Paquin Vincent, Philippe Frederick L, Shannon Holly, Guimond Synthia, Ouellet-Morin Isabelle, Geoffroy Marie-Claude
Department of Psychiatry, McGill University, Ludmer Research and Training Building, 1033 Pine Avenue West, Montreal, QC, H3A 1A1, Canada.
McGill Group for Suicide Studies, Douglas Mental Health University Institute, Montreal, QC, Canada.
Soc Psychiatry Psychiatr Epidemiol. 2024 Jan;59(1):65-75. doi: 10.1007/s00127-023-02537-6. Epub 2023 Jul 29.
Digital media use has been associated with psychotic experiences in youth from the community, but the direction of association remains unclear. We aimed to examine between- and within-person associations of digital media use and psychotic experiences in youth.
The sample included 425 participants aged 18-25 years (82.5% female) from the community, followed between May 2021 and January 2022 over 3 time points-of which 263 participants (61.9%) completed at least 2. Digital media use was self-reported as time spent daily on TV and streaming platforms, social media, and video games over the past 3 months. Psychotic experiences in the past 3 months were measured with the 15-item Community Assessment of Psychic Experiences. Associations between digital media use and psychotic experiences were estimated using a random-intercept cross-lagged panel model.
On average, individuals who reported greater digital media use also reported higher levels of psychotic experiences (r = 0.34, 95% CI 0.15, 0.53). However, a person's variation in digital media use, relative to their personal average, was not significantly associated with subsequent variations in their levels of psychotic experiences, or vice-versa. Results were similar across TV/streaming, social media and video game use, and after adjusting for age, sex, education, sleep, physical activity, and cannabis use.
Individuals with a tendency for higher levels of digital media use also had a tendency for higher levels of psychotic experiences. Understanding this association may help personalize mental health interventions for people with psychotic experiences, which may be offered digitally to promote their accessibility.
数字媒体使用与社区青少年的精神病性体验有关,但这种关联的方向尚不清楚。我们旨在研究青少年数字媒体使用与精神病性体验之间的个体间和个体内关联。
样本包括425名来自社区的18 - 25岁参与者(82.5%为女性),在2021年5月至2022年1月期间进行了3次随访,其中263名参与者(61.9%)至少完成了2次随访。数字媒体使用通过自我报告过去3个月每天花在电视和流媒体平台、社交媒体及电子游戏上的时间来衡量。过去3个月的精神病性体验用15项社区精神体验评估量表进行测量。使用随机截距交叉滞后面板模型估计数字媒体使用与精神病性体验之间的关联。
平均而言,报告数字媒体使用较多的个体也报告了较高水平的精神病性体验(r = 0.34,95%可信区间0.15,0.53)。然而,一个人数字媒体使用相对于其个人平均水平的变化,与随后其精神病性体验水平的变化并无显著关联,反之亦然。在电视/流媒体、社交媒体和电子游戏使用方面,以及在调整年龄、性别、教育程度、睡眠、身体活动和大麻使用情况后,结果相似。
数字媒体使用水平较高的个体也往往有较高水平的精神病性体验。了解这种关联可能有助于为有精神病性体验的人量身定制心理健康干预措施,这些措施可以通过数字方式提供以提高可及性。