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Different types of screen-based sedentary time and anxiety in adolescents: Video games may be more important
AIM: Evidence demonstrates the negative impact of excessive screen-based sedentary time (screen-based sedentary behavior; SSB) on mental health in adolescents. However, little is known regarding the associations between different types of SSBs and anxiety symptoms in adolescents. Thus, this study so...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2022
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Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9486474/ https://www.ncbi.nlm.nih.gov/pubmed/36148333 http://dx.doi.org/10.3389/fpubh.2022.918234 |
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author | Chen, Sitong Clark, Cain C. T. Ren, Zhanbing |
author_facet | Chen, Sitong Clark, Cain C. T. Ren, Zhanbing |
author_sort | Chen, Sitong |
collection | PubMed |
description | AIM: Evidence demonstrates the negative impact of excessive screen-based sedentary time (screen-based sedentary behavior; SSB) on mental health in adolescents. However, little is known regarding the associations between different types of SSBs and anxiety symptoms in adolescents. Thus, this study sought to explore the associations between different types of SSBs and anxiety symptoms in a sample of Chinese adolescents. METHODS: A web-based questionnaire survey was used to collect data. In total, 1,998 study participants conveniently recruited in Guangdong Province completed the questionnaire. Of them, 1,331 study participants provided valid data for variables of interest. SSB was categorized into television/movie time, video game time, and internet-surfing time. Anxiety symptoms were assessed using Zung Self-Rating Anxiety Scale, a validated assessment in Chinese youth populations. Generalized linear models were used to explore the associations between different types of SSBs and anxiety symptoms. RESULTS: In adolescents, video game time of 6 or more h was positively and significantly associated with anxiety symptoms (odds ratio = 5.25, 95% CI: 1.86–14.84, p < 0.01). This association was also observed specifically in boys (odds ratio = 5.12, 95% CI: 1.56–17.44, p < 0.05); however, in girls, there were no associations between different types of SSBs and anxiety symptoms. CONCLUSION: Interventions aiming at reducing video games in adolescents, especially in boys, should be designed to prevent anxiety symptoms. This kind of intervention should also take sex differences into consideration. Future studies are encouraged to confirm the veracity of the findings in this study. |
format | Online Article Text |
id | pubmed-9486474 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-94864742022-09-21 Different types of screen-based sedentary time and anxiety in adolescents: Video games may be more important Chen, Sitong Clark, Cain C. T. Ren, Zhanbing Front Public Health Public Health AIM: Evidence demonstrates the negative impact of excessive screen-based sedentary time (screen-based sedentary behavior; SSB) on mental health in adolescents. However, little is known regarding the associations between different types of SSBs and anxiety symptoms in adolescents. Thus, this study sought to explore the associations between different types of SSBs and anxiety symptoms in a sample of Chinese adolescents. METHODS: A web-based questionnaire survey was used to collect data. In total, 1,998 study participants conveniently recruited in Guangdong Province completed the questionnaire. Of them, 1,331 study participants provided valid data for variables of interest. SSB was categorized into television/movie time, video game time, and internet-surfing time. Anxiety symptoms were assessed using Zung Self-Rating Anxiety Scale, a validated assessment in Chinese youth populations. Generalized linear models were used to explore the associations between different types of SSBs and anxiety symptoms. RESULTS: In adolescents, video game time of 6 or more h was positively and significantly associated with anxiety symptoms (odds ratio = 5.25, 95% CI: 1.86–14.84, p < 0.01). This association was also observed specifically in boys (odds ratio = 5.12, 95% CI: 1.56–17.44, p < 0.05); however, in girls, there were no associations between different types of SSBs and anxiety symptoms. CONCLUSION: Interventions aiming at reducing video games in adolescents, especially in boys, should be designed to prevent anxiety symptoms. This kind of intervention should also take sex differences into consideration. Future studies are encouraged to confirm the veracity of the findings in this study. Frontiers Media S.A. 2022-09-06 /pmc/articles/PMC9486474/ /pubmed/36148333 http://dx.doi.org/10.3389/fpubh.2022.918234 Text en Copyright © 2022 Chen, Clark and Ren. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Public Health Chen, Sitong Clark, Cain C. T. Ren, Zhanbing Different types of screen-based sedentary time and anxiety in adolescents: Video games may be more important |
title | Different types of screen-based sedentary time and anxiety in adolescents: Video games may be more important |
title_full | Different types of screen-based sedentary time and anxiety in adolescents: Video games may be more important |
title_fullStr | Different types of screen-based sedentary time and anxiety in adolescents: Video games may be more important |
title_full_unstemmed | Different types of screen-based sedentary time and anxiety in adolescents: Video games may be more important |
title_short | Different types of screen-based sedentary time and anxiety in adolescents: Video games may be more important |
title_sort | different types of screen-based sedentary time and anxiety in adolescents: video games may be more important |
topic | Public Health |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9486474/ https://www.ncbi.nlm.nih.gov/pubmed/36148333 http://dx.doi.org/10.3389/fpubh.2022.918234 |
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