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The use of video games, smartphones, and PCs/tablet PCs based on a survey of students' lifestyles: necessary actions.
Inoue, K; Fujita, Y; Takeshita, H; Hashioka, S; Kamura, M.
Afiliación
  • Inoue K; Research and Education Faculty, Medical Sciences Cluster, Health Service Center, Kochi University, Kochi 780-8520, Japan. Electronic address: ke-inoue@med.shimane-u.ac.jp.
  • Fujita Y; Faculty of Medicine, Shimane University, Shimane 693-8501, Japan; Department of Legal Medicine, Faculty of Medicine, Shimane University, Shimane 693-8501, Japan. Electronic address: yfujita@med.shimane-u.ac.jp.
  • Takeshita H; Department of Legal Medicine, Faculty of Medicine, Shimane University, Shimane 693-8501, Japan. Electronic address: htakeshi@med.shimane-u.ac.jp.
  • Hashioka S; Department of Psychiatry, Faculty of Medicine, Shimane University, Shimane 693-8501, Japan. Electronic address: hashioka@f2.dion.ne.jp.
  • Kamura M; Kamura Clinic, Shimane 693-0101, Japan. Electronic address: frog-m@icv.ne.jp.
Public Health ; 205: 43-44, 2022 Apr.
Article en En | MEDLINE | ID: mdl-35231837
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.
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Texto completo: 1 Colección: 01-internacional Base de datos: MEDLINE Asunto principal: Juegos de Video / Teléfono Inteligente Tipo de estudio: Observational_studies / Prevalence_studies / Risk_factors_studies Límite: Adolescent / Female / Humans Idioma: En Revista: Public Health Año: 2022 Tipo del documento: Article

Texto completo: 1 Colección: 01-internacional Base de datos: MEDLINE Asunto principal: Juegos de Video / Teléfono Inteligente Tipo de estudio: Observational_studies / Prevalence_studies / Risk_factors_studies Límite: Adolescent / Female / Humans Idioma: En Revista: Public Health Año: 2022 Tipo del documento: Article
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