School of Family Life, Brigham Young University, Provo, UT, USA.
J Youth Adolesc. 2021 Dec;50(12):2324-2338. doi: 10.1007/s10964-020-01389-6. Epub 2021 Feb 2.
Suicide rates have increased over the past decade, and screen media (and social media in particular) are often blamed for this marked increase. However, there is little longitudinal research on this topic. The current study examined the link between various types of screen media use over a 10-year period (from adolescence to emerging adulthood) to suicide risk in emerging adulthood. Participants included 500 adolescents (51% female) who were first surveyed in 2009, when they were an average of 13.82 years old (range 12-15 years). For girls, a high level of social media or television use in early adolescence followed by a marked increase over time was most predictive of suicide risk in emerging adulthood. Additionally, video game use that increased over time was also associated with a higher risk for developing suicide risk for girls. A passive sensing measurement was also included at the final wave of data collection to obtain a more accurate and complete picture of phone use in particular. The use of entertainment apps was risky for girls while reading apps were risky for boys. Additionally, video game use (for boys) was associated with suicide risk when cyberbullying was also high. Identifying nonnormative patterns of media during adolescence may be instructive in terms of suicide prevention efforts.
自杀率在过去十年中有所上升,屏幕媒体(尤其是社交媒体)经常因此而受到指责。然而,关于这个话题的纵向研究很少。本研究考察了在 10 年期间(从青春期到成年早期)各种类型的屏幕媒体使用与成年早期自杀风险之间的联系。参与者包括 500 名青少年(51%为女性),他们于 2009 年首次接受调查,当时他们的平均年龄为 13.82 岁(范围为 12-15 岁)。对于女孩来说,青春期早期大量使用社交媒体或电视,随后随着时间的推移明显增加,这与成年早期自杀风险的预测性最高。此外,随着时间的推移,视频游戏使用量的增加也与女孩自杀风险的增加有关。在最后一波数据收集时还包括了被动感测测量,以更准确和完整地了解手机使用情况。娱乐应用程序的使用对女孩来说是有风险的,而阅读应用程序对男孩来说是有风险的。此外,当网络欺凌也很高时,男孩的视频游戏使用与自杀风险有关。在青春期期间识别非规范的媒体使用模式可能对预防自杀工作有指导意义。