Zink Jennifer, Belcher Britni R, Kechter Afton, Stone Matthew D, Leventhal Adam M
Department of Preventive Medicine, Keck School of Medicine of University of Southern California, United States of America.
Department of Family Medicine and Public Health, University of California, San Diego School of Medicine, United States of America.
Prev Med Rep. 2019 Jan 25;13:281-288. doi: 10.1016/j.pmedr.2019.01.014. eCollection 2019 Mar.
Screen-based sedentary behaviors and emotional disorders are associated with one another in youth. Yet, the direction of the association is unclear, as is whether specific types of screen-based sedentary behaviors and emotional disorder symptoms are more closely linked. This study estimated the bi-directional associations between two types of screen-based sedentary behaviors and four types of self-reported emotional disorder symptoms, and tested whether physical activity buffered these associations in a Los Angeles high school student cohort ( = 2525, baseline age = 14.6 years). Participants completed baseline (9th Grade, 2013) and 12-month follow-up (10th grade, 2014) surveys reporting on: television viewing and computer/videogame use (≥4 h/day; yes/no), physical activity (≥60 min/day for ≥5 days/week), and Major Depressive Disorder (MDD), Generalized Anxiety Disorder (GAD), Panic Disorder (PD), and Social Phobia (SP) symptoms (meet/exceed [sub]clinical symptom threshold; yes/no). After adjusting for baseline screen-based sedentary behavior and covariates, students with (sub)clinical baseline MDD and GAD were at increased odds of high computer/videogame use one year later (OR = 1.36[95%CI, 1.07-1.73]; OR = 1.36[95%CI,1.09-1.71], respectively). Baseline SP was marginally related to increased computer/videogame use at follow-up (OR = 1.33[95%CI,1.04-1.69]). Greater baseline computer/videogame use was associated with increased odds of (sub)clinical GAD (OR = 1.54[95%CI,1.23-1.94]) and (sub)clinical SP (OR = 1.64[95%CI 1.27-2.12]) at follow-up; these associations were suppressed among baseline physically active students. Television viewing was unrelated to emotional disorder symptoms and PD was not associated with screen-based sedentary behaviors. Thus, only reciprocal associations between computer/videogame use, SP, and GAD during a one-year period of adolescence were observed. Interventions reducing computer/videogame use and increasing physical activity may improve adolescent emotional health.
在青少年群体中,基于屏幕的久坐行为与情绪障碍相互关联。然而,这种关联的方向尚不清楚,特定类型的基于屏幕的久坐行为与情绪障碍症状之间是否联系更为紧密也不明确。本研究估计了两种基于屏幕的久坐行为与四种自我报告的情绪障碍症状之间的双向关联,并在洛杉矶的一个高中生队列(n = 2525,基线年龄 = 14.6岁)中测试了体育活动是否缓冲了这些关联。参与者完成了基线调查(2013年9年级)和12个月的随访调查(2014年10年级),报告内容包括:看电视和使用电脑/电子游戏(≥4小时/天;是/否)、体育活动(≥60分钟/天,每周≥5天),以及重度抑郁症(MDD)、广泛性焦虑症(GAD)、惊恐障碍(PD)和社交恐惧症(SP)症状(达到/超过[亚]临床症状阈值;是/否)。在对基线基于屏幕的久坐行为和协变量进行调整后,有(亚)临床基线MDD和GAD的学生在一年后使用电脑/电子游戏频率较高的几率增加(OR = 1.36[95%CI,1.07 - 1.73];OR = 1.36[95%CI,1.09 - 1.71],分别)。基线SP与随访时电脑/电子游戏使用增加略有相关(OR = 1.33[95%CI,1.04 - 1.69])。基线时使用电脑/电子游戏较多与随访时(亚)临床GAD(OR = 1.54[95%CI,1.23 - 1.94])和(亚)临床SP(OR = 1.64[95%CI 1.27 - 2.12])几率增加相关;在基线时有体育活动的学生中,这些关联受到抑制。看电视与情绪障碍症状无关,PD与基于屏幕的久坐行为无关。因此,在青少年一年的时间里,仅观察到电脑/电子游戏使用、SP和GAD之间的相互关联。减少电脑/电子游戏使用并增加体育活动的干预措施可能会改善青少年的情绪健康。