Literature DB >> 23375827

Older versus newer media and the well-being of United States youth: results from a national longitudinal panel.

Daniel Romer1, Zhanna Bagdasarov, Eian More.   

Abstract

PURPOSE: To determine the effects of both older and newer media use on academic, social, and mental health outcomes in adolescents and young adults.
METHODS: We interviewed a nationally representative panel of youth ages 14-24 years (N = 719) twice 1 year apart to determine time spent with television, the Internet, videogames, and book reading, as well as the purpose of those uses. A cluster analysis identified major combinations of media use. Regression models tested hypotheses regarding changes in self-reported school grades, participation in clubs and sports, and symptoms of depression, as predicted by recent media use and differences in cluster membership.
RESULTS: Use of older media was related to grades, with television inversely and book reading positively related to performance. Moderate use of the Internet was positively related to participation in both sports and clubs. Although heavy use of the Internet and videogames was associated with an increase in depression, increased depression also predicted greater use of these media as well as withdrawal from sports and clubs. Clusters that used media in moderation with an emphasis on information gathering were most associated with healthy outcomes.
CONCLUSIONS: Despite concerns that excessive use of new media is harmful to adolescent development, the findings reinforce previous conclusions that television detracts from academic performance and book reading supports it. Heavy use of the Internet and video gaming may be more a symptom of mental health problems than a cause. Moderate use of the Internet, especially for acquiring information, is most supportive of healthy development.
Copyright © 2013 Society for Adolescent Health and Medicine. Published by Elsevier Inc. All rights reserved.

Entities:  

Mesh:

Year:  2013        PMID: 23375827     DOI: 10.1016/j.jadohealth.2012.11.012

Source DB:  PubMed          Journal:  J Adolesc Health        ISSN: 1054-139X            Impact factor:   5.012


  28 in total

1.  Video Gaming in a Hyperconnected World: A Cross-sectional Study of Heavy Gaming, Problematic Gaming Symptoms, and Online Socializing in Adolescents.

Authors:  Michelle Colder Carras; Antonius J Van Rooij; Dike Van de Mheen; Rashelle Musci; Qian-Li Xue; Tamar Mendelson
Journal:  Comput Human Behav       Date:  2016-12-01

2.  Media Use, Sports Participation, and Well-Being in Adolescence: Cross-Sectional Findings From the UK Household Longitudinal Study.

Authors:  Cara L Booker; Alexandra J Skew; Yvonne J Kelly; Amanda Sacker
Journal:  Am J Public Health       Date:  2015-01       Impact factor: 9.308

3.  Media Use Is Linked to Lower Psychological Well-Being: Evidence from Three Datasets.

Authors:  Jean M Twenge; W Keith Campbell
Journal:  Psychiatr Q       Date:  2019-06

Review 4.  Les médias numériques : la promotion d'une saine utilisation des écrans chez les enfants d'âge scolaire et les adolescents.

Authors: 
Journal:  Paediatr Child Health       Date:  2019-09-05       Impact factor: 2.253

5.  Media and technology use predicts ill-being among children, preteens and teenagers independent of the negative health impacts of exercise and eating habits.

Authors:  L D Rosen; A F Lim; J Felt; L M Carrier; N A Cheever; J M Lara-Ruiz; J S Mendoza; J Rokkum
Journal:  Comput Human Behav       Date:  2014-06

Review 6.  Social media use and depression in adolescents: a scoping review.

Authors:  Carol Vidal; Tenzin Lhaksampa; Leslie Miller; Rheanna Platt
Journal:  Int Rev Psychiatry       Date:  2020-02-17

7.  Mindfulness-oriented recovery enhancement for internet gaming disorder in U.S. adults: A stage I randomized controlled trial.

Authors:  Wen Li; Eric L Garland; Patricia McGovern; Jennifer E O'Brien; Christine Tronnier; Matthew O Howard
Journal:  Psychol Addict Behav       Date:  2017-04-24

8.  Not all screen time is created equal: associations with mental health vary by activity and gender.

Authors:  Jean M Twenge; Eric Farley
Journal:  Soc Psychiatry Psychiatr Epidemiol       Date:  2020-08-02       Impact factor: 4.328

Review 9.  Internet Gaming Disorder in the DSM-5.

Authors:  Nancy M Petry; Florian Rehbein; Chih-Hung Ko; Charles P O'Brien
Journal:  Curr Psychiatry Rep       Date:  2015-09       Impact factor: 5.285

10.  Suicide Communication on Social Media and Its Psychological Mechanisms: An Examination of Chinese Microblog Users.

Authors:  Qijin Cheng; Chi Leung Kwok; Tingshao Zhu; Li Guan; Paul S F Yip
Journal:  Int J Environ Res Public Health       Date:  2015-09-11       Impact factor: 3.390

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