Xiao Yunyu, Meng Yuan, Brown Timothy T, Keyes Katherine M, Mann J John
Department of Population Health Sciences, Weill Cornell Medicine/NewYork-Presbyterian, New York, New York.
School of Public Health, University of California, Berkeley.
JAMA. 2025 Jun 18. doi: 10.1001/jama.2025.7829.
Increasing child and adolescent use of social media, video games, and mobile phones has raised concerns about potential links to youth mental health problems. Prior research has largely focused on total screen time rather than longitudinal addictive use trajectories.
To identify trajectories of addictive use of social media, mobile phones, and video games and to examine their associations with suicidal behaviors and ideation and mental health outcomes among youths.
DESIGN, SETTING, AND PARTICIPANTS: Cohort study analyzing data from baseline through year 4 follow-up in the Adolescent Brain Cognitive Development Study (2016-2022), with population-based samples from 21 US sites.
Addictive use of social media, mobile phones, and video games using validated child-reported measures from year 2, year 3, and year 4 follow-up surveys.
Suicidal behaviors and ideation assessed using child- and parent-reported information via the Kiddie Schedule for Affective Disorders and Schizophrenia. Internalizing and externalizing symptoms were assessed using the parent-reported Child Behavior Checklist.
The analytic sample (n = 4285) had a mean age of 10.0 (SD, 0.6) years; 47.9% were female; and 9.9% were Black, 19.4% Hispanic, and 58.7% White. Latent class linear mixed models identified 3 addictive use trajectories for social media and mobile phones and 2 for video games. Nearly one-third of participants had an increasing addictive use trajectory for social media or mobile phones beginning at age 11 years. In adjusted models, increasing addictive use trajectories were associated with higher risks of suicide-related outcomes than low addictive use trajectories (eg, increasing addictive use of social media had a risk ratio of 2.14 [95% CI, 1.61-2.85] for suicidal behaviors). High addictive use trajectories for all screen types were associated with suicide-related outcomes (eg, high-peaking addictive use of social media had a risk ratio of 2.39 [95% CI, 1.66-3.43] for suicidal behaviors). The high video game addictive use trajectory showed the largest relative difference in internalizing symptoms (T score difference, 2.03 [95% CI, 1.45-2.61]), and the increasing social media addictive use trajectory for externalizing symptoms (T score difference, 1.05 [95% CI, 0.54-1.56]), compared with low addictive use trajectories. Total screen time at baseline was not associated with outcomes.
High or increasing trajectories of addictive use of social media, mobile phones, or video games were common in early adolescents. Both high and increasing addictive screen use trajectories were associated with suicidal behaviors and ideation and worse mental health.
儿童和青少年对社交媒体、电子游戏及手机的使用日益增加,引发了人们对其与青少年心理健康问题潜在关联的担忧。先前的研究主要集中在总屏幕使用时间上,而非纵向成瘾性使用轨迹。
确定社交媒体、手机和电子游戏成瘾性使用的轨迹,并研究它们与青少年自杀行为、自杀意念及心理健康结果之间的关联。
设计、背景和参与者:队列研究,分析青少年大脑认知发展研究(2016 - 2022年)中从基线到第4年随访的数据,样本来自美国21个地点的基于人群的样本。
使用来自第2年、第3年和第4年随访调查中经过验证的儿童自我报告测量方法,评估社交媒体、手机和电子游戏的成瘾性使用情况。
使用儿童和家长报告的信息,通过儿童情感障碍和精神分裂症评定量表评估自杀行为和自杀意念。使用家长报告的儿童行为检查表评估内化和外化症状。
分析样本(n = 4285)的平均年龄为10.0(标准差,0.6)岁;47.9%为女性;9.9%为黑人,19.4%为西班牙裔,58.7%为白人。潜在类别线性混合模型确定了社交媒体和手机成瘾性使用的3种轨迹以及电子游戏成瘾性使用的2种轨迹。近三分之一的参与者从11岁开始出现社交媒体或手机成瘾性使用轨迹增加的情况。在调整后的模型中,与低成瘾性使用轨迹相比,成瘾性使用轨迹增加与自杀相关结局的风险更高(例如,社交媒体成瘾性使用增加与自杀行为的风险比为2.14 [95%置信区间,1.61 - 2.85])。所有屏幕类型的高成瘾性使用轨迹都与自杀相关结局有关(例如,社交媒体高峰值成瘾性使用与自杀行为的风险比为2.39 [95%置信区间,1.66 - 3.43])。与低成瘾性使用轨迹相比,高电子游戏成瘾性使用轨迹在内化症状方面显示出最大的相对差异(T分数差异,2.03 [95%置信区间,1.45 - 2.61]),而社交媒体成瘾性使用轨迹增加在外化症状方面(T分数差异,1.05 [95%置信区间,0.54 - 1.56])。基线时的总屏幕使用时间与结局无关。
在青少年早期,社交媒体、手机或电子游戏成瘾性使用轨迹高或增加的情况很常见。高成瘾性屏幕使用轨迹和增加的成瘾性屏幕使用轨迹都与自杀行为、自杀意念及更差的心理健康有关。