关键词: Digital media Electronic gaming Happiness Psychological well-being Social media Suicide

Mesh : Adolescent Adolescent Behavior / psychology Computers / statistics & numerical data Datasets as Topic / statistics & numerical data Depression / epidemiology Female Happiness Humans Internet / statistics & numerical data Male Personal Satisfaction Smartphone / statistics & numerical data Social Media / statistics & numerical data Suicide / statistics & numerical data United Kingdom / epidemiology United States / epidemiology Video Games / statistics & numerical data

来  源:   DOI:10.1007/s11126-019-09630-7   PDF(Sci-hub)

Abstract:
Adolescents spend a substantial and increasing amount of time using digital media (smartphones, computers, social media, gaming, Internet), but existing studies do not agree on whether time spent on digital media is associated with lower psychological well-being (including happiness, general well-being, and indicators of low well-being such as depression, suicidal ideation, and suicide attempts). Across three large surveys of adolescents in two countries (n = 221,096), light users (<1 h a day) of digital media reported substantially higher psychological well-being than heavy users (5+ hours a day). Datasets initially presented as supporting opposite conclusions produced similar effect sizes when analyzed using the same strategy. Heavy users (vs. light) of digital media were 48% to 171% more likely to be unhappy, to be in low in well-being, or to have suicide risk factors such as depression, suicidal ideation, or past suicide attempts. Heavy users (vs. light) were twice as likely to report having attempted suicide. Light users (rather than non- or moderate users) were highest in well-being, and for most digital media use the largest drop in well-being occurred between moderate use and heavy use. The limitations of using percent variance explained as a gauge of practical impact are discussed.
摘要:
青少年花费大量和越来越多的时间使用数字媒体(智能手机,电脑,社交媒体,游戏,Internet),但是现有的研究不同意在数字媒体上花费的时间是否与较低的心理幸福感(包括幸福感,总体福祉,以及抑郁等低幸福感指标,自杀意念,和自杀企图)。在对两个国家的青少年进行的三项大型调查中(n=221,096),数字媒体的轻度用户(每天<1小时)报告的心理健康高于重度用户(每天5小时以上)。当使用相同的策略进行分析时,最初作为支持相反结论的数据集产生了相似的效果大小。重度用户(与光)的数字媒体不快乐的可能性要高出48%至171%,幸福感低下,或有自杀风险因素,如抑郁症,自杀意念,或者过去的自杀企图.重度用户(与光)报告企图自杀的可能性是前者的两倍。轻度用户(而不是非或中度用户)的幸福感最高,对于大多数数字媒体使用,幸福感的最大下降发生在适度使用和大量使用之间。讨论了使用百分比方差解释为实际影响指标的局限性。
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