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韩国中学生数字媒体使用与缺乏体育锻炼之间的关联。

Associations between digital media use and lack of physical exercise among middle-school adolescents in Korea.

机构信息

Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea.

出版信息

Epidemiol Health. 2023;45:e2023012. doi: 10.4178/epih.e2023012. Epub 2023 Jan 10.

Abstract

OBJECTIVES

The reported effects of digital media overuse on physical activity among adolescents are inconsistent. This study examined the association between hours of digital media use and lack of moderate-intensity physical exercise (mPE) according to the type of digital media.

METHODS

This study included 1,837 middle school students from the iCURE (Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence) study conducted in Korea. Hours spent using digital media were measured by self-reported daily usage time for Internet games, messengers, social media, and watching game streaming on weekdays. Lack of mPE was defined as performing a minimum of 30 minutes at a time less than twice weekly. Multivariable logistic regression analysis stratified by sex was performed.

RESULTS

Among male students, the group with the highest hours of using either Internet games or watching game streaming was more likely to lack mPE than each non-user group. In contrast, among male students, the group using either messengers or social media had a higher rate of mPE compared to each non-user group. Female students showed no association between hours spent using Internet games, messengers, social media, or watching game streaming and a lack of mPE.

CONCLUSIONS

Among male middle school students in Korea, the excessive use of Internet games or watching game streaming was associated with a lack of mPE. Thus, guidelines should be established regarding adolescent use of internet games and watching game streaming.

摘要

目的

数字媒体过度使用对青少年身体活动的影响报道结果并不一致。本研究根据数字媒体的类型,检验了数字媒体使用时间与缺乏中等强度体力活动(mPE)之间的关联。

方法

本研究纳入了韩国 iCURE(青少年时期互联网使用与游戏障碍无偏识别的互联网用户队列)研究中的 1837 名中学生。通过自我报告的工作日上网玩游戏、使用通讯软件、使用社交媒体和观看游戏直播的日常使用时间来衡量数字媒体的使用时间。缺乏 mPE 的定义为每周少于两次、每次持续至少 30 分钟。采用多变量逻辑回归分析,并按性别分层。

结果

在男学生中,使用互联网游戏或观看游戏直播时间最长的组比每个非使用者组更有可能缺乏 mPE。相比之下,在男学生中,使用通讯软件或社交媒体的组比每个非使用者组有更高的 mPE 率。女学生中,使用互联网游戏、通讯软件、社交媒体或观看游戏直播的时间与缺乏 mPE 之间无关联。

结论

在韩国男中学生中,过度使用互联网游戏或观看游戏直播与缺乏 mPE 有关。因此,应制定关于青少年使用互联网游戏和观看游戏直播的指南。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/aac8/10581895/c2f69bde13ff/epih-45-e2023012f1.jpg

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