Roberta Pires Vasconcellos, Taren Sanders, Chris Lonsdale, Philip Parker, James Conigrave, Samantha Tang, Borja Del Pozo Cruz, Stuart J H Biddle, Rachael Taylor, Christine Innes-Hughes, Katariina Salmela-Aro, Diego Vasconcellos, Katrina Wilhite, Ella Tremaine, Bridget Booker, Michael Noetel
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From these, 117 studies (292,739 children; 2,284 effects) were meta-analyzed. Small significant associations were found in both directions: Screen use led to socioemotional problems, b = 0.06, 95% confidence interval (CI) [0.02, 0.11], p ≤ 0.05, n = 200,018, K = 117, and socioemotional problems led to greater screen use (b = 0.06, 95% CI [0.01, 0.12], p = .01, n = 200,018, K = 117). Moderation analyses showed stronger effects in both directions when screens were used for gaming than for other purposes: Socioemotional problems led to more gaming behavior (b = 0.44, 95% CI [0.29, 0.60], n = 80,809, K = 31), and playing games led to later socioemotional problems (b = 0.32, 95% CI [0.23, 0.42], n = 80,809, K = 31). The reciprocal relationship between socioemotional problems and screen use was moderated by children's age, total screen time at baseline, and type of socioemotional problem (i.e., externalizing and internalizing behavior). 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引用次数: 0
摘要
电子屏幕无处不在,儿童很容易接触到。家长们担心屏幕会导致社会情感问题。但大多数研究都是横向的,因此很难确定因果关系。我们回顾了纵向证据来回答两个基本问题:屏幕的使用是否会导致社会情绪问题,以及社会情绪问题是否会导致儿童更频繁地使用屏幕?共有132项纵向研究符合纳入标准并被纳入系统评价。从这些研究中,117项研究(292,739名儿童;2284个效应)进行meta分析。屏幕使用导致社会情绪问题,b = 0.06, 95%可信区间(CI) [0.02, 0.11], p≤0.05,n = 200,018, K = 117;社会情绪问题导致更多的屏幕使用(b = 0.06, 95% CI [0.01, 0.12], p = 0.01, n = 200,018, K = 117)。适度分析显示,当屏幕用于游戏时,两种方向的影响都更强:社交情绪问题导致更多游戏行为(b = 0.44, 95% CI [0.29, 0.60], n = 80,809, K = 31),玩游戏导致后来的社交情绪问题(b = 0.32, 95% CI [0.23, 0.42], n = 80,809, K = 31)。社会情绪问题与屏幕使用之间的相互关系受到儿童年龄、基线总屏幕时间和社会情绪问题类型(即外化和内化行为)的调节。与之前的横断面研究相比,我们的时间证据强调了屏幕时间指导的好处,但表明焦点发生了变化。指导方针不应仅仅强调减少屏幕时间,而应优先考虑提高屏幕内容的质量,并加强屏幕使用期间的社交互动。此外,屏幕时间指南应该阻止高水平的高风险行为,如游戏。(PsycInfo Database Record (c) 2025 APA,版权所有)。
Electronic screen use and children's socioemotional problems: A systematic review and meta-analysis of longitudinal studies.
Electronic screens are everywhere and are easily accessible to children. Parents report fears that screens cause socioemotional problems. But most research has been cross-sectional, making it difficult to establish causality. We reviewed the longitudinal evidence to answer two fundamental questions: Does screen use lead to socioemotional problems, and do socioemotional problems lead children to use screens more often? A total of 132 longitudinal studies met the inclusion criteria and were included in the systematic review. From these, 117 studies (292,739 children; 2,284 effects) were meta-analyzed. Small significant associations were found in both directions: Screen use led to socioemotional problems, b = 0.06, 95% confidence interval (CI) [0.02, 0.11], p ≤ 0.05, n = 200,018, K = 117, and socioemotional problems led to greater screen use (b = 0.06, 95% CI [0.01, 0.12], p = .01, n = 200,018, K = 117). Moderation analyses showed stronger effects in both directions when screens were used for gaming than for other purposes: Socioemotional problems led to more gaming behavior (b = 0.44, 95% CI [0.29, 0.60], n = 80,809, K = 31), and playing games led to later socioemotional problems (b = 0.32, 95% CI [0.23, 0.42], n = 80,809, K = 31). The reciprocal relationship between socioemotional problems and screen use was moderated by children's age, total screen time at baseline, and type of socioemotional problem (i.e., externalizing and internalizing behavior). Compared with prior cross-sectional studies, our temporal evidence reinforces the benefits of screen time guidelines but suggests a change in focus. Instead of merely emphasizing the reduction of screen time, guidelines should prioritize improving the quality of screen content and enhancing social interactions during screen use. Additionally, screen time guidelines should discourage high levels of the most high-risk behaviors like gaming. (PsycInfo Database Record (c) 2025 APA, all rights reserved).
期刊介绍:
Psychological Bulletin publishes syntheses of research in scientific psychology. Research syntheses seek to summarize past research by drawing overall conclusions from many separate investigations that address related or identical hypotheses.
A research synthesis typically presents the authors' assessments:
-of the state of knowledge concerning the relations of interest;
-of critical assessments of the strengths and weaknesses in past research;
-of important issues that research has left unresolved, thereby directing future research so it can yield a maximum amount of new information.