METHODS: Data were from 380,446 adolescents (aged 11-15 years, 51% girls) across 37 European and North American countries who completed the 2010 and 2014 Health Behaviour in School-Aged Children surveys. Participants reported h/day during free time spent on television, electronic games, and computer/other devices. Life satisfaction was assessed using a 10-point scale (low life satisfaction ⩽5).
RESULTS: Generalized additive modelling showed non-linear associations for each ST type, with low life satisfaction increasing monotonically for >1 h/day of electronic gaming or computer/other device and >2 h/day of watching television. Multilevel multivariable modelling showed that >4 h/day of watching television was associated with 26% higher odds for boys (OR 1.26; 95% CI:1.21-1.32) and 52% higher odds for girls (1.52; 1.46-1.59) of low life satisfaction than for ⩽1 h/day of television. Electronic gaming >4 h/day was associated with low life satisfaction with odds 42% higher in boys (1.42, 1.36-1.48) and 69% higher in girls (1.69, 1.61-1.76). A similar association was found for >4 h/day of computer/other device for boys (1.43, 1.37-1.49) and girls (1.71, 1.65-1.77).
CONCLUSIONS: Low levels of ST may be beneficial; however, prolonged periods are associated with low life satisfaction among adolescents, in particular among girls. Results support ⩽2 h/day restriction of ST and highlight research is needed to understand underlying mechanisms of ST and wellbeing, which may not reflect active versus passive content.
方法:数据来自380,446名青少年(年龄11-15岁,51%的女孩)在37个欧洲和北美国家完成了2010年和2014年学龄儿童健康行为调查。参与者报告说,在电视上的空闲时间每天都有小时,电子游戏,和计算机/其他设备。使用10分量表(低生活满意度
结果:广义加法模型显示每个ST类型的非线性关联,对于>1小时/天的电子游戏或计算机/其他设备和>2小时/天的看电视,低生活满意度单调增加。多水平多变量模型显示,每天看电视>4小时与男孩(OR1.26;95%CI:1.21-1.32)和女孩(1.52;1.46-1.59)的低生活满意度的几率高出52%。每天>4小时的电子游戏与生活满意度低相关,男孩的赔率高42%(1.42,1.36-1.48),女孩的赔率高69%(1.69,1.61-1.76)。对于男孩(1.43,1.37-1.49)和女孩(1.71,1.65-1.77),每天>4小时/天的计算机/其他设备也发现了类似的关联。
结论:低水平的ST可能是有益的;然而,长时间与青少年的生活满意度低有关,尤其是女孩。结果支持ST的2小时/天限制,并强调研究需要了解ST和福祉的潜在机制,这可能不会反映主动内容和被动内容。