Different types of screen-based sedentary time and anxiety in adolescents: Video games may be more important

Sitong Chen, Cain C. T. Clark, Zhanbing Ren

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    8 Citations (Scopus)
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    Abstract

    Aim: Evidence demonstrates the negative impact of excessive screen-based sedentary time (screen-based sedentary behavior; SSB) on mental health in adolescents. However, little is known regarding the associations between different types of SSBs and anxiety symptoms in adolescents. Thus, this study sought to explore the associations between different types of SSBs and anxiety symptoms in a sample of Chinese adolescents. Methods: A web-based questionnaire survey was used to collect data. In total, 1,998 study participants conveniently recruited in Guangdong Province completed the questionnaire. Of them, 1,331 study participants provided valid data for variables of interest. SSB was categorized into television/movie time, video game time, and internet-surfing time. Anxiety symptoms were assessed using Zung Self-Rating Anxiety Scale, a validated assessment in Chinese youth populations. Generalized linear models were used to explore the associations between different types of SSBs and anxiety symptoms. Results: In adolescents, video game time of 6 or more h was positively and significantly associated with anxiety symptoms (odds ratio = 5.25, 95% CI: 1.86–14.84, p < 0.01). This association was also observed specifically in boys (odds ratio = 5.12, 95% CI: 1.56–17.44, p < 0.05); however, in girls, there were no associations between different types of SSBs and anxiety symptoms. Conclusion: Interventions aiming at reducing video games in adolescents, especially in boys, should be designed to prevent anxiety symptoms. This kind of intervention should also take sex differences into consideration. Future studies are encouraged to confirm the veracity of the findings in this study.
    Original languageEnglish
    Article number918234
    Number of pages8
    JournalFrontiers in Public Health
    Volume10
    Early online date6 Sept 2022
    DOIs
    Publication statusPublished - 6 Sept 2022

    Bibliographical note

    Copyright © 2022 Chen, Clark and Ren. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

    Keywords

    • Adolescent
    • Anxiety - epidemiology
    • Cross-Sectional Studies
    • Female
    • Humans
    • Male
    • Sedentary Behavior
    • Television
    • Video Games
    • adolescent
    • anxiety
    • cross-sectional survey
    • screen time
    • types

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