Screen time behaviour in a sample of 11- to 12-year-old Greek-Cypriot children: A cross-sectional study of parental and child reports

一项针对11至12岁希腊裔塞浦路斯儿童的屏幕时间行为横断面研究:基于父母和儿童报告的数据

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Abstract

OBJECTIVE: This cross-sectional study examined the association between parental and child-reported correlates and children's screen time. METHODS: Children (N = 154) and their parents completed questionnaires examining correlates of screen time. Children recorded the time they devoted to screen-based and study-related sedentary activities and wore a pedometer for 6 days (four weekdays and two weekend days). Parents also provided information relating to the time their children devoted to screen time. RESULTS: Children reported significantly higher time watching television and playing electronic games as well as higher total screen time during the weekend compared to weekdays. On the contrary, they reported significantly lower time doing homework and recorded significantly lower steps during the weekend compared to weekdays. The scale 'Parent-child Television Viewing' yielded significant associations with both parent and child-reported total screen time and television watching. Associations ranged from r = 0.193, p < 0.05 to r = 0.599, p < 0.001. The scales 'Child Screen Time with Friends' and 'Friends' Norms for Screen Time' demonstrated significant associations with child-reported electronic games and total screen time, and with parent-reported electronic games and computer use. Associations ranged from r = 0.180, p < 0.05 to r = 0.478, p < 0.001. Variance explained for total screen time at the multivariate level ranged from 8% to 37% with the scale 'Parent-child Television Viewing' having significant associations with both parent and child-reported weekday total screen time. CONCLUSIONS: Obtaining data from both parents and children may provide further understanding of screen time behaviour. While parental factors appear to be consistently associated with children's total screen time, studies may consider focusing more on parents to reduce time spent watching television, and more on friends to limit time spent in electronic games.

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