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更多游戏,更少屏幕:改善学龄前儿童心理健康的方法?英国学龄前儿童游戏调查的横断面研究结果。

More play and fewer screens: a way to improve preschoolers' mental health? Cross-sectional findings from the British Preschool-children's Play Survey.

机构信息

MRC Epidemiology Unit, University of Cambridge School of Clinical Medicine, Cambridge Biomedical Campus, Cambridge, UK.

Children and Young People's Mental Health Research Collaboration (ChyMe), College of Medicine and Health, University of Exeter, Exeter, UK.

出版信息

Lancet. 2023 Nov;402 Suppl 1:S49. doi: 10.1016/S0140-6736(23)02137-2.

Abstract

BACKGROUND

Children increasingly engage in more screentime and less play. Concurrently, 10% of UK children now have a diagnosable mental health condition. Adventurous play (ie, thrilling and exciting play, likely inducing fear or uncertainty) might prevent mental health problems but is unexplored in preschoolers. We assessed the association between mental health and both adventurous play and screentime, hypothesising that more adventurous play and less screentime would be associated with better mental health.

METHODS

This cross-sectional study used data from a nationally representative sample of caregivers of children aged 2-4 years. Participants were recruited through YouGov in February 2023 and gave informed consent (Cambridge University Ethics HSSREC.22·312). We derived three behavioural exposures and four mental health outcomes from parent-report. Exposures were time (in h/week) a child spent playing adventurously, looking at a screen for educational purposed, and looking at a screen for recreational purposes. Outcomes were: internalising and externalising score from the Strengths and Difficulties Questionnaire (SDQ) and positive and negative affect scores from the Positive and Negative Affect Schedule for Children-P (PANAS). We conducted linear regression to explore associations between the three behavioural exposures and four mental health outcomes. We also tested for interactions between adventurous play and each screentime. We adjusted for child and parental demographic variables, using a Bonferroni-corrected α (0·0125).

FINDINGS

Care-givers of 1079 children provided valid data for all variables (age 2: n=319 [30%], age 3: 384 [36%], age 4: 376 [35%]; female n=517 [48%], male n=562 [52%]; white: n=878 [81%], mixed ethnicity: n=80 [7%], other: n=221 [11%]). For each additional hour per week a children engaged in adventurous play, they had lower internalising (β -0·02, 95% CI -0·03 to -0·00) and externalising (-0·02, -0·03 to -0·00) scores, and higher positive affect (0·06, 0·05 to 0·08). Compared with 0-2 h/week of educational screentime, longer educational screentime was associated with higher internalising scores (4-6 h: 1·42, 0·62 to 2·21; ≥6 h: 2·56, 1·40 to 3·72) and negative affect (4-6 h: 1·54, 0·84 to 2·23; ≥6 h: 2·17, 0·88 to 3·46). Recreational screentime was not associated with outcomes. No significant interactions were identified.

INTERPRETATION

Adventurous play was associated with better mental health, whereas high educational screentime was associated with poorer mental health; although effect sizes were small. Consistent with research in older children, associations with positive affect were stronger than mental health symptoms. No significant effect of recreational screentime was found, possibly due to underreporting, as it might be deemed less socially desirable than educational screentime, where effects were seen. Reliance on parental-report remains a limitation of this study. Nevertheless, this is the first work to demonstrate that diverse play opportunities for preschools, including taking risks, might be important for their mental health.

FUNDING

Wellcome Trust and the Medical Research Council.

摘要

背景

儿童越来越多地长时间接触电子屏幕,而游戏时间则越来越少。与此同时,英国有 10%的儿童现在被诊断出患有心理健康问题。冒险游戏(即刺激和令人兴奋的游戏,可能会引起恐惧或不确定)可能有助于预防心理健康问题,但在学龄前儿童中尚未得到探索。我们评估了心理健康与冒险游戏和电子屏幕时间之间的关系,假设更多的冒险游戏和更少的电子屏幕时间与更好的心理健康有关。

方法

本横断面研究使用了来自全国代表性的 2-4 岁儿童照顾者的数据。参与者通过 YouGov 在 2023 年 2 月招募,并获得了知情同意(剑桥大学伦理委员会 HSSREC.22·312)。我们从父母报告中得出了三个行为暴露和四个心理健康结果。暴露是指儿童每周花在冒险游戏、观看教育目的的屏幕和观看娱乐目的的屏幕上的时间。结果是:来自 Strengths and Difficulties Questionnaire(SDQ)的内部和外部得分,以及来自 Positive and Negative Affect Schedule for Children-P(PANAS)的积极和消极影响得分。我们进行了线性回归,以探索三个行为暴露与四个心理健康结果之间的关联。我们还测试了冒险游戏与每次屏幕时间之间的交互作用。我们使用 Bonferroni 校正的 α(0.0125)调整了儿童和父母的人口统计学变量。

结果

1079 名儿童的照顾者提供了所有变量的有效数据(2 岁:n=319[30%],3 岁:384[36%],4 岁:376[35%];女性:n=517[48%],男性:n=562[52%];白色:n=878[81%],混合种族:n=80[7%],其他:n=221[11%])。每周每增加一小时的冒险游戏时间,儿童的内部化(β-0.02,95%CI-0.03 至-0.00)和外化(β-0.02,-0.03 至-0.00)得分越低,积极影响(β0.06,0.05 至 0.08)越高。与每周 0-2 小时的教育屏幕时间相比,较长的教育屏幕时间与更高的内部化评分(4-6 小时:1.42,0.62 至 2.21;≥6 小时:2.56,1.40 至 3.72)和消极影响(4-6 小时:1.54,0.84 至 2.23;≥6 小时:2.17,0.88 至 3.46)相关。娱乐性屏幕时间与结果无关。没有发现显著的交互作用。

解释

冒险游戏与更好的心理健康有关,而高教育屏幕时间与更差的心理健康有关;尽管影响幅度较小。与年龄较大的儿童的研究一致,与积极影响的关联比心理健康症状更强。由于可能被认为不如教育性屏幕时间那么理想,因此没有发现娱乐性屏幕时间的显著影响,而在教育性屏幕时间中观察到了影响。依赖父母报告仍然是这项研究的一个局限性。尽管如此,这是第一项证明幼儿园多样化的游戏机会,包括冒险,可能对他们的心理健康很重要的工作。

资金

威康信托基金会和医学研究委员会。

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