Maras Danijela, Flament Martine F, Murray Marisa, Buchholz Annick, Henderson Katherine A, Obeid Nicole, Goldfield Gary S
Carleton University Department of Psychology, 1125 Colonel By Drive, Ottawa, Canada, K1S 5B6.
University of Ottawa Institute of Mental Health Research, Royal Ottawa Mental Health Centre, 1145 Carling Avenue, Ottawa, Canada, K1Z 7 K4.
Prev Med. 2015 Apr;73:133-8. doi: 10.1016/j.ypmed.2015.01.029. Epub 2015 Feb 2.
OBJECTIVE: This study examined the relationships between screen time and symptoms of depression and anxiety in a large community sample of Canadian youth. METHOD: Participants were 2482 English-speaking grade 7 to 12 students. Cross-sectional data collected between 2006 and 2010 as part of the Research on Eating and Adolescent Lifestyles (REAL) study were used. Mental health status was assessed using the Children's Depression Inventory and the Multidimensional Anxiety Scale for Children-10. Screen time (hours/day of TV, video games, and computer) was assessed using the Leisure-Time Sedentary Activities questionnaire. RESULTS: Linear multiple regressions indicated that after controlling for age, sex, ethnicity, parental education, geographic area, physical activity, and BMI, duration of screen time was associated with severity of depression (β=0.23, p<0.001) and anxiety (β=0.07, p<0.01). Video game playing (β=0.13, p<.001) and computer use (β=0.17, p<0.001) but not TV viewing were associated with more severe depressive symptoms. Video game playing (β=0.11, p<0.001) was associated with severity of anxiety. CONCLUSION: Screen time may represent a risk factor or marker of anxiety and depression in adolescents. Future research is needed to determine if reducing screen time aids the prevention and treatment of these psychiatric disorders in youth.
目的:本研究在一个加拿大青年的大型社区样本中,考察了屏幕使用时间与抑郁和焦虑症状之间的关系。 方法:参与者为2482名说英语的7至12年级学生。使用了2006年至2010年期间收集的横断面数据,这些数据是饮食与青少年生活方式研究(REAL)的一部分。使用儿童抑郁量表和儿童多维焦虑量表 - 10评估心理健康状况。使用休闲久坐活动问卷评估屏幕使用时间(每天看电视、玩电子游戏和使用电脑的小时数)。 结果:线性多元回归表明,在控制了年龄、性别、种族、父母教育程度、地理区域、体育活动和体重指数后,屏幕使用时间与抑郁严重程度(β = 0.23,p < 0.001)和焦虑严重程度(β = 0.07,p < 0.01)相关。玩电子游戏(β = 0.13,p <.001)和使用电脑(β = 0.17,p < 0.001)与更严重的抑郁症状相关,但看电视与抑郁症状无关。玩电子游戏(β = 0.11,p < 0.001)与焦虑严重程度相关。 结论:屏幕使用时间可能是青少年焦虑和抑郁的一个风险因素或标志。需要进一步研究以确定减少屏幕使用时间是否有助于预防和治疗青少年的这些精神障碍。
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