| Literature DB >> 27717387 |
Erin Hoare1, Karen Milton2, Charlie Foster2, Steven Allender3.
Abstract
BACKGROUND: With technological developments and modernised sedentary lifestyles has come an increase in diseases associated with inactivity such as obesity and other non-communicable diseases. Emerging evidence suggests that time spent sedentary may also interact with mental health. This systematic review examined the associations between sedentary behaviour and mental health problems among adolescents.Entities:
Keywords: Adolescents; Mental health; Screen time; Sedentary behaviour
Mesh:
Year: 2016 PMID: 27717387 PMCID: PMC5055671 DOI: 10.1186/s12966-016-0432-4
Source DB: PubMed Journal: Int J Behav Nutr Phys Act ISSN: 1479-5868 Impact factor: 6.457
Fig. 1Search terms and strategy
Fig. 2Flow chart for study selection
Cross-sectional findings
| Author, Year, Country of study | Sample characteristics | Mental health measure | Sedentary behaviour measure | Findings | Quality of evidencea |
|---|---|---|---|---|---|
| Arat, G (2015) [ | Total = 10,563 US school attending adolescents stratified by ethnic background. | Depression: assessed by one question ‘ | Television: assessed by one question ‘ | Lower odds of suicide ideation among African adolescents was associated to increased hours spent watching television (OR: 0.82, 95 % CI: 0.72–0.94, | Weak |
| Arbour-Nicitopoulos et al. (2012) [ | Total: 2,935 Canadian adolescents | Psychological distress: General Health Questionnaire (Scores ≥3 indicated psychological distress) | Screen time: assessed using one question ‘in the last 7 days, about how many hours a day, on average, did you spend: watching TV/movies, playing video/computer games, on a computer chatting, emailing or surfing the Internet?’ | Significant associations between exceeding screen time recommendations and psychological distress (OR:1.37, 95 % CI: 1.16–1.62, | Moderate |
| Asare & Danquah (2015) [ | Total: 296 Ghanaian adolescents | Depressive symptoms: Child’s Depression Inventory (CDI) | Sedentary behaviour: Adolescents Sedentary Activity Questionnaire to give a daily hourly average spent sedentary. Scores of ≥4 h per day indicated high sedentary behaviour, but also treated as a continuous measure. | Significant positive relationship between sedentary behaviour and depression ( | Strong |
| Cao et al. (2011) [ | Total: 5003 secondary school students from China | Depressive symptomatology: Depression Self-rating Scale for Children | Screen time: open ended question participants reported how many hours per day, on average they spent on the following sedentary activities outside school hours on a usual weekday, as well as weekend day: TV viewing, computer usage. | High screen time was associated to increased odds for depressive symptoms (OR:1.52, 95 % CI: 1.31–1.76) and anxiety symptoms (OR:1.36, 95 % CI: 1.18–1.57). | Strong |
| Casiano et al. (2012) [ | Total: 9137 Canadian youth | Depressive symptoms: Composite International Diagnostic Interview (CIDI) Short Form (scores were converted to a probability of major depression and cut off of 0.90 was used) | Screen time: participants asked the number of hours per week that they had spent using media (including TV/video watching, video game playing, computer/Internet use) in the last three months. | Depression was less frequent in frequent video game users (OR:0.87, 95 % CI: 0.79–0.97, | Moderate |
| Donchi & Moore (2004) [ | Total: 336 secondary school and university students | Loneliness: UCLA Loneliness Scale, Wittenberg’s 10-item Emotional and Social Loneliness Scale | Internet use: amount of time young people spend on internet on an average day, asking to indicate in minutes time ‘on an average day’ spent on 13 items relating to internet use such as ‘visiting chat rooms’, ‘searching for things of personal interest’, ‘finding articles and references’. | None of the measures for time spent online (categorised into communication, entertainment or information-related activities) were significant predictors of well-being for male or female adolescents. | Moderate |
| Durkin & Barber (2002) [ | Total: 1304 10th grade secondary school students in 1988 | Depressed mood: measured with a four-item scale with sample item ‘how often do you feel unhappy, sad, or depressed?’ | Computer game use: measured with two questions about computer use, first asked whether the participant ever used a computer (Yes/No), if response yes then asked how often they used a computer to play games, responses ranged from 1 (never) to 7 (daily). | Depressed mood varied significantly by computer game use (F(2,1014) = 4.19, | Weak |
| Fang et al. (2014) [ | Total: 152 Canadian Chinese youth | Depressed mood: 5 items from the General Health Questionnaire. Summed scores ranged from 0 to 15 and higher scores reflected higher level of depressed mood. | Screen time: total number of hours spent per day on the computer and TV, then two further categories; time spent for school and non school related reasons in the past 7 days | Total amount of time spent in screen time was positively associated with perceived stress (β = 0.32, | Weak |
| Gross (2004) [ | Total: 261 7th and 10th grade Californian secondary school students | Participants completed daily reports before going to sleep at night for 3 days (7th graders) or 4 days (10th graders) | Sedentary behaviours: Participants asked to estimate how much time they spent talking on the phone, watching TV and using the Internet | No association between average daily time online and any mental health measure (all p values > 0.1). | Moderate |
| Herman et al. (2015) [ | Total: 7725 Canadian adolescents | Self-rated mental health: one item ‘would you say your mental health in general is excellent, very good, fair or poor?’ Responses were dichotomised to estimate the probability of rating one’s health sub-optimally (good, fair, poor) versus optimally (excellent or very good) | Screen time was assessed via questions; ‘in a typical week in the past 3 months, how much time did you spend on a computer, including playing computer games and using the internet? (not including time spent at work or at school), playing video games, watching TV or videos?’ | Adolescents exceeding screen time guidelines were 30–50 % more likely to rate their mental health sub-optimally compared to those who met guidelines (males OR:1.34 95 % CI 1.11–1.62, females OR: 1.52 95 % CI: 1.28–1.80). | Strong |
| Hoare et al. (2014) [ | Total: 800 Australian secondary students | Depressive symptoms: Short Mood and Feelings Questionnaire | Leisure time screen based behaviour: items relating to TV viewing (including videos and DVDs) and three related to playing video games and using the computer (other than for homework), on a single school day, and Saturday and Sunday, then calculated to provide a daily estimate. | Screen time was associated to presence of depressive symptomatology in males (OR:1.22 SE:0.10, | Moderate |
| Jackson et al. (2010) [ | 500 American youth | Self-esteem: Rosenberg self-esteem scale | Internet, videogame and mobile phone use: how often do they use above 1 = do not use at all, 2 = about once a mnth, 3 = a few times a month, 4 = a few times a week, 5 = everyday for less than 1 h, 6 = everyday for 1–3 h, 7 = everyday for more than three hours. | Adolescents who played videogames more had lower self-esteem than did adolescents who played less frequently ( | Moderate |
| Katon et al. (2010) | Total: 2291 American adolescents | Depressive symptoms: Patient Health Questionnaire two item depression scale | Screen time: two questions on hours and minutes spent on a computer and TV watching. | Adolescents with depressive symptoms reported a significantly (p < 0.001) higher amount of average time daily using computer (mean: 1.9 SD:1.7) compared to those without depressive symptoms (mean:1.6 SD:1.4) | Moderate |
| Kremer et al. (2014) [ | Total: 8029 Australian young people | Depressive symptoms: Short Mood and Feelings Questionnaire | Screen time: participants reported time spent watching TV and on a computer or playing video games for leisure separately for weekdays and weekend days (‘On school days/weekend days for how many hours do you usually watch TV?’, ‘On school days/weekend days for how many hours do you usually spend on a computer or playing video games such as gamecube, xbox, PS2, | Adolescents who were asymptomatic had a greater proportion who met screen time recommendations compared to those with depressive symptoms ( | Strong |
| Maras et al. (2015) [ | Total: 2482 English speaking grade 7 to 12 57.7 % female | Depressive symptoms: Children’s Depression Inventory | Screen time: hours per day of TV, video games, and computer was assessed using the Leisure-Time Sedentary Activities Questionnaire, developed by investigators. | Duration of screen time was associated with severity of depression (β = 0.23, p <0.001) and anxiety (β = 0.07, | Moderate |
| Mathers et al. (2009) [ | Total: 925 adolescents | Psychological distress: Kessler 10 | Screen time: duration of electronic media use averaged over 1 to 4 days recalled with the Multimedia Activity recall for Children and Adolescents computerized time-use diary | Adolescents who reported high level of video game use were more likely to report high/very high levels of psychological distress (OR: 1.79 95 % CI: 1.17–2.73, | Strong |
| Messias et al. (2011) [ | Total: 29,941 American adolescents | Sadness: ‘during the past 12 months, did you ever feel so sad or hopeless almost every day for two weeks or more in a row that you stopped doing some usual activities?’ | Screen time: on an average school day, how many hours do you play video or computer games or use a computer for something that is not school work? | Those reporting moderate game/internet use (1 h or less daily) are significantly less likely to report sadness compared to those reporting no use at all, but no statistics available. Those with video game use between 2–3 h were not different from those reporting no video game use. Those reporting 5 h or more were more likely to experience sadness than those reporting no use. | Moderate |
| Nihill et al. (2013) [ | Total: 357 females from 12 secondary schools in New South Wales | Self-esteem: self esteem subscale from Marsh’s Physical Self-Description Questionnaire | Sedentary behaviour: Adolescent Sedentary Activity Questionnaire included amount of time outside school spent in various sedentary behaviours including watching TV/videos/DVDs, using computers for school and non-school purposes, studying, reading, sitting with friends, using the telephone, listening to or playing music, motorized travel, hobbies and crafts. | Significant inverse associations between time spent watching DVDs (B:-0.00304 95 % CI:-0.00542 to -0.00067, | Moderate |
| Pantic et al. (2012) [ | Total: 160 high school students | Depression: Beck Depression Inventory-II-II | Screen time: item asked self-report daily average time spent on watching TV, and time spent on social networking sites. | Significant correlation between depression score and time spent on social networking sites (R = 0.15, | Moderate |
| Park (2009) [ | Total: 3449 Korean second year middle students | Depressive symptoms: based on 6 questions examining symptoms listed in the DSM-4 | Internet use: 4 items asking how frequent a respondent used the Internet for chat room or messenger, email, club activities, bulletin board. | Increased risk for depressive symptoms was positively associated with greater use of the internet (OR:1.207 95 % CI:1.043–1.398, | Strong |
| Robinson et al. (2011) [ | Total: 1860 Australian adolescents | Mental health: Parent reported Child Behaviour Checklist for Ages 4–18 which provided continuous scores from which quartiles represented level of mental health. | Screen time: participant were asked about their television/video viewing habits and computer use which was categorised into less than two hours per day, 2–4 h per day and more than 4 h per day. | Compared to less than two hours per day, adolescents using screen time 2–4 h per day (β:1.88 95 % CI:0.40–3.36, | Strong |
| Trinh et al. (2015) [ | Total: 2,660 Ontario, Canadian youth | Psychological distress: was measured by the General Health Questionnaire to assess symptoms of anxiety, social dysfunction, and self-esteem. | Screen time: assessed with one question ‘in the last 7 days, about how many hours a day, on average, did you spend watching TV/movies, playing video/computer games, on a computer chatting, emailing or surfing the internet?’ | Exceeding screen time recommendations was significantly related to; psychological distress (OR:2.01, 95 % CI:1.40–2.89, | Strong |
| Ybarra et al. (2005) [ | Total: 1501 American youth | Depressive symptomatology: youth were asked about the presence (yes/no) of each of the nine symptoms of depressive disorder based on DSM-IV [ | Internet use: asked to estimate the average number of hours per day he or she used the Internet on a typical day of internet use (1–10+ hours). Participants were asked to estimate the average number of days he or she went online in a typical week. | Among females, compared to mild/no depressive symptomatology, using the internet for 3 or more hours per day was related to increased odds of major like depressive symptomatology (OR:3.57 95 % CI:1.70-7.50, | Moderate |
| Young et al. (2013) [ | Total: 136,589 South Korean secondary school students | Depressive symptoms: response to ‘during the past 12 months, did you ever feel intense sadness or despair that lasted more than two weeks, and that interfered with your life?’ (yes/no) | Internet use: assessed by ‘how many minutes did you spend using the Internet (for non-study purposes) on average each day for the last 30 days?’ Total amount of time for internet use per week was calculated to capture the average daily amount of time for Internet use. | Compared to 0–17 mins average per day of internet use, an increase of internet use up to 124 mins daily average (OR:-0.07 95 % CI:-0.12 to -0.02, | Strong |
β standardised beta coefficient; B unstandardized beta coefficient; CI confidence interval; F analysis of variance; OR odds ratio; R correlation coefficient; SD standard deviation; SE standard error; y years
a Quality of evidence based on assessment tool for quantitative studies [26] including selection bias, study design, confounders, blinding, data collection methods, withdrawals and drop outs, intervention integrity, and analysis. Strong quality of evidence = if three or more components scored strong. Moderate quality of evidence = if less than three components were strong with no more than one weak score. Weak quality of evidence = if two or more components scored weak
Longitudinal and intervention findings
| Author, Year, Country of study | Sample characteristics | Study design | Mental health measure | Sedentary behaviour measure | Findings | Quality of evidencea |
|---|---|---|---|---|---|---|
| Longitudinal | ||||||
| Bickham et al. (2015) [ | Total: 126 young Americans | 1 year follow-up | Depressive symptoms: Beck Depression Inventory | Electronic media use: participants were asked to report the typical amount of time on school days and weekends that they used electronic media including TV, video games, computers, mobile phones and music. Calculated a daily average. | Significant positive association between mobile phone use and depression. | Moderate |
| Hume et al. (2011) [ | Total: 155 Australian adolescents | 2 year follow-up | Depressive symptoms: Centres for Epidemiological Studies Depression Scale for Children | Times spent sedentary: accelerometer worn during waking hours for 1 week at the same time of year in 2004 and in 2006 | Females with depressive symptoms in 2004 watched approximately 168 mins/week more TV in 2006 than did those without depressive symptoms. | Strong |
| Nelson & Gordon-Larsen (2006) [ | Total: 11,957 American adolescents in grades 7–12 | 1 year follow-up | Self-esteem: Rosenberg Self-esteem Scale | Screen time: adolescents reported watching/playing TV/videos, video or computer games in hours/week. | Adolescents group into clusters and compared to those watching most screen time (sedentary compared to active young people). Active teens were less likely to have low self-esteem. | Moderate |
| Primack et al. (2009) [ | 4142 adolescents in grade 7 through 12 | 7 year follow-up | Depressive symptoms: Centres for Epidemiologic Studies-Depression Scale | Screen time: participants asked to report hours of exposure during the last week to each of 4 types of electronic media: TV, videocassettes, computer games, and radio. | Those reporting more TV use had significantly greater odds of developing depression (OR:1.08 95 % CI: 1.01-1.16, | Moderate |
| Romer et al. (2013) [ | Total: 719 American youth aged 14–24 years | 1 year follow-up | Depressive symptoms: one item taken from the Youth Risk Behaviour Survey. Participants asked to indicate the number of times one had experienced ‘≥2 weeks of ‘sadness or hopelessness that interfered with daily activities in the past 12 months’ (once, twice, three times or more) | Screen time: time spent using internet and TV with items that asked for approximate number of hours spent on a typical weekday and weekend using each medium (<1 h, 1–2 h, 3–5 h, 6–8 h, or > 8 h). Converted to a single estimate of weekly use. | Internet and video game use were associated with increased reports of depression, | Moderate |
| Sund et al. (2011) [ | Total: 2,464 Norwegian adolescents 12–15 years | 1 year follow-up | Depressive symptoms: Mood and Feelings Questionnaire total summed score used 0 to 68 where higher scores represent greater severity of symptoms. | Sedentary behaviour: time spent on sedentary activities everyday outside school (e.g., homework, reading, watching TV, games) were assessed in four response categories ranging from ‘less than three hours’ to ‘more than six hours’. | High levels of sedentary activities predicted high depressive symptoms (≥25 score) at follow-up (OR:1.22 95 % CI: 1.02–1.47, | Strong |
| Witt et al. (2011) [ | Total: 592 young Americans | 3-year follow-up. | Self-esteem: Rosenberg Self-Esteem scale | Technology frequency of use: participants asked to report their frequency of technology use for a number of items (never, sometimes, often, very often) for video games, general computer use, and communication. | Self-esteem was negatively associated with mean levels of videogame playing and positively associated with computer use. | Moderate |
| Intervention | ||||||
| Lubans et al. (2015) [ | Total: 361 adolescent boys who reported failing to meet international guidelines regarding physical activity or recreational screen time. | 8 month follow-up | Psychological well-being: measured by 8-item Flourishing Scale. Composite scores of flourishing represent a summary measure of a person’s self-perceived success in areas such as engagement, relationships, self-esteem, meaning, purpose, and optimism. | Screen-time: measured using a modified version of the Adolescent Sedentary Activity Questionnaire asking participants to report total time spent using screens (of any kind) for the purpose of entertainment, on each day of the week. | After adjusting for school and baseline values, the intervention effect on well-being was small but statistically significant (β: 0.10 SE:0.05, | Strong |
β standardised beta coefficient; B unstandardized beta coefficient; CI confidence interval; F analysis of variance; OR odds ratio; SD standard deviation; SE standard error; y years
a Quality of evidence based on assessment tool for quantitative studies [26] including selection bias, study design, confounders, blinding, data collection methods, withdrawals and drop outs, intervention integrity, and analysis. Strong quality of evidence = if three or more components scored strong. Moderate quality of evidence = if less than three components were strong with no more than one weak score. Weak quality of evidence = if two or more components scored weak
Summary of outcome measures for mental health and sedentary behaviour
| Mental health | Sedentary behaviour | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| n | Depression | Anxiety | Self-esteem | Suicide ideation | Other mental health | Screen time total | TV | Computer/Internet | Video gaming | Other sedentary behaviour | |
| Cross-sectional | |||||||||||
| Arat (2015) | 10,563 | ✔ | ✔ | ✔ | |||||||
| Arbour-Nicitopoulos et al. (2012) | 2,935 | ✔ | ✔ | ||||||||
| Asare & Danquah (2015) | 296 | ✔ | ✔ | ||||||||
| Cao et al. (2011) | 5003 | ✔ | ✔ | ✔ | |||||||
| Casiano et al. (2012) | 9137 | ✔ | ✔ | ✔ | |||||||
| Donchi & Moore (2004) | 336 | ✔ | ✔ | ✔ | |||||||
| Durkin & Barber (2002) | 1304 | ✔ | ✔ | ✔ | |||||||
| Fang et al. (2014) | 152 | ✔ | ✔ | ✔ | ✔ | ||||||
| Gross (2004) | 261 | ✔ | ✔ | ✔ | ✔ | ||||||
| Herman et al. (2015) | 7725 | ✔ | ✔ | ||||||||
| Hoare et al. (2014) | 800 | ✔ | ✔ | ||||||||
| Hume et al. (2011) | 155 | ✔ | ✔ | ✔ | |||||||
| Jackson et al. (2010) | 500 | ✔ | ✔ | ✔ | |||||||
| Katon et al. (2010) | 2291 | ✔ | ✔ | ✔ | ✔ | ||||||
| Kremer et al. (2014) | 8029 | ✔ | ✔ | ||||||||
| Maras et al. (2015) | 2482 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ||||
| Mathers et al. (2009) | 925 | ✔ | ✔ | ✔ | |||||||
| Messias et al. (2011) | 29,941 | ✔ | ✔ | ✔ | ✔ | ✔ | |||||
| Nihill et al. (2013) | 357 | ✔ | ✔ | ✔ | ✔ | ✔ | |||||
| Pantic et al. (2011) | 1860 | ✔ | ✔ | ||||||||
| Park (2009) | 3449 | ✔ | ✔ | ||||||||
| Robinson et al. (2011) | 1860 | ✔ | ✔ | ||||||||
| Trinh et al. (2015) | 2,660 | ✔ | ✔ | ✔ | ✔ | ||||||
| Ybarra et al. (2005) | 1501 | ✔ | ✔ | ||||||||
| Young et al. (2013) | 136,589 | ✔ | ✔ | ✔ | |||||||
| Longitudinal | |||||||||||
| Bickham et al. (2015) | 126 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ||||
| Nelson & Gordon-Larsen (2006) | 11,957 | ✔ | ✔ | ||||||||
| Primack et al. (2009) | 4142 | ✔ | ✔ | ✔ | ✔ | ✔ | |||||
| Romer et al. (2013) | 719 | ✔ | ✔ | ✔ | ✔ | ||||||
| Sund et al. (2011) | 2464 | ✔ | ✔ | ||||||||
| Witt et al. (2011) | 592 | ✔ | ✔ | ✔ | ✔ | ||||||
| Intervention | |||||||||||
| Lubans et al. (2015) | 361 | ✔ | ✔ | ||||||||
| Total □✔ | 20 | 3 | 7 | 5 | 10 | 21 | 10 | 14 | 5 | 5 | |