑郁症状。生活方式因素和数字设备的使用一直与抑郁症有关。花在任何数字设备上的总时间与抑郁症没有显著关联,根据选定的生活方式进行调整。然而,在非上学日玩游戏≥3小时(调整比值比[AOR] 3.32 [95%CI, 1.66-6.65], p = 0.001)和使用社交媒体(AOR] 2.56 [95%CI, 1.28-5.11], p = 0.008)与抑郁显著相关,无论是否进行调整。结论:适度使用数字技术,避免扰乱生活方式,有利于青少年的心理健康。此外,游戏或社交媒体使用时间≥3小时始终是重要因素。健康教育要控制这些因素
Excessive gaming and social media are associated with depressive symptoms among junior high school students in Japan.
Background: The rapid increase in depression among adolescents is an urgent concern. This study examined the association between depression and digital device use, among adolescents. Furthermore, we explored the time thresholds of specific digital device use.
Methods: This cross-sectional study administered self-reported questionnaires to all 467 students of a junior high school in Japan. The Patient Health Questionnaire-9 was used to assess depression (cut-off values 0-4: no or minimal, 5-9: mild, 10-27: moderate to severe). Data on participants' dietary habits, sleep habits, physical activity, and time spent on digital devices (total, gaming, social media, and video watching) were obtained. Multiple logistic regression analysis was used to examine the abovementioned association.
Results: The response rate was 92.9% and data from complete case analyses with 357 participants were analyzed. Of the participants, 11.8% reported depressive symptoms. Lifestyle factors and digital device use were consistently associated with depression. Total time spent on any digital device was not significantly associated with depression, adjusted for selected lifestyles. However, ≥3 h of gaming (Adjusted odds ratio [AOR] 3.32 [95%CI, 1.66-6.65], p = 0.001) and social media use (AOR 2.56 [95%CI, 1.28-5.11], p = 0.008) on non-school days were significantly associated with depression, regardless of adjustment.
Conclusion: Moderate use of digital technology to avoid disrupting lifestyles is desirable for adolescents' mental health. Furthermore, gaming or social media use for ≥3 h was consistently significant factors. Health education to control these factors for <3 h is favorable to maintain mental health.
期刊介绍:
Publishing articles of scientific excellence in pediatrics and child health delivery, Pediatrics International aims to encourage those involved in the research, practice and delivery of child health to share their experiences, ideas and achievements. Formerly Acta Paediatrica Japonica, the change in name in 1999 to Pediatrics International, reflects the Journal''s international status both in readership and contributions (approximately 45% of articles published are from non-Japanese authors). The Editors continue their strong commitment to the sharing of scientific information for the benefit of children everywhere.
Pediatrics International opens the door to all authors throughout the world. Manuscripts are judged by two experts solely upon the basis of their contribution of original data, original ideas and their presentation.