Zhang Linhao, Oshri Assaf, Carvalho Cory, Uddin Lucina Q, Geier Charles, Nagata Jason M, Cummins Kevin, Hoffman Elizabeth A, Tomko Rachel L, Chaarani Bader, Squeglia Lindsay M, Wing David, Mason Michael J, Fuemmeler Bernard, Lisdahl Krista, Tapert Susan F, Baker Fiona C, Kiss Orsolya
Department of Human Development and Family Science, University of Georgia, Athens, GA, USA.
Department of Psychiatry and Biobehavioral Sciences, University of California Los Angeles, Los Angeles, CA, USA.
Sleep. 2025 Jan 13;48(1). doi: 10.1093/sleep/zsae234.
Early exposure to mature content is linked to high-risk behaviors. This study aims to prospectively investigate how sleep and sensation-seeking behaviors influence the consumption of mature video games and R-rated movies in early adolescents. A secondary analysis examines the bidirectional relationships between sleep patterns and mature screen usage.
Data were obtained from a subsample of 3687 early adolescents (49.2% female; mean age: 11.96 years) participating in the Adolescent Brain and Cognitive Development study. At year 2 follow-up, participants wore Fitbit wearables for up to 21 nights to assess objective sleep measures and completed a scale about sensation-seeking traits. At year 3 follow-up, they answered questions about mature screen usage.
Of the sample, 41.8% of the sample reported playing mature-rated video games and 49% reported watching R-rated movies. Sensation-seeking traits were associated with R-rated movie watching 1 year later. Shorter sleep duration, later bedtime, more bedtime variability, and more social jetlag (discrepancy between the mid-sleep on weekdays and weekends) were associated with mature-rated video gaming and R-rated movie watching 1 year later. Sleep duration variability was associated with mature-rated video gaming. There was also an interaction effect: those with higher sensation-seeking scores and shorter sleep duration reported more frequent R-rated movie usage than those with longer sleep duration. Secondary analyses showed bidirectional associations between later bedtimes, more variability in bedtimes, and more social jetlag with mature screen usage.
Early adolescents with sensation-seeking traits and poorer sleep health were more likely to engage in mature screen usage.
早期接触成熟内容与高风险行为有关。本研究旨在前瞻性地调查睡眠和寻求刺激行为如何影响青少年早期对成熟电子游戏和R级电影的消费。二次分析考察了睡眠模式与成熟屏幕使用之间的双向关系。
数据来自参与青少年大脑与认知发展研究的3687名青少年早期样本(49.2%为女性;平均年龄:11.96岁)。在第2年随访时,参与者佩戴Fitbit可穿戴设备长达21个晚上,以评估客观睡眠指标,并完成一份关于寻求刺激特质的量表。在第3年随访时,他们回答了关于成熟屏幕使用的问题。
在样本中,41.8%的人报告玩过成熟评级的电子游戏,49%的人报告看过R级电影。寻求刺激特质与1年后观看R级电影有关。睡眠时间较短、就寝时间较晚、就寝时间变化较大以及社交时差(工作日和周末中间睡眠时间的差异)较大与1年后玩成熟评级的电子游戏和观看R级电影有关。睡眠时间的变化与玩成熟评级的电子游戏有关。还存在一种交互作用:寻求刺激得分较高且睡眠时间较短的人比睡眠时间较长的人报告更频繁地观看R级电影。二次分析显示就寝时间较晚、就寝时间变化较大以及社交时差较大与成熟屏幕使用之间存在双向关联。
具有寻求刺激特质且睡眠健康较差的青少年早期更有可能进行成熟屏幕使用。