Please use this identifier to cite or link to this item: https://hdl.handle.net/10620/19164
Full metadata record
DC FieldValueLanguage
dc.contributor.authorKhan, Asaduzzaman-
dc.contributor.authorBurton, Nicola W-
dc.date.accessioned2023-06-23T05:24:24Z-
dc.date.available2023-06-23T05:24:24Z-
dc.date.issued2021-08-23-
dc.identifier.urihttps://hdl.handle.net/10620/19164-
dc.description.abstractThis study investigated the associations between two common recreational screen activities and the psychological wellbeing of adolescents, and whether this association was mediated by sleep duration or physical activity frequency. This study used nationally representative cross-sectional survey data from 2946 adolescents (mean age 16.9 [0.38] years; 49% female) in the Longitudinal Study of Australian Children (LSAC). Adolescents provided information on daily time spent for each of the following: playing electronic games and watching television, time of sleep onset and wakeup, and number of days/week doing ≥60 min/day of physical activity. Psychological wellbeing was assessed by the Strengths and Difficulties Questionnaire (SDQ). Generalized estimating equations were used to examine the associations, and a contemporary multiple mediation analysis was used to examine the mediation effects. One fifth (20%) of adolescents were categorized as having poor wellbeing (SDQ total ≥17) with a significant sex difference (males: 16%; females: 24%; p < 0.001). Playing electronic games was inversely associated with psychological wellbeing for both male and female adolescents (p < 0.001). Watching television was inversely associated with psychological wellbeing for female adolescents (p < 0.001). Sleep duration and physical activity frequency were found to partially mediate the relationships between playing electronic games and the psychological wellbeing of male and female adolescents. Physical activity frequency partially mediated the association between television watching and wellbeing among female adolescents. Longitudinal studies are required to determine the causal pathway between screen-based activities and the wellbeing of adolescents, and to inform intervention strategies.en
dc.subjectexerciseen
dc.subjectmediation analysisen
dc.subjectmental healthen
dc.subjectscreen useen
dc.subjectyoung peopleen
dc.titleElectronic Games, Television, and Psychological Wellbeing of Adolescents: Mediating Role of Sleep and Physical Activityen
dc.typeJournal Articlesen
dc.identifier.doi10.3390/ijerph18168877en
dc.identifier.urlhttps://www.mdpi.com/1660-4601/18/16/8877en
dc.identifier.surveyLSACen
dc.description.keywordsmental healthen
dc.description.keywordsscreen useen
dc.description.keywordsexerciseen
dc.description.keywordsyoung peopleen
dc.description.keywordsmediation analysisen
dc.identifier.volume18en
dc.description.pages8877en
dc.identifier.issue16en
dc.title.bookInternational Journal of Environmental Research and Public Healthen
dc.subject.dssHealth and wellbeingen
dc.subject.dssSocial engagementen
dc.relation.surveyLSACen
item.fulltextNo Fulltext-
item.cerifentitytypePublications-
item.grantfulltextnone-
item.openairetypeJournal Articles-
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
Appears in Collections:Journal Articles
Show simple item record

Page view(s)

124
checked on Nov 27, 2024
Google icon

Google ScholarTM

Check

Altmetric


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.