ArticleFrontiers in public health2022
Different types of screen-based sedentary time and anxiety in adolescents: Video games may be more important.
Article in Frontiers in public health, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 10 papers, 2 of them syntheses that pooled it.
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Who cites it
10 citing papers in PubMed, 2 syntheses or guidelines pooled it.
- The associations between screen time and mental health in adolescents: a systematic review.BMC psychology · 2023Pooled it
- Unhealthy behaviors associated with mental health disorders: a systematic comparative review of diet quality, sedentary behavior, and cannabis and tobacco use.Frontiers in public health · 2023Pooled it
- Shifting from Proactive to Reactive Control: Cognitive Control in Action Video Game Players with Gaming Disorder.Behavioral sciences (Basel, Switzerland) · 2026Article
- Knowledge, Perceptions and Attitude Towards Effect of Screen Time among Undergraduate Students.Journal of pharmacy & bioallied sciences · 2026Article
- Association of physical activity domains and television time with mental health profiles in Brazilian adolescents: a latent class analysis.Cadernos de saude publica · 2026Article
- Digital Media Use and Screen Time Exposure Among Youths: A Lifestyle-Based Public Health Concern.Cureus · 2025Review
- Association between screen time and depressive and anxiety symptoms among Chinese adolescents.Frontiers in psychiatry · 2025Article
- Effect of school lockdown due to the COVID-19 pandemic on screen time among adolescents in Hungary: a longitudinal analysis.Frontiers in public health · 2023Article
- A Cross-Sectional Association Between Screen-Based Sedentary Behavior and Anxiety in Academic College Students: Mediating Role of Negative Emotions and Moderating Role of Emotion Regulation.Psychology research and behavior management · 2023Article
- Association between duration of electronic screen use for non-educational purposes and depression symptoms among middle and high school students: a cross-sectional study in Zhejiang Province, China.Frontiers in public health · 2023Article
Corrections and comments
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Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Aim: Evidence demonstrates the negative impact of excessive screen-based sedentary time (screen-based sedentary behavior; SSB) on mental health in adolescents. However, little is known regarding the associations between different types of SSBs and anxiety symptoms in adolescents. Thus, this study sought to explore the associations between different types of SSBs and anxiety symptoms in a sample of Chinese adolescents. Methods: A web-based questionnaire survey was used to collect data. In total, 1,998 study participants conveniently recruited in Guangdong Province completed the questionnaire. Of them, 1,331 study participants provided valid data for variables of interest. SSB was categorized into television/movie time, video game time, and internet-surfing time. Anxiety symptoms were assessed using Results: In adolescents, video game time of 6 or more h was positively and significantly associated with anxiety symptoms (odds ratio = 5.25, 95% CI: 1.86-14.84, Conclusion: Interventions aiming at reducing video games in adolescents, especially in boys, should be designed to prevent anxiety symptoms. This kind of intervention should also take sex differences into consideration. Future studies are encouraged to confirm the veracity of the findings in this study.
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