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Associations of time spent on different types of digital media with self-rated general and mental health in Swedish adolescents

Medicine and Health

Associations of time spent on different types of digital media with self-rated general and mental health in Swedish adolescents

H. Frielingsdorf, V. Fomichov, et al.

Adolescents who spend 4–5+ hours daily on digital media—especially watching movies/series/video clips—show higher rates of poor self-esteem, low mood/depression, sleep problems and physical pain, with very high use (≥6 h/day) linked to anxiety, poor general health and low trust. This cross-sectional study of 3,566 Swedish 16–17-year-olds found dose–response associations that emerge after 4–5 hours. The research was conducted by Authors present in <Authors> tag.

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Abstract
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.
Publisher
Scientific Reports
Published On
Jan 06, 2025
Authors
Helena Frielingsdorf, Victoria Fomichov, Ingrid Rystedt, Sofia Lindstrand, Laura Korhonen, Hanna Henriksson
Tags
digital media use
adolescent health
self-rated health
screen time dose-response
social media
gaming
sleep and mental health
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