Evidence map›Paper›PMID 41174604›Full record

ArticleHealth and quality of life outcomes2025

Social media use, gaming and quality of life among adolescents in Norway: results from the Young-HUNT study.

Annette Løvheim Kleppang, Curt Hagquist, Tonje Holte Stea, Marja Leonhardt, Tore Bonsaksen, Lars Lien, Anne Mari Steigen

Abstract read
In one paragraph

Article in Health and quality of life outcomes, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

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3 · Its place in the literature

Who cites it

1 citing paper in PubMed.

  1. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors.

Annette Løvheim KleppangDepartment of Public Health and Sport Sciences, University of Inland Norway, P.O. Box 400, Elverum, 2418, Norway. annette.kleppang@inn.no.ORCID http://orcid.org/0000-0002-3844-4745
Curt HagquistDepartment of Education and Special Education, University of Gothenburg, Gothenburg, Sweden.
Tonje Holte SteaDepartment of Health and Nursing Science, University of Agder, Kristiansand, Norway.
Marja LeonhardtResearch Centre for Substance Use Disorders and Metal Illness, Inland Hospital Trust, Brumunddal, Norway.
Tore BonsaksenDepartment of Health and Nursing Sciences, University of Inland Norway, Elverum, Norway.
Lars LienDepartment of Health and Nursing Sciences, University of Inland Norway, Elverum, Norway.
Anne Mari SteigenDepartment of Health and Nursing Sciences, University of Inland Norway, Elverum, Norway.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundThe use of screens, especially mobile devices like tablets and smartphones has increased over the last years and have become an integral to daily life. Adolescents today spend a lot of time using screens both at school and outside school. Identifying possible associations between gaming, social media use and quality of life (QoL) may inform the development of public health guidelines targeting adolescent behaviour. The purpose of this study is to examine the association between gaming, social media use and quality of life (QoL) among adolescents, and whether sex, spending time with friends or psychological distress moderate these associations.

methodsThis study was based on cross-sectional data from the Trøndelag Health study (Young-Hunt4), collected in 2017-2019. The target group comprised 8066 adolescents (13-19 years). QoL was measured with the Norwegian version of the Inventory of Life Quality (ILC). Electronic media use was measured using the two variables social media use and gaming. Multiple linear regression was used to analyse the association between social media use, gaming, and QoL.

resultsResults showed a negative association between gaming (> 3 h per day) after school and quality of life (b = -0.26) and social media use (> 3 h per day) after school and quality of life (b = -0.20). Similar negative associations were observed between more time spent on gaming (> 3 h per day) during weekends and quality of life (b = -0.33) and more time spent on social media (> 3 h per day) during weekends and quality of life (b = -0.16). An interaction effect was observed between sex and social media use (after school), between sex and gaming (after school and during weekends), and between psychological distress and gaming during weekends.

conclusionsMore than three hours spent on gaming or social media per day, both during weekdays and weekends, was negatively associated with QoL. Sex moderated these associations; however, for social media use this was shown only after school. Additional research is needed to further explore these associations.

Indexed as

Adolescent BehaviorQuality of LifeSocial MediaVideo GamesAdolescentCross-Sectional StudiesFemaleHumansMaleNorwaySurveys and QuestionnairesYoung AdultAdolescentsGaming and quality of lifeSocial media use

Identifiers

PMID41174604
PMCPMC12577237

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LicenceCC BY
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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.