Frielingsdorf Helena, Fomichov Victoria, Rystedt Ingrid, Lindstrand Sofia, Korhonen Laura, Henriksson Hanna
Department of Health, Medicine and Caring Sciences, Linköping University, Linköping, Sweden.
Unit for Strategic Healthcare, Region Östergötland, Linköping, Sweden.
Sci Rep. 2025 Jan 6;15(1):993. doi: 10.1038/s41598-024-83951-x.
Although previous studies have suggested an association between digital media use and health, detailed knowledge about how different types of digital media impact adolescent health is limited. This cross-sectional population-based study explored the relationship between time spent on various digital media and adolescents' self-rated general and mental health. The study included 3566 Swedish high school students aged 16-17 years. Associations between time spent on digital media (social media, gaming, watching movies/series/video clips etc. and digital schoolwork) and self-rated health outcomes (general health, self-esteem, symptoms of worry/anxiety and low mood/depression, trust in other people, head/neck/shoulder pain and sleep quality) was assessed. Statistical analyses employed logistic regression models adjusted for covariates (sociodemographic variables and health behaviours). In the adjusted models, spending very high amounts of time (≥ 6 h/day) on any digital media, except schoolwork, was associated with poor self-esteem, symptoms of low mood/depression and poor sleep (ORs 1.35-2.93, p < 0.05). Spending six hours or more on digital media was also associated with worry/anxiety (for social media and gaming), head/neck/shoulder pain (for social media, watching movies/series/video clips and schoolwork), poor general health (for gaming and watching movies/series/video clips) and low trust (for gaming) (ORs 1.39-3.18, p < 0.05). High amounts of time (4-5 h/day) of watching movies/series/video clips was associated with daily symptoms of low mood/depression, neck/shoulder pain, and low trust in other people (ORs 1.46, 1.41, and 1.32, p < 0.05). This study indicates a dose-response relationship between digital media use and adverse health outcomes in adolescents, where adverse associations start to appear after 4-5 h, particularly for watching movies/series/video clips. However, further longitudinal studies, randomized controlled trials and public health interventions focused on healthy and balanced use of digital media are warranted.
尽管先前的研究表明数字媒体使用与健康之间存在关联,但对于不同类型的数字媒体如何影响青少年健康的详细了解仍然有限。这项基于人群的横断面研究探讨了花在各种数字媒体上的时间与青少年自我评定的总体健康和心理健康之间的关系。该研究纳入了3566名年龄在16 - 17岁的瑞典高中生。评估了花在数字媒体(社交媒体、游戏、看电影/电视剧/视频片段等以及数字作业)上的时间与自我评定的健康结果(总体健康、自尊、担忧/焦虑症状、情绪低落/抑郁、对他人的信任、头/颈/肩疼痛和睡眠质量)之间的关联。统计分析采用了针对协变量(社会人口统计学变量和健康行为)进行调整的逻辑回归模型。在调整后的模型中,除了作业外,在任何数字媒体上花费大量时间(≥6小时/天)与自尊低下、情绪低落/抑郁症状和睡眠质量差有关(比值比1.35 - 2.93,p < 0.05)。在数字媒体上花费6小时或更多时间也与担忧/焦虑(针对社交媒体和游戏)、头/颈/肩疼痛(针对社交媒体、看电影/电视剧/视频片段和作业)、总体健康状况不佳(针对游戏和看电影/电视剧/视频片段)以及信任度低(针对游戏)有关(比值比1.39 - 3.18,p < 0.05)。大量时间(4 - 5小时/天)看电影/电视剧/视频片段与日常情绪低落/抑郁症状、颈/肩疼痛以及对他人的信任度低有关(比值比分别为1.46、1.41和1.32,p < 0.05)。这项研究表明数字媒体使用与青少年不良健康结果之间存在剂量反应关系,其中不良关联在4 - 5小时后开始出现,特别是对于看电影/电视剧/视频片段。然而,有必要进行进一步的纵向研究、随机对照试验以及专注于数字媒体健康和平衡使用的公共卫生干预措施。