School of Physical Therapy and Graduate Institute of Rehabilitation Science, College of Medicine, Chang Gung University, Taoyuan, Taiwan.
Department of Rehabilitation Sciences, Faculty of Health and Social Sciences, The Hong Kong Polytechnic University, Kowloon, Hong Kong.
Cyberpsychol Behav Soc Netw. 2021 Oct;24(10):654-663. doi: 10.1089/cyber.2020.0497. Epub 2021 Apr 20.
This study assessed the mediating roles of problematic gaming, problematic social media use, and problematic smartphone use in the associations between psychological distress and screen time use among primary school children during the school hiatus due to the outbreak of the novel coronavirus disease 2019 (COVID-19). Students ( = 2,026; mean [standard deviation] age = 10.71 years [1.07]; 1,011 [49.9 percent] girls) in Sichuan, China completed a cross-sectional online survey, and this study was approved by the ethics committee of the Hong Kong Polytechnic University (IRB ref: HSEARS20190718001). The Internet Gaming Disorder Scale-Short Form, Bergen Social Media Addiction Scale, and Smartphone Application-Based Addiction Scale were used to assess problematic gaming, social media use, and smartphone use. The Depression, Anxiety, Stress Scale-21 was used to assess distress, and an item rated on a 0-10 scale was included to assess fear of being infected by COVID-19. Fear of being infected by COVID-19 was assessed because this could be a confounding variable in the association between psychological distress and screen time use. Increased time spent on gaming, social media, and smartphones was associated with greater problematic gaming, problematic social media use, problematic smartphone use, and psychological distress, but was not associated with fear of COVID-19 infection. Mediation analyses showed that problematic gaming, problematic social media use, and problematic smartphone use were significant mediators in the association between psychological distress and increased time spent on Internet-related activities during the COVID-19 outbreak period. Children who had psychological distress during COVID-19 outbreak might have spent longer time on Internet-related activities due to the school hiatus and problematic use of Internet-related activities. Parents/caregivers are recommended to monitor their children's use of Internet while encouraging children to engage in positive activities to ease the concern of negative psychological responses during the COVID-19 pandemic.
本研究评估了问题性游戏、问题性社交媒体使用和问题性智能手机使用在新冠疫情爆发期间小学生心理困扰与屏幕时间使用之间的关联中的中介作用。来自中国四川的学生( = 2026;平均[标准差]年龄 = 10.71 岁[1.07];1011 名[49.9%]女生)完成了一项横断面在线调查,本研究得到了香港理工大学伦理委员会的批准(IRB 编号:HSEARS20190718001)。使用网络成瘾障碍量表-短式、卑尔根社交媒体成瘾量表和智能手机应用成瘾量表评估问题性游戏、社交媒体使用和智能手机使用。使用抑郁、焦虑和压力量表-21 评估困扰,还包括一个 0-10 分的项目评估对感染 COVID-19 的恐惧。评估对感染 COVID-19 的恐惧是因为这可能是心理困扰与屏幕时间使用之间关联的混杂变量。游戏、社交媒体和智能手机使用时间的增加与问题性游戏、问题性社交媒体使用、问题性智能手机使用和心理困扰的增加有关,但与对 COVID-19 感染的恐惧无关。中介分析表明,在新冠疫情爆发期间,心理困扰与互联网相关活动时间增加之间的关联中,问题性游戏、问题性社交媒体使用和问题性智能手机使用是显著的中介因素。在新冠疫情爆发期间有心理困扰的儿童可能由于学校停课和互联网相关活动的问题性使用而花费更多时间在互联网相关活动上。建议家长/照顾者在鼓励儿童参与积极活动以缓解 COVID-19 大流行期间负面心理反应的同时,监测他们的儿童使用互联网。