首页|The use of video games, smartphones, and PCs/tablet PCs based on a survey of students' lifestyles: necessary actions
The use of video games, smartphones, and PCs/tablet PCs based on a survey of students' lifestyles: necessary actions
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NSTL
Elsevier
Objectives: Addictions to video gaming, smartphones, and Personal Computer (PCs)/tablets have become serious public health problems worldwide. Methods: We distributed a lifestyle survey to sixth-grade students (aged 11-12 years) during the 10-year period 2008-2017 and compared their responses in the first 5-year period (2008-2012) with those during the second 5-year period (2013-2017). The survey asked whether the student was (1) in a good mood upon waking, (2) the time that the student woke up, (3) the time that he/she went to bed, (4) the hours of TV watched per day, (5) the hours of video games played per day, (6) the hours of smartphone use per day, (7) the hours of PC or tablet PC use per day, (8) whether the student had a positive sense of self, (9) the number of times the student ate breakfast each week, and (10) how often the student turned off the TV during meals. Results: Compared with the first 5-year period, during the second period significantly more students reported waking up before 6:30 a.m. (P < 0.01), going to bed before 10:00 p.m. (P < 0.05), and watching TV for <1 h (P < 0.001), and significantly fewer students reported playing video games for <1 h (P < 0.05), using a smartphone for <1 h (P < 0.001), and using a PC or tablet PC for <1 h (P < 0.001). Conclusions: Educational campaigns should specifically address the use of addictive technologies among adolescents. (c) 2022 The Royal Society for Public Health. Published by Elsevier Ltd. All rights reserved.
SmartphoneGamePCStudentLife
Inoue, K.、Fujita, Y.、Takeshita, H.、Hashioka, S.、Kamura, M.