TY - JOUR
T1 - Trajectories of screen time across adolescents and their associations with adulthood mental health and behavioral outcomes
AU - Zhu, Xinxin
AU - Griffiths, Helen
AU - Xiao, Zhuoni
AU - Ribeaud, Denis
AU - Eisner, Manuel
AU - Yang, Yi
AU - Murray, Aja Louise
N1 - Funding: Funding from the Swiss National Science Foundation (Grants 405240-69025, 100013_116829, 100014_132124, 100014_149979, 100014_149979, 10FI14_170409/1, 10FI14_170409/2, 10FI14_198052/1), the Jacobs Foundation (Grants 2010-888, 2013-1081-1), the Jacobs Center for Productive Youth Development, the Swiss Federal Office of Public Health (Grants 2.001391, 8.000665), the Canton of Zurich’s Department of Education, the Swiss Federal Commission on Migration (Grants 03-901 (IMES), E-05-1076), the Julius Baer Foundation, and the Visana Foundation is gratefully acknowledged.
PY - 2023/7
Y1 - 2023/7
N2 - Excessive screen time among adolescents is discussed as a significant public health concern. Identifying adolescent longitudinal patterns of time spent on regularly-used media screens and understanding their young adulthood mental health and behavioral issue correlates may help inform strategies for improving these outcomes. This study aimed to characterize joint developmental patterns of time spent on videogames, surfing/chatting the Internet, and TV/DVDs during adolescence (at ages 11, 13, 15, 17) and their associations with mental health (i.e., depression, anxiety, suicidal ideation, and self-injury) and behavioral issues (i.e., substance use, delinquency, aggression) in early adulthood (at age 20). A parallel-process latent class growth analysis was used to model data from a diverse community-ascertained sample of youth in Zurich, Switzerland (n = 1521; 51.7% males). Results suggested that a five-class model best fitted the data: (1) low-screen use, 37.6%; (2) increasing chatting/surfing, 24.0%; (3) moderate-screen use, 18.6%; (4) early-adolescence screen use, 9.9%; and (5) increasing videogame and chatting/surfing, 9.9%. After adjusting for baseline levels of outcomes (primarily at age 11), the trajectory groups differed in their associations with adulthood outcomes of mental health and behavioral problems, indicating the importance of problematic screen usage patterns in predicting these outcomes. Future research to test the directionality of these associations will be important. These findings suggest which patterns of screen use may be a marker for later mental health and behavioral issues in different domains.
AB - Excessive screen time among adolescents is discussed as a significant public health concern. Identifying adolescent longitudinal patterns of time spent on regularly-used media screens and understanding their young adulthood mental health and behavioral issue correlates may help inform strategies for improving these outcomes. This study aimed to characterize joint developmental patterns of time spent on videogames, surfing/chatting the Internet, and TV/DVDs during adolescence (at ages 11, 13, 15, 17) and their associations with mental health (i.e., depression, anxiety, suicidal ideation, and self-injury) and behavioral issues (i.e., substance use, delinquency, aggression) in early adulthood (at age 20). A parallel-process latent class growth analysis was used to model data from a diverse community-ascertained sample of youth in Zurich, Switzerland (n = 1521; 51.7% males). Results suggested that a five-class model best fitted the data: (1) low-screen use, 37.6%; (2) increasing chatting/surfing, 24.0%; (3) moderate-screen use, 18.6%; (4) early-adolescence screen use, 9.9%; and (5) increasing videogame and chatting/surfing, 9.9%. After adjusting for baseline levels of outcomes (primarily at age 11), the trajectory groups differed in their associations with adulthood outcomes of mental health and behavioral problems, indicating the importance of problematic screen usage patterns in predicting these outcomes. Future research to test the directionality of these associations will be important. These findings suggest which patterns of screen use may be a marker for later mental health and behavioral issues in different domains.
KW - screen time
KW - mental health and behavioral issues
KW - adolescence
KW - joint trajectory
U2 - 10.1007/s10964-023-01782-x
DO - 10.1007/s10964-023-01782-x
M3 - Article
SN - 0047-2891
VL - 52
SP - 1433
EP - 1447
JO - Journal of Youth and Adolescence
JF - Journal of Youth and Adolescence
ER -