Abstract
Background: Non-linear relationship of different types of screen time with adolescent mental health problems remains unclear.
Objective: To identify non-linear relationships of internet gaming and social media use with probable depression and suicidal ideation and the thresholds in male and female adolescents.
Participants and setting: A school-based survey was conducted in 11,750 Hong Kong adolescents in 2020–2022.
Methods: An anonymous questionnaire was used to assess screen time and mental health. Generalized additive models (GAM) and generalized linear mixed models (GLMM) were conducted to analyze gender-specific non-linear relationships, interaction effects, and dose-dependent relationships between screen time and mental health.
Results: Probable depression (64.3% vs. 52.0%) and suicidal ideation (35.0% vs. 24.6%) were more prevalent among girls. GAM revealed a U-shaped relationship between internet gaming time and probable depression (threshold: 1.5 h/day)/suicidal ideation (threshold: 2 h/day) in boys, but not in girls. GLMM showed that internet gaming within 1 h/day was associated with reduced suicidal ideation in boys (OR[95%CI] = 0.72[0.53, 0.99]) compared to non-users. For girls, social media use>1 h/day was associated with higher risks of probable depression (ORs range from 1.59 to 2.16, all p < 0.05) and suicidal ideation (ORs = 1.35 to 2.00, ps < 0.005) compared to non-users. However, boys’ social media use>2 h/day was associated with a higher risk of probable depression, but not for suicidal ideation. Positive interactions of internet gaming and social media use with mental health were found across genders (ps < 0.001).
Conclusions: This study suggests a conservative cutoff of 1-h daily use for internet games and social media, respectively, for girls and boys. Regulating internet gaming and social media use concurrently may benefit adolescent mental health.
Objective: To identify non-linear relationships of internet gaming and social media use with probable depression and suicidal ideation and the thresholds in male and female adolescents.
Participants and setting: A school-based survey was conducted in 11,750 Hong Kong adolescents in 2020–2022.
Methods: An anonymous questionnaire was used to assess screen time and mental health. Generalized additive models (GAM) and generalized linear mixed models (GLMM) were conducted to analyze gender-specific non-linear relationships, interaction effects, and dose-dependent relationships between screen time and mental health.
Results: Probable depression (64.3% vs. 52.0%) and suicidal ideation (35.0% vs. 24.6%) were more prevalent among girls. GAM revealed a U-shaped relationship between internet gaming time and probable depression (threshold: 1.5 h/day)/suicidal ideation (threshold: 2 h/day) in boys, but not in girls. GLMM showed that internet gaming within 1 h/day was associated with reduced suicidal ideation in boys (OR[95%CI] = 0.72[0.53, 0.99]) compared to non-users. For girls, social media use>1 h/day was associated with higher risks of probable depression (ORs range from 1.59 to 2.16, all p < 0.05) and suicidal ideation (ORs = 1.35 to 2.00, ps < 0.005) compared to non-users. However, boys’ social media use>2 h/day was associated with a higher risk of probable depression, but not for suicidal ideation. Positive interactions of internet gaming and social media use with mental health were found across genders (ps < 0.001).
Conclusions: This study suggests a conservative cutoff of 1-h daily use for internet games and social media, respectively, for girls and boys. Regulating internet gaming and social media use concurrently may benefit adolescent mental health.
| Original language | English |
|---|---|
| Article number | 100205 |
| Number of pages | 8 |
| Journal | Psychiatry Research Communications |
| Volume | 5 |
| Issue number | 1 |
| Early online date | 27 Feb 2025 |
| DOIs | |
| Publication status | Published - Mar 2025 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 3 Good Health and Well-being
Keywords
- Screen time
- Depression
- Suicidal ideation
- Non-linearity
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