屏幕休闲时间对 24 项后续健康和幸福结果的影响:结果纵向分析。

IF 2 3区 心理学 Q3 PSYCHOLOGY, CLINICAL International Journal of Behavioral Medicine Pub Date : 2024-07-18 DOI:10.1007/s12529-024-10307-0
Pedro A de la Rosa, Richard G Cowden, Joseph A Bulbulia, Chris G Sibley, Tyler J VanderWeele
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引用次数: 0

摘要

背景:以往的研究表明,基于屏幕的休闲时间与身心健康、人际关系和亲社会行为有关。然而,由于之前的研究依赖于横截面数据,侧重于一种媒体使用类型(如社交媒体、视频游戏或互联网),或评估的结果范围较窄,因此目前仍不清楚基于屏幕的休闲时间是否会对幸福感产生因果影响:我们利用新西兰态度和价值观研究的三波(2016、2017、2019)全国纵向数据,调查了屏幕休闲时间对 24 个幸福参数的影响(n = 11,085 人)。我们将基于屏幕的休闲时间定义为浏览互联网、使用社交媒体、观看/阅读新闻、观看视频和玩电子游戏的时间总和。我们按照观察性数据的全结果分析设计,建立了一系列多变量回归模型,估算了屏幕休闲时间对 24 项幸福感结果的影响,并通过敏感性分析评估了潜在的未测量混杂因素:在我们对全部样本进行的主要分析中,基于屏幕的休闲时间总量与身体满意度的小幅下降和体重指数的小幅上升有关。有证据表明,每周锻炼和志愿服务时数的增加,以及每日平均睡眠时数、自我控制能力和主观健康状况的下降可能与这些因素有关:结论:基于屏幕的休闲时间有可能影响健康和幸福。结论:基于屏幕的休闲时间有可能影响健康和幸福,我们将根据基于屏幕的休闲时间的高流行率对结果进行讨论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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Effects of Screen-Based Leisure Time on 24 Subsequent Health and Wellbeing Outcomes: A Longitudinal Outcome-Wide Analysis.

Background: Previous research has shown that screen-based leisure time is related to physical and mental health, relationships, and prosocial behaviors. However, it remains unclear whether screen-based leisure time causally affects wellbeing, as previous studies have relied on cross-sectional data, focused on one type of media use (e.g., social media, video games, or internet), or assessed a narrow set of outcomes.

Method: We used three waves (2016, 2017, 2019) of national longitudinal data from the New Zealand Attitudes and Values Study to investigate the effects of screen-based leisure time on 24 parameters of wellbeing (n = 11,085). We operationalized screen-based leisure as the sum of time spent browsing the internet, using social media, watching/reading the news, watching videos, and playing video games. We followed the outcome-wide analytic design for observational data by performing a series of multivariable regression models estimating the effect of screen-based leisure time on 24 wellbeing outcomes and assessed potential unmeasured confounding using sensitivity analyses.

Results: In our primary analysis with the total sample, total screen-based leisure time was associated with a very modest decrease in body satisfaction and a very modest increase in body mass index. Possible evidence of associations was found with increases in number of hours spent exercising and volunteering each week, as well as decreases in number of average daily hours of sleep, self-control, and subjective health.

Conclusion: Screen-based leisure time has the potential to affect health and wellbeing. Results are discussed in light of the high prevalence of screen-based leisure time.

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来源期刊
CiteScore
5.20
自引率
3.70%
发文量
97
期刊介绍: The International Journal of Behavioral Medicine (IJBM) is the official scientific journal of the International Society for Behavioral Medicine (ISBM). IJBM seeks to present the best theoretically-driven, evidence-based work in the field of behavioral medicine from around the globe. IJBM embraces multiple theoretical perspectives, research methodologies, groups of interest, and levels of analysis. The journal is interested in research across the broad spectrum of behavioral medicine, including health-behavior relationships, the prevention of illness and the promotion of health, the effects of illness on the self and others, the effectiveness of novel interventions, identification of biobehavioral mechanisms, and the influence of social factors on health. We welcome experimental, non-experimental, quantitative, qualitative, and mixed-methods studies as well as implementation and dissemination research, integrative reviews, and meta-analyses.
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