Electronic media use and adolescent health and well-being: cross-sectional community study

Acad Pediatr. 2009 Sep-Oct;9(5):307-14. doi: 10.1016/j.acap.2009.04.003. Epub 2009 Jul 9.

Abstract

Objective: To describe time adolescents spend using electronic media (television, computer, video games, and telephone); and to examine associations between self-reported health/well-being and daily time spent using electronic media overall and each type of electronic media.

Methods: Design-Cross-sectional data from the third (2005) wave of the Health of Young Victorians Study, an Australian school-based population study. Outcome Measures-Global health, health-related quality of life (HRQoL; KIDSCREEN), health status (Pediatric Quality of Life Inventory 4.0; PedsQL), depression/anxiety (Kessler-10), and behavior problems (Strengths and Difficulties Questionnaire). Exposure Measures-Duration of electronic media use averaged over 1 to 4 days recalled with the Multimedia Activity Recall for Children and Adolescents (MARCA) computerized time-use diary. Analysis-Linear and logistic regression; adjusted for demographic variables and body mass index z score.

Results: A total of 925 adolescents (mean +/- standard deviation age, 16.1+/-1.2 years) spent, on average, 3 hours 16 minutes per day using electronic media (television, 128 minutes per day; video games, 35; computers, 19; telephone, 13). High overall electronic media use was associated with poorer behavior, health status, and HRQoL. Associations with duration of specific media exposures were mixed; there was a favorable association between computer use (typing/Internet) and psychological distress, whereas high video game use was associated with poorer health status, HRQoL, global health, and depression/anxiety. Television and telephone durations were not associated with any outcome measure.

Conclusions: Despite television's associations with obesity, time spent in other forms of media use appear more strongly related to adolescent health and well-being. This study supports efforts to reduce high video game use and further exploration of the role of computers in health enhancement.

Publication types

  • Research Support, Non-U.S. Gov't

MeSH terms

  • Adolescent
  • Australia
  • Cohort Studies
  • Computer Systems / statistics & numerical data*
  • Cross-Sectional Studies
  • Female
  • Health Status*
  • Humans
  • Male
  • Mental Health*
  • Quality of Life
  • Stress, Psychological / epidemiology
  • Surveys and Questionnaires
  • Telecommunications / statistics & numerical data*
  • Time Factors
  • Video Games* / psychology
  • Young Adult