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Table 3 Indirect effects of screen time behaviors through sleep

From: Screen time and problem behaviors in children: exploring the mediating role of sleep duration

 

B

p

95% CI

IRR

Change per count (%)

Television/movies → anxious/depressed

.00

.005

.001, .005

1.003

.3%

Videos → anxious/depressed

.01

<.001

.005, .010

1.017

1.7%

Video games → anxious/depressed

.00

.241

−.001, .004

1.001

 

Social media → anxious/depressed

.00

.059

.000, .007

1.003

 

Mature-rated video games → anxious/depressed

.01

<.001

.003, .010

1.006

.6%

R-rated movies → anxious/depressed

.00

.038

.000, .007

1.004

.4%

Television/movies → withdrawn/depressed

.01

.005

.002, .008

1.005

.5%

Videos → withdrawn/depressed

.01

<.001

.007, .015

1.011

1.1%

Video games → withdrawn/depressed

.00

.238

−.001, .006

1.002

 

Social media → withdrawn/depressed

.01

.059

.000, .010

1.005

 

Mature-rated video games → withdrawn/depressed

.01

<.001

.005, .015

1.010

1%

R-rated movies → withdrawn/depressed

.01

.036

.000, .011

.998

↓.2%

Television/movies → somatic complaints

.00

.006

.001, .005

1.003

.3%

Videos → somatic complaints

.01

<.001

.004, .010

1.007

.7%

Video games → somatic complaints

.00

.242

−.001, .004

1.001

 

Social media → somatic complaints

.00

.065

.000, .006

1.003

 

Mature-rated video games → somatic complaints

.01

<.001

.003, .009

1.006

.6%

R-rated movies → somatic complaints

−.00

.039

.000, .007

1.001

.1%

Television/movies → social problems

.00

.004

.001, .006

1.004

.4%

Videos → social problems

.01

<.001

.006, .011

1.009

.9%

Video games → social problems

.00

.238

−.001, .005

1.002

 

Social media → social problems

.00

.058

.000, .008

1.004

 

Mature-rated video games→ social problems

.01

<.001

.004, .012

1.008

.8%

R-rated movies → social problems

.00

.038

.000, .008

.998

↓.2%

Television/movies → thought problems

.01

.004

.002, .009

1.006

.6%

Videos → thought problems

.01

<.001

.009, .018

1.013

1.3%

Video games → thought problems

.00

.236

−.002, .007

1.003

 

Social media → thought problems

.01

.057

.000, .012

1.006

 

Mature-rated video games → thought problems

.01

<.001

.007, .017

.006

.6%

R-rated movies → thought problems

.01

.035

.001, .012

1.001

.1%

Television/movies → attention problems

.00

.004

.001, .006

1.003

.3%

Videos → attention problems

.01

<.001

.005, .011

1.008

.8%

Video games → attention problems

.00

.239

−.001, .004

1.002

 

Social media → attention problems

.00

.058

.000, .007

1.004

 

Mature-rated video games→ attention problems

.01

<.001

.004, .011

1.007

.7%

R-rated movies → attention problems

.00

.037

.000, .008

.997

↓.3%

Television/movies → rule-breaking behavior

.00

.005

.001, .006

1.004

.4%

Videos → rule-breaking behavior

.01

<.001

.006, .012

1.009

.9%

Video games → rule-breaking behavior

.00

.240

−.001, .005

1.002

 

Social media → rule-breaking behavior

.00

.060

.000, .008

1.004

 

Mature-rated video games → rule-breaking behavior

.01

<.001

.004, .012

1.008

.8%

R-rated movies → rule-breaking behavior

.00

.038

.000, .008

.990

↓1%

Television/movies → aggressive behavior

.00

.005

.001, .006

1.003

.3%

Videos → aggressive behavior

.01

<.001

.005, .011

1.008

.8%

Video games → aggressive behavior

.00

.238

−.001, .004

1.002

 

Social media → aggressive behavior

.00

.059

.000, .007

1.004

 

Mature-rated video games → aggressive behavior

.01

<.001

.004, .011

1.007

.7%

R-rated movies → aggressive behavior

.00

.037

.000, .008

.996

↓.4%

  1. Note. CI  confidence intervals; IRR  incidence rate ratios. Adjusted for sex, parental education, family income, ethnicity, physical activity, and body mass index.
  2. Relationships with p-values less than or equal to 0.05 and confidence intervals excluding zero are in bold font