Which health-related problems are associated with problematic video-gaming or social media use in adolescents? A large-scale cross-sectional public health study

Saskia Y. M. Merelle*, Annet M. Kleiboer, Miriam Schotanus, Theresia L. M. Cluitmans, Cornelia M. Waardenburg, Danielle Kramer, Dike van de Mheen, Antonius J. van Rooij

*Corresponding author for this work

Research output: Contribution to journalArticleScientificpeer-review

Abstract

Objective: 

Problematic video-gaming or social media use may seriously affect adolescents' health status. However, it is not very well known which health-related problems are most strongly related to these issues. To inform the development of prevention and intervention strategies, this study aims to gain a better understanding of the healthrelated problems and demographical factors associated with problematic video-gaming or social media use in early adolescence.

Method: 

A cross-sectional analysis was performed on data collected by two Municipal Health Services in the Netherlands in 2013-2014. In this survey among youth, 21,053 students from secondary schools (mean age 14.4 years) completed a web-based questionnaire. Multivariate analyses were carried out to assess the strength of the associations between mental health problems, life-events, lifestyle and substance use as independent variables, and problematic video-gaming and problematic social media use as dependent variables.

Results: Of the participating students, 5.7% reported problematic video-gaming and 9.1% problematic social media use. Problematic video-gaming was most strongly associated with conduct problems, suicidal thoughts (all medium effect sizes, OR = 2, p<0.01), sedentary behavior (large effect size, OR = 3, p<0.01), and male gender (large effect size). Problematic social media use was highly associated with conduct problems, hyperactivity and sedentary behavior (all medium effect sizes). Additionally, female gender and non-Western ethnicity were relevant demographics (large and medium effect size).

Conclusions: 

Most mental health problems were consistently associated with both problematic video-gaming and problematic social media use, though associations were only practically relevant for conduct problems (both groups), suicidal thoughts (problematic video-gaming) and hyperactivity (problematic social media use). This study also highlights sedentary behavior as health risk as it was associated with both problematic video-gaming and problematic social media use. Interventions for young problematic video-gamers or social media users should take into account mental health and physical activity.

Original languageEnglish
Pages (from-to)11-19
JournalClinical Neuropsychiatry
Volume14
Issue number1
Publication statusPublished - 2017

Keywords

  • problematic video-gaming
  • problematic social media use
  • mental health
  • lifestyle
  • adolescents
  • INTERNET ADDICTION
  • DIFFICULTIES QUESTIONNAIRE
  • PHYSICAL-ACTIVITY
  • GAME ADDICTION
  • BODY FATNESS
  • RISK-FACTORS
  • LIFE-STYLE
  • CHILDREN
  • PREVALENCE
  • NETWORKING

Cite this

Merelle, S. Y. M., Kleiboer, A. M., Schotanus, M., Cluitmans, T. L. M., Waardenburg, C. M., Kramer, D., ... van Rooij, A. J. (2017). Which health-related problems are associated with problematic video-gaming or social media use in adolescents? A large-scale cross-sectional public health study. Clinical Neuropsychiatry, 14(1), 11-19.
Merelle, Saskia Y. M. ; Kleiboer, Annet M. ; Schotanus, Miriam ; Cluitmans, Theresia L. M. ; Waardenburg, Cornelia M. ; Kramer, Danielle ; van de Mheen, Dike ; van Rooij, Antonius J. / Which health-related problems are associated with problematic video-gaming or social media use in adolescents? A large-scale cross-sectional public health study. In: Clinical Neuropsychiatry. 2017 ; Vol. 14, No. 1. pp. 11-19.
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title = "Which health-related problems are associated with problematic video-gaming or social media use in adolescents?: A large-scale cross-sectional public health study",
abstract = "Objective: Problematic video-gaming or social media use may seriously affect adolescents' health status. However, it is not very well known which health-related problems are most strongly related to these issues. To inform the development of prevention and intervention strategies, this study aims to gain a better understanding of the healthrelated problems and demographical factors associated with problematic video-gaming or social media use in early adolescence.Method: A cross-sectional analysis was performed on data collected by two Municipal Health Services in the Netherlands in 2013-2014. In this survey among youth, 21,053 students from secondary schools (mean age 14.4 years) completed a web-based questionnaire. Multivariate analyses were carried out to assess the strength of the associations between mental health problems, life-events, lifestyle and substance use as independent variables, and problematic video-gaming and problematic social media use as dependent variables.Results: Of the participating students, 5.7{\%} reported problematic video-gaming and 9.1{\%} problematic social media use. Problematic video-gaming was most strongly associated with conduct problems, suicidal thoughts (all medium effect sizes, OR = 2, p<0.01), sedentary behavior (large effect size, OR = 3, p<0.01), and male gender (large effect size). Problematic social media use was highly associated with conduct problems, hyperactivity and sedentary behavior (all medium effect sizes). Additionally, female gender and non-Western ethnicity were relevant demographics (large and medium effect size).Conclusions: Most mental health problems were consistently associated with both problematic video-gaming and problematic social media use, though associations were only practically relevant for conduct problems (both groups), suicidal thoughts (problematic video-gaming) and hyperactivity (problematic social media use). This study also highlights sedentary behavior as health risk as it was associated with both problematic video-gaming and problematic social media use. Interventions for young problematic video-gamers or social media users should take into account mental health and physical activity.",
keywords = "problematic video-gaming, problematic social media use, mental health, lifestyle, adolescents, INTERNET ADDICTION, DIFFICULTIES QUESTIONNAIRE, PHYSICAL-ACTIVITY, GAME ADDICTION, BODY FATNESS, RISK-FACTORS, LIFE-STYLE, CHILDREN, PREVALENCE, NETWORKING",
author = "Merelle, {Saskia Y. M.} and Kleiboer, {Annet M.} and Miriam Schotanus and Cluitmans, {Theresia L. M.} and Waardenburg, {Cornelia M.} and Danielle Kramer and {van de Mheen}, Dike and {van Rooij}, {Antonius J.}",
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Merelle, SYM, Kleiboer, AM, Schotanus, M, Cluitmans, TLM, Waardenburg, CM, Kramer, D, van de Mheen, D & van Rooij, AJ 2017, 'Which health-related problems are associated with problematic video-gaming or social media use in adolescents? A large-scale cross-sectional public health study', Clinical Neuropsychiatry, vol. 14, no. 1, pp. 11-19.

Which health-related problems are associated with problematic video-gaming or social media use in adolescents? A large-scale cross-sectional public health study. / Merelle, Saskia Y. M.; Kleiboer, Annet M.; Schotanus, Miriam; Cluitmans, Theresia L. M.; Waardenburg, Cornelia M.; Kramer, Danielle; van de Mheen, Dike; van Rooij, Antonius J.

In: Clinical Neuropsychiatry, Vol. 14, No. 1, 2017, p. 11-19.

Research output: Contribution to journalArticleScientificpeer-review

TY - JOUR

T1 - Which health-related problems are associated with problematic video-gaming or social media use in adolescents?

T2 - A large-scale cross-sectional public health study

AU - Merelle, Saskia Y. M.

AU - Kleiboer, Annet M.

AU - Schotanus, Miriam

AU - Cluitmans, Theresia L. M.

AU - Waardenburg, Cornelia M.

AU - Kramer, Danielle

AU - van de Mheen, Dike

AU - van Rooij, Antonius J.

PY - 2017

Y1 - 2017

N2 - Objective: Problematic video-gaming or social media use may seriously affect adolescents' health status. However, it is not very well known which health-related problems are most strongly related to these issues. To inform the development of prevention and intervention strategies, this study aims to gain a better understanding of the healthrelated problems and demographical factors associated with problematic video-gaming or social media use in early adolescence.Method: A cross-sectional analysis was performed on data collected by two Municipal Health Services in the Netherlands in 2013-2014. In this survey among youth, 21,053 students from secondary schools (mean age 14.4 years) completed a web-based questionnaire. Multivariate analyses were carried out to assess the strength of the associations between mental health problems, life-events, lifestyle and substance use as independent variables, and problematic video-gaming and problematic social media use as dependent variables.Results: Of the participating students, 5.7% reported problematic video-gaming and 9.1% problematic social media use. Problematic video-gaming was most strongly associated with conduct problems, suicidal thoughts (all medium effect sizes, OR = 2, p<0.01), sedentary behavior (large effect size, OR = 3, p<0.01), and male gender (large effect size). Problematic social media use was highly associated with conduct problems, hyperactivity and sedentary behavior (all medium effect sizes). Additionally, female gender and non-Western ethnicity were relevant demographics (large and medium effect size).Conclusions: Most mental health problems were consistently associated with both problematic video-gaming and problematic social media use, though associations were only practically relevant for conduct problems (both groups), suicidal thoughts (problematic video-gaming) and hyperactivity (problematic social media use). This study also highlights sedentary behavior as health risk as it was associated with both problematic video-gaming and problematic social media use. Interventions for young problematic video-gamers or social media users should take into account mental health and physical activity.

AB - Objective: Problematic video-gaming or social media use may seriously affect adolescents' health status. However, it is not very well known which health-related problems are most strongly related to these issues. To inform the development of prevention and intervention strategies, this study aims to gain a better understanding of the healthrelated problems and demographical factors associated with problematic video-gaming or social media use in early adolescence.Method: A cross-sectional analysis was performed on data collected by two Municipal Health Services in the Netherlands in 2013-2014. In this survey among youth, 21,053 students from secondary schools (mean age 14.4 years) completed a web-based questionnaire. Multivariate analyses were carried out to assess the strength of the associations between mental health problems, life-events, lifestyle and substance use as independent variables, and problematic video-gaming and problematic social media use as dependent variables.Results: Of the participating students, 5.7% reported problematic video-gaming and 9.1% problematic social media use. Problematic video-gaming was most strongly associated with conduct problems, suicidal thoughts (all medium effect sizes, OR = 2, p<0.01), sedentary behavior (large effect size, OR = 3, p<0.01), and male gender (large effect size). Problematic social media use was highly associated with conduct problems, hyperactivity and sedentary behavior (all medium effect sizes). Additionally, female gender and non-Western ethnicity were relevant demographics (large and medium effect size).Conclusions: Most mental health problems were consistently associated with both problematic video-gaming and problematic social media use, though associations were only practically relevant for conduct problems (both groups), suicidal thoughts (problematic video-gaming) and hyperactivity (problematic social media use). This study also highlights sedentary behavior as health risk as it was associated with both problematic video-gaming and problematic social media use. Interventions for young problematic video-gamers or social media users should take into account mental health and physical activity.

KW - problematic video-gaming

KW - problematic social media use

KW - mental health

KW - lifestyle

KW - adolescents

KW - INTERNET ADDICTION

KW - DIFFICULTIES QUESTIONNAIRE

KW - PHYSICAL-ACTIVITY

KW - GAME ADDICTION

KW - BODY FATNESS

KW - RISK-FACTORS

KW - LIFE-STYLE

KW - CHILDREN

KW - PREVALENCE

KW - NETWORKING

M3 - Article

VL - 14

SP - 11

EP - 19

JO - Clinical Neuropsychiatry

JF - Clinical Neuropsychiatry

SN - 1724-4935

IS - 1

ER -