| Literature DB >> 22651908 |
Abstract
BACKGROUND: Screen time activities (e.g., television, computers, video games) have been linked to several negative health outcomes among young people. In order to develop evidence-based interventions to reduce screen time, the factors that influence the behavior need to be better understood. High neighborhood disorder, which may encourage young people to stay indoors where screen time activities are readily available, is one potential factor to consider.Entities:
Mesh:
Year: 2012 PMID: 22651908 PMCID: PMC3420264 DOI: 10.1186/1479-5868-9-66
Source DB: PubMed Journal: Int J Behav Nutr Phys Act ISSN: 1479-5868 Impact factor: 6.457
Characteristics of the total sample (N = 15,917) and participants living within 1 km of their school (N = 4,163)
| Sex (%) | ||
| Male | 47.6 | 47.7 |
| Female | 52.4 | 52.3 |
| Grade (%) | ||
| 6 | 17.7 | 25.3 |
| 7 | 18.9 | 21.1 |
| 8 | 21.2 | 22.6 |
| 9 | 21.2 | 16.4 |
| 10 | 21.0 | 14.5 |
| Ethnicity (%) | ||
| Caucasian | 76.7 | 73.1 |
| Other | 23.3 | 26.9 |
| Family Structure (%) | ||
| Both Parents | 61.6 | 63.1 |
| Single Parent | 17.0 | 16.8 |
| Parent and Step Parent | 9.8 | 9.5 |
| Other | 11.6 | 10.6 |
| Individual-level Socioeconomic Status (%) | ||
| Low | 7.6 | 7.3 |
| Medium | 35.5 | 35.6 |
| High | 56.9 | 57.1 |
| Urban-rural Location (%) | ||
| Rural | 4.0 | 8.4 |
| Small Urban | 23.7 | 31.2 |
| Large Urban | 72.3 | 60.4 |
| Screen Time, hours/week | ||
| Television | 17.5 (12.1) | 17.9 (12.0) |
| Computer | 14.5 (13.1) | 14.0 (12.7) |
| Video Games | 12.8 (13.3) | 13.1 (12.8) |
Data presented as prevalence for the categorical variables and as mean (standard deviation) for the continuous variables.
Mean weekly hours of screen time within social and physical neighborhood disorder quartiles (N = 15,917)
| Social Neighborhood Disorder | |||
| Quartile 1 | 16.2 (11.4) | 12.8 (12.2) | 11.9 (12.7) |
| Quartile 2 | 17.2 (11.9) | 14.4 (12.6) | 12.1 (12.8) |
| Quartile 3 | 17.4 (11.9) | 14.2 (12.8) | 12.6 (13.1) |
| Quartile 4 | 19.3 (13.1) | 16.3 (14.2) | 14.4 (14.2) |
| | P trend < 0.01 | P trend < 0.01 | P trend < 0.01 |
| Physical Neighborhood Disorder | |||
| Quartile 1 | 16.6 (11.6) | 13.7 (12.5) | 12.1 (12.5) |
| Quartile 2 | 17.7 (12.2) | 14.6 (13.3) | 12.7 (13.3) |
| Quartile 3 | 16.8 (11.7) | 14.2 (12.8) | 12.6 (13.3) |
| Quartile 4 | 19.2 (12.8) | 15.3 (13.5) | 13.8 (13.8) |
| P trend < 0.01 | P trend < 0.01 | P trend < 0.01 | |
Data presented as mean (standard deviation).
Multi-level models predicting screen time use in the total sample (N = 15,917)
| | | | | | | ||
| Social Neighborhood Disorder | |||||||
| Quartile 1 | 21.6 | 1.00 | | 1.00 | | 1.00 | |
| Quartile 2 | 21.7 | 1.03 | 0.86 - 1.21 | 1.02 | 0.86 - 1.20 | 1.02 | 0.85 – 1.19 |
| Quartile 3 | 26.6 | 1.28 | 1.12 – 1.48* | 1.22 | 1.05 – 1.42* | 1.19 | 1.02 – 1.38* |
| Quartile 4 | 32.1 | 1.45 | 1.26 – 1.65* | 1.39 | 1.20 – 1.58* | 1.33 | 1.16 – 1.54* |
| Physical Neighborhood Disorder | |||||||
| Quartile 1 | 22.5 | 1.00 | | 1.00 | | 1.00 | |
| Quartile 2 | 25.4 | 1.13 | 0.96 – 1.32 | 1.05 | 0.88 – 1.23 | 1.01 | 0.85 – 1.18 |
| Quartile 3 | 23.7 | 1.06 | 0.91 – 1.26 | 0.98 | 0.80 – 1.17 | 0.92 | 0.76 – 1.11 |
| Quartile 4 | 30.6 | 1.43 | 1.23 – 1.63* | 1.28 | 1.08 – 1.49* | 1.17 | 0.98 – 1.37 |
| | | | | | | | |
| Social Neighborhood Disorder | |||||||
| Quartile 1 | 21.2 | 1.00 | | 1.00 | | 1.00 | |
| Quartile 2 | 25.8 | 1.17 | 1.01 – 1.36* | 1.07 | 0.92 – 1.23 | 1.05 | 0.91 – 1.22 |
| Quartile 3 | 27.8 | 1.34 | 1.16 – 1.52* | 1.15 | 1.00 – 1.32* | 1.13 | 0.98 – 1.29 |
| Quartile 4 | 34.8 | 1.66 | 1.51 – 1.90* | 1.50 | 1.34 – 1.68* | 1.46 | 1.30 – 1.65* |
| Physical Neighborhood Disorder | |||||||
| Quartile 1 | 24.4 | 1.00 | | 1.00 | | 1.00 | |
| Quartile 2 | 27.7 | 1.20 | 1.03 – 1.41* | 1.18 | 1.00 – 1.39* | 1.11 | 0.95 – 1.28 |
| Quartile 3 | 26.9 | 1.14 | 0.96 – 1.36 | 1.12 | 0.93 – 1.34 | 1.02 | 0.85 – 1.20 |
| Quartile 4 | 30.4 | 1.36 | 1.18 – 1.57* | 1.32 | 1.09 – 1.55* | 1.14 | 0.97 – 1.33 |
| Social Neighborhood Disorder | |||||||
| Quartile 1 | 20.7 | 1.00 | | 1.00 | | 1.00 | |
| Quartile 2 | 22.8 | 1.14 | 1.00 – 1.31* | 1.14 | 1.00 – 1.31* | 1.14 | 0.99 – 1.31 |
| Quartile 3 | 25.5 | 1.24 | 1.09 – 1.40* | 1.20 | 1.05 – 1.35* | 1.18 | 1.03 – 1.33* |
| Quartile 4 | 30.6 | 1.48 | 1.31 – 1.65* | 1.44 | 1.28 – 1.60* | 1.42 | 1.25 – 1.59* |
| Physical Neighborhood Disorder | |||||||
| Quartile 1 | 22.7 | 1.00 | | 1.00 | | 1.00 | |
| Quartile 2 | 24.2 | 1.08 | 0.94 – 1.24 | 1.03 | 0.89 – 1.19 | 1.03 | 0.90 – 1.18 |
| Quartile 3 | 25.1 | 1.11 | 0.95 –1.28 | 1.05 | 0.89 – 1.22 | 1.03 | 0.89 – 1.19 |
| Quartile 4 | 27.6 | 1.26 | 1.10 – 1.43* | 1.17 | 1.01 – 1.34* | 1.13 | 0.98 – 1.28 |
PR = prevalence ratio; 95% CI = 95% confidence interval; * P ≤ 0.05.
Model 1: unadjusted. Model 2 adjusted for neighborhood SES and model 2 of social neighborhood disorder predicting high computer use was also adjusted for grade. Model 3 adjusted for confounders in model 2 and physical neighborhood disorder or social neighborhood disorder.
Multi-level models predicting high screen time use for participants living within 1 km of their school (N = 4,163)
| Social Neighborhood Disorder | | | | | | |
| Quartile 1 | 1.00 | | 1.00 | | 1.00 | |
| Quartile 2 | 0.96 | 0.74 – 1.24 | 1.05 | 0.82 – 1.35 | 1.02 | 0.79 – 1.27 |
| Quartile 3 | 1.01 | 0.77 – 1.29 | 1.01 | 0.77 – 1.29 | 0.98 | 0.77 – 1.23 |
| Quartile 4 | 1.32 | 1.05 – 1.62* | 1.27 | 1.00 – 1.57* | 1.30 | 1.07 – 1.58* |
| Physical Neighborhood Disorder | | | | | | |
| Quartile 1 | 1.00 | | 1.00 | | 1.00 | |
| Quartile 2 | 0.93 | 0.70 – 1.20 | 0.88 | 0.67 – 1.14 | 1.02 | 0.80 – 1.28 |
| Quartile 3 | 1.01 | 0.76 – 1.31 | 1.04 | 0.79 – 1.33 | 1.13 | 0.86 – 1.41 |
| Quartile 4 | 1.11 | 0.83 – 1.45 | 1.12 | 0.86 – 1.45 | 1.05 | 0.80 – 1.33 |
PR = prevalence ratio; 95% CI = 95% confidence interval; * P ≤ 0.05.
All models were adjusted for neighborhood SES. The social neighborhood disorder model predicting high computer use was also adjusted for grade. All social neighborhood disorder models were also adjusted for physical neighborhood disorder. All physical neighborhood disorder models were also adjusted for social neighborhood disorder.
Figure 1The combined influence of social and physical neighborhood disorder on television, computer, and video games. Prevalence ratios and 95% confidence intervals for high television, computer, and video game use according to combined social and physical neighborhood disorder groups. All models were adjusted for neighborhood SES and the computer model was also adjusted for grade. Low social/low physical = bottom 3 quartiles of social and physical neighborhood disorder; high social/low physical = top quartile of social neighborhood disorder and bottom 3 quartiles of physical neighborhood disorder; low social/high physical = bottom 3 quartiles of social neighborhood disorder and top quartile of physical neighborhood disorder; and high social/high physical = top quartiles of social and physical neighborhood disorder.