研究摘要:数字技术及其对儿童心理健康的影响

IF 0.4 Q4 PSYCHOLOGY, CLINICAL
Rachel Acheson
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Psychosomatic health was assessed using 8 complaints and dichotomized as high or low. Discretionary time spent on passive (e.g., TV) and mentally active (e.g., electronic games, computer use) screen-based activities was categorized into 3 groups. Data were analyzed in 2021. Results: The study included 414,489 adolescents (average age, 13.6 [SD=1.63] years; 51.1% girls). Multilevel modeling showed that psychosomatic complaints increased monotonically once all forms of screen time exceeded 2 hours/day. Adolescents reporting high (>4 hours/day) TV time, compared with those reporting low (≤2 hours/day), had higher odds of reporting psychosomatic complaints with 67% higher odds (OR=1.67, 95% CI=1.62, 1.72) in boys and 71% (OR=1.71, 95% CI=1.66, 1.75) in girls. High electronic game use was associated with psychosomatic complaints, with odds being 78% higher in boys (OR=1.78, 95% CI=1.73, 1.84) and 88% higher in girls (OR=1.88, 95% CI=1.82, 1.94). Similar associations were found between computer use and psychosomatic complaints. Conclusions: Passive and mentally active screen time are adversely associated with psychosomatic complaints in a dose-dependent manner, with associations slightly stronger for active than passive screen time. This study supports limiting any type of screen time, either passive or active, to 2 hours/day to foster of used. during bedtime hours to minimize any harmful effects of screen time on sleep and wellbeing. Future research better account for the methodological limitations of the extant studies, and seek to better understand the magnitude and mechanisms of the association. These steps will help the development and implementation of policies or interventions related to screen time among youth. Evidence suggests that chronic sensory stimulation via excessive exposure to screen timemay affect brain development in negative ways. Excessive smartphone use may increase therisk of cognitive, behavioral, and emotional disorders in adolescents and young adults thatalso has the potential to increase the risk of early onset dementia in late adulthood. Thisscoping review assessed theoretical and empirical evidence for the relationships betweenexcessive screen time and (i) neurodevelopment, (ii) learning and memory, (iii) mental health,(iv) substance use disorders, and (v) neurodegeneration. Using Halas et al.’s (BMJ Open,5(1), 1–6; 2015) five-stage scoping review methodology, we systematically identified articlesmeeting the following inclusion criteria: published in English between January 1999–July2019; human or animal subjects; primary and secondary sources including original research,systematic reviews, meta-analyses, scoping reviews, and narrative reviews. Primary searchterms focused on “smartphone,” “mental health,” “substance use,” “neurodevelopment,” and“neurodegeneration”; secondary search terms focused on “social media,” “anxiety,” “canna-bis,” and “dementia”. We analyzed 44 articles across 16 countries in this review. Each articlecorresponded to one of four research questions investigating screen time and mental health (n= 13), mental health and substance use (n = 8), chronic stress and development (n = 14), andchronic stress and neurodegeneration (n = 9). Overall increased screen time is associated withnegative outcomes such as lowered self-esteem, increased incidence and severity of mentalhealth issues and addictions, slowed learning and acquisition, and an increased risk ofpremature cognitive decline. Future directions to better inform public policy should expandresearch methodologies and explore the prolonged effects of excessive screen time oncognition and mental health in diverse populations and contexts. Psychosocial mediators Objectives: To investigate whether psychosocial variables mediate the effect of a multicomponent intervention on screen time reduction among Brazilian students from schools located in vulnerable areas. Design: A cluster-randomized controlled trial with a 4-month follow-up. Methods: This study was conducted with 1085 students (548 in the intervention group and 537 in the control group), aged 11–17 years. The intervention strategies focused on training teachers, increasing opportunities for physical activity at school, and reducing screen time, as well as health education. The questionnaire was administered before and after intervention with questions about the amount of time spent on TV and computer/ video games on weekdays and weekend days (combined screen time). The potential psychosocial mediators (attitude, self-efficacy, family and school support) were measured through validated scales. Socioeconomic status was used as control variable. Multilevel mediation analyses were conducted using a product-of-coefficients test. Results: Psychosocial factors were not mediators of the effect of the intervention on screen time. The intervention significantly improved school support for both sexes (boys: 1.307; girls: 0.759; p < 0.05) and older students (1.154; p < 0.001). Attitude (boys: −0.228; 11–13 years: −0.133; 14–17 years: −0.152; p < 0.05) and self-efficacy scales (boys: −0.040; girls: −0.104; 11–13 years: −0.048; 14–17 years: −0.100; p < 0.05) were associated with reduced screen time. Conclusions: The intervention produced a significant improvement of school support for both sexes, as well as older students. 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We used population based data from the UK Cohort Study on 10,904 14 year olds. Multivariate regression and path used to examine associations between social media use and depressive symptoms. with 1–3 daily use: 3 < 5 h 26% increase in scores vs h for and Methods: The data were from 2 nationally representative Health Behaviour in School-aged Children (2010, 2014) surveys across 44 European and North American countries. Psychosomatic health was assessed using 8 complaints and dichotomized as high or low. Discretionary time spent on passive (e.g., TV) and mentally active (e.g., electronic games, computer use) screen-based activities was categorized into 3 groups. Data were analyzed in 2021. Results: The study included 414,489 adolescents (average age, 13.6 [SD=1.63] years; 51.1% girls). Multilevel modeling showed that psychosomatic complaints increased monotonically once all forms of screen time exceeded 2 hours/day. Adolescents reporting high (>4 hours/day) TV time, compared with those reporting low (≤2 hours/day), had higher odds of reporting psychosomatic complaints with 67% higher odds (OR=1.67, 95% CI=1.62, 1.72) in boys and 71% (OR=1.71, 95% CI=1.66, 1.75) in girls. High electronic game use was associated with psychosomatic complaints, with odds being 78% higher in boys (OR=1.78, 95% CI=1.73, 1.84) and 88% higher in girls (OR=1.88, 95% CI=1.82, 1.94). Similar associations were found between computer use and psychosomatic complaints. Conclusions: Passive and mentally active screen time are adversely associated with psychosomatic complaints in a dose-dependent manner, with associations slightly stronger for active than passive screen time. This study supports limiting any type of screen time, either passive or active, to 2 hours/day to foster of used. during bedtime hours to minimize any harmful effects of screen time on sleep and wellbeing. Future research better account for the methodological limitations of the extant studies, and seek to better understand the magnitude and mechanisms of the association. These steps will help the development and implementation of policies or interventions related to screen time among youth. Evidence suggests that chronic sensory stimulation via excessive exposure to screen timemay affect brain development in negative ways. Excessive smartphone use may increase therisk of cognitive, behavioral, and emotional disorders in adolescents and young adults thatalso has the potential to increase the risk of early onset dementia in late adulthood. Thisscoping review assessed theoretical and empirical evidence for the relationships betweenexcessive screen time and (i) neurodevelopment, (ii) learning and memory, (iii) mental health,(iv) substance use disorders, and (v) neurodegeneration. Using Halas et al.’s (BMJ Open,5(1), 1–6; 2015) five-stage scoping review methodology, we systematically identified articlesmeeting the following inclusion criteria: published in English between January 1999–July2019; human or animal subjects; primary and secondary sources including original research,systematic reviews, meta-analyses, scoping reviews, and narrative reviews. Primary searchterms focused on “smartphone,” “mental health,” “substance use,” “neurodevelopment,” and“neurodegeneration”; secondary search terms focused on “social media,” “anxiety,” “canna-bis,” and “dementia”. We analyzed 44 articles across 16 countries in this review. Each articlecorresponded to one of four research questions investigating screen time and mental health (n= 13), mental health and substance use (n = 8), chronic stress and development (n = 14), andchronic stress and neurodegeneration (n = 9). 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引用次数: 0

摘要

对心理健康来说,看屏幕的时间更少,反之亦然。社交媒体的使用与年轻人的心理健康有关,但潜在的过程尚未得到很好的理解。I)评估社交媒体的使用是否与青少年抑郁症状相关,ii)通过在线骚扰、睡眠、自尊和身体形象调查多种潜在的解释途径。我们使用了来自英国队列研究的10904名14岁儿童的人口数据。多变量回归和路径用于检验社交媒体使用与抑郁症状之间的关联。方法:数据来自44个欧洲和北美国家的两次具有全国代表性的学龄儿童健康行为调查(2010年和2014年)。心身健康评估采用8个投诉,并分为高或低。花在被动(如看电视)和脑力活动(如玩电子游戏、使用电脑)屏幕活动上的自由支配时间被分为三组。数据于2021年进行分析。结果:纳入青少年414,489例,平均年龄13.6 [SD=1.63]岁;51.1%的女孩)。多层模型显示,一旦所有形式的屏幕时间超过2小时/天,心身疾病就会单调增加。报告高电视时间(每天4小时以上)的青少年与报告低电视时间(每天2小时以下)的青少年相比,报告心身疾病的几率更高,男孩高67% (OR=1.67, 95% CI=1.62, 1.72),女孩高71% (OR=1.71, 95% CI=1.66, 1.75)。高电子游戏使用与心身疾病相关,男孩的比例高78% (OR=1.78, 95% CI=1.73, 1.84),女孩的比例高88% (OR=1.88, 95% CI=1.82, 1.94)。在使用电脑和心身疾病之间也发现了类似的联系。结论:被动和精神主动屏幕时间与心身疾病呈剂量依赖性负相关,主动屏幕时间的相关性略强于被动屏幕时间。这项研究支持限制任何类型的屏幕时间,无论是被动的还是主动的,每天2小时,以促进使用。在就寝时间,尽量减少屏幕时间对睡眠和健康的任何有害影响。未来的研究将更好地解释现有研究方法上的局限性,并寻求更好地理解这种关联的程度和机制。这些步骤将有助于制定和实施与青少年屏幕时间有关的政策或干预措施。有证据表明,通过过度暴露于屏幕时间而产生的慢性感官刺激可能会对大脑发育产生负面影响。过度使用智能手机可能会增加青少年和年轻人的认知、行为和情绪障碍的风险,这也有可能增加成年后期患早发性痴呆的风险。本综述评估了过多屏幕时间与(i)神经发育、(ii)学习和记忆、(iii)精神健康、(iv)物质使用障碍和(v)神经变性之间关系的理论和经验证据。使用Halas et al. s (BMJ Open,5(1), 1 - 6;2015)五阶段范围审查方法,我们系统地确定了符合以下纳入标准的文章:1999年1月至2019年7月期间以英文发表的文章;以人类或动物为研究对象;主要和次要来源包括原始研究、系统综述、元分析、范围综述和叙述性综述。主要搜索词集中在“智能手机”、“心理健康”、“物质使用”、“神经发育”和“神经退化”;次要搜索词集中在“社交媒体”、“焦虑”、“大麻”和“痴呆症”。在本综述中,我们分析了来自16个国家的44篇文章。每篇文章都对应了调查屏幕时间与心理健康(n= 13)、心理健康与物质使用(n= 8)、慢性压力与发展(n= 14)、慢性压力与神经变性(n= 9)的四个研究问题中的一个。总体而言,屏幕时间的增加与负面结果相关,如自尊降低、心理健康问题和成瘾的发生率和严重程度增加、学习和习得速度减慢、认知能力过早下降的风险增加。为了更好地为公共政策提供信息,未来的方向应该扩展研究方法,并探索在不同人群和环境中,过度使用屏幕时间对认知和心理健康的长期影响。目的:调查社会心理变量是否介导多成分干预对来自脆弱地区学校的巴西学生减少屏幕时间的影响。设计:分组随机对照试验,随访4个月。方法:对1085名11-17岁的学生进行研究,其中干预组548人,对照组537人。 干预策略的重点是培训教师,增加学校体育活动的机会,减少屏幕时间,以及健康教育。调查问卷是在干预前后进行的,问题包括工作日和周末看电视和玩电脑/视频游戏的时间(综合屏幕时间)。通过有效的量表测量潜在的心理社会中介因素(态度、自我效能、家庭和学校支持)。社会经济状况作为控制变量。采用系数乘积检验进行多水平中介分析。结果:心理社会因素不是干预对屏幕时间影响的中介。干预显著改善了两性的学校支持(男孩:1.307;女孩:0.759;P < 0.05),大龄学生(1.154;P < 0.001)。态度(男生:−0.228;11-13岁:−0.133;14-17岁:−0.152;P < 0.05)和自我效能量表(男生:−0.040;女孩:−0.104;11-13岁:−0.048;14-17岁:−0.100;P < 0.05)与屏幕时间减少有关。结论:干预显著改善了学校对男女学生和高年级学生的支持。提高态度和自我效能感可能是减少男孩和任何年龄组学生看屏幕时间的有效策略。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Research digest: Digital technology and its impact on child mental health
to for mental health screen time, vice versa. social media use is associated with mental health in young people but underlying processes are not well understood. i) assesses whether social media use is associated with adolescents’ depressive symptoms, and ii) investigates multiple potential explanatory pathways via online harassment, sleep, self-esteem and body image. We used population based data from the UK Cohort Study on 10,904 14 year olds. Multivariate regression and path used to examine associations between social media use and depressive symptoms. with 1–3 daily use: 3 < 5 h 26% increase in scores vs h for and Methods: The data were from 2 nationally representative Health Behaviour in School-aged Children (2010, 2014) surveys across 44 European and North American countries. Psychosomatic health was assessed using 8 complaints and dichotomized as high or low. Discretionary time spent on passive (e.g., TV) and mentally active (e.g., electronic games, computer use) screen-based activities was categorized into 3 groups. Data were analyzed in 2021. Results: The study included 414,489 adolescents (average age, 13.6 [SD=1.63] years; 51.1% girls). Multilevel modeling showed that psychosomatic complaints increased monotonically once all forms of screen time exceeded 2 hours/day. Adolescents reporting high (>4 hours/day) TV time, compared with those reporting low (≤2 hours/day), had higher odds of reporting psychosomatic complaints with 67% higher odds (OR=1.67, 95% CI=1.62, 1.72) in boys and 71% (OR=1.71, 95% CI=1.66, 1.75) in girls. High electronic game use was associated with psychosomatic complaints, with odds being 78% higher in boys (OR=1.78, 95% CI=1.73, 1.84) and 88% higher in girls (OR=1.88, 95% CI=1.82, 1.94). Similar associations were found between computer use and psychosomatic complaints. Conclusions: Passive and mentally active screen time are adversely associated with psychosomatic complaints in a dose-dependent manner, with associations slightly stronger for active than passive screen time. This study supports limiting any type of screen time, either passive or active, to 2 hours/day to foster of used. during bedtime hours to minimize any harmful effects of screen time on sleep and wellbeing. Future research better account for the methodological limitations of the extant studies, and seek to better understand the magnitude and mechanisms of the association. These steps will help the development and implementation of policies or interventions related to screen time among youth. Evidence suggests that chronic sensory stimulation via excessive exposure to screen timemay affect brain development in negative ways. Excessive smartphone use may increase therisk of cognitive, behavioral, and emotional disorders in adolescents and young adults thatalso has the potential to increase the risk of early onset dementia in late adulthood. Thisscoping review assessed theoretical and empirical evidence for the relationships betweenexcessive screen time and (i) neurodevelopment, (ii) learning and memory, (iii) mental health,(iv) substance use disorders, and (v) neurodegeneration. Using Halas et al.’s (BMJ Open,5(1), 1–6; 2015) five-stage scoping review methodology, we systematically identified articlesmeeting the following inclusion criteria: published in English between January 1999–July2019; human or animal subjects; primary and secondary sources including original research,systematic reviews, meta-analyses, scoping reviews, and narrative reviews. Primary searchterms focused on “smartphone,” “mental health,” “substance use,” “neurodevelopment,” and“neurodegeneration”; secondary search terms focused on “social media,” “anxiety,” “canna-bis,” and “dementia”. We analyzed 44 articles across 16 countries in this review. Each articlecorresponded to one of four research questions investigating screen time and mental health (n= 13), mental health and substance use (n = 8), chronic stress and development (n = 14), andchronic stress and neurodegeneration (n = 9). Overall increased screen time is associated withnegative outcomes such as lowered self-esteem, increased incidence and severity of mentalhealth issues and addictions, slowed learning and acquisition, and an increased risk ofpremature cognitive decline. Future directions to better inform public policy should expandresearch methodologies and explore the prolonged effects of excessive screen time oncognition and mental health in diverse populations and contexts. Psychosocial mediators Objectives: To investigate whether psychosocial variables mediate the effect of a multicomponent intervention on screen time reduction among Brazilian students from schools located in vulnerable areas. Design: A cluster-randomized controlled trial with a 4-month follow-up. Methods: This study was conducted with 1085 students (548 in the intervention group and 537 in the control group), aged 11–17 years. The intervention strategies focused on training teachers, increasing opportunities for physical activity at school, and reducing screen time, as well as health education. The questionnaire was administered before and after intervention with questions about the amount of time spent on TV and computer/ video games on weekdays and weekend days (combined screen time). The potential psychosocial mediators (attitude, self-efficacy, family and school support) were measured through validated scales. Socioeconomic status was used as control variable. Multilevel mediation analyses were conducted using a product-of-coefficients test. Results: Psychosocial factors were not mediators of the effect of the intervention on screen time. The intervention significantly improved school support for both sexes (boys: 1.307; girls: 0.759; p < 0.05) and older students (1.154; p < 0.001). Attitude (boys: −0.228; 11–13 years: −0.133; 14–17 years: −0.152; p < 0.05) and self-efficacy scales (boys: −0.040; girls: −0.104; 11–13 years: −0.048; 14–17 years: −0.100; p < 0.05) were associated with reduced screen time. Conclusions: The intervention produced a significant improvement of school support for both sexes, as well as older students. Enhancing attitude and self-efficacy may be a useful strategy for reducing screen time among boys and students of any age groups.
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来源期刊
JOURNAL OF CHILD PSYCHOTHERAPY
JOURNAL OF CHILD PSYCHOTHERAPY PSYCHOLOGY, CLINICAL-
CiteScore
0.70
自引率
50.00%
发文量
46
期刊介绍: The Journal of Child Psychotherapy is the official journal of the Association of Child Psychotherapists, first published in 1963. It is an essential publication for all those with an interest in the theory and practice of psychoanalytic psychotherapy and work with infants, children, adolescents and their parents where there are emotional and psychological problems. The journal also deals with the applications of such theory and practice in other settings or fields The Journal is concerned with a wide spectrum of emotional and behavioural disorders. These range from the more severe conditions of autism, anorexia, depression and the traumas of emotional, physical and sexual abuse to problems such as bed wetting and soiling, eating difficulties and sleep disturbance.
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