summary: A major new study reveals that teenagers who develop mandatory patterns of digital use are at a higher risk of ideas, attempts and mental health attempts. Unlike the total screen time, it is Addiction The nature of use – such as distress when not online or using screens to escape – which strongly predicts bad results.
Young people who suffer from high and increasingly addictive addiction paths for social media, phones or video games appeared to three times the risk of suicide behavior. These results shed light on the need for precise early interventions that target problematic use rather than just limiting the screen time.
Main facts:
- Addiction for duration: It was not the time spent on screens was the danger factor – the devastating patterns were.
- High risk: Adolescents with increased addiction paths were more likely two to 3 times more likely to report suicidal ideas and behaviors.
- Behavioral effect: Addiction to use associated with both internal symptoms (for example, anxiety, depression) and external exit (for example, aggression).
source: Will Cornell University
New research has found that young people who have become increasingly addicted to social media, mobile phones or video games are at greater risk of suicide ideas, suicide attempts, emotional or behavioral issues.
The study, published on June 18 in mosqueHe was led by researchers at Will Cornell Medicine, University of Colombia and the University of California, Berkeley.
Unlike previous studies that focused on the overall screen time at a time in the child’s life, this study was considered how young patterns changed for coercive or “addiction” over time.
These patterns included a feeling of being unable to stop using a device, or try distress when it is not used or used to escape problems. On the contrary, it was not just spending more time on screens in 10 years associated with mental health results related to the worst suicide.
“For parents and teachers, the discussion on mobile phones and social media focused on reducing or banning use, but our results indicate that there are more complicated factors,” said the first author, Dr. June Xiao, Assistant Professor of Population Science at Will Cornell Medicine.
“Clinical experiments have shown that reducing the use of a cell phone, for example, during the study hours, was not effective in reducing the risk of suicide behavior or improving other aspects of mental health.”
This study can indicate a model of how to address the effect of the screen on the mental health of young people.
Dr. Xiao said: “The test of interventions that work with other types of addiction may be one of the ways to deal with this type of social media and the use of a mobile phone.”
Dr. John Man, Professor of Neuroscience at Paul Yansen in Psychiatry and Radiology at the University of Colombia and the New York State Psychiatry Institute, is a great author in this study.
Quantity against quality
For four years, the researchers follow nearly 4,300 young men between the ages of nine to ten when they started studying for the first time. Participants defined themselves as Asian, black, or of Spanish, white or multi -ethnic origin.
Using automated learning and data from the participants ’interviews, the researchers described three paths of addiction for social media and the use of a mobile phone and two to use addiction with video games. At the graph, these paths depict relative levels of addictive behaviors.
By the age of fourteen, one in three participants had the path of high use of addiction to social media and one in four for mobile phones. More than 40 percent of young people had the path of high use of video game.
These adolescents were more likely to report suicide ideas or behaviors, as well as symptoms of anxiety, depression, aggression, or breaking rules.
The researchers also found that each type of digital activity showed unique patterns of association with suicide and mental health symptoms. For social media and mobile phones, high and increasingly use paths of addiction have been associated with a risk of two to three times for suicide behaviors and suicide thinking compared to the circular of low use of addiction.
The paths of higher use were also associated with either by imparting internal symptoms such as anxiety, depression, or external symptoms, including aggression or instability.
“Parents may want to pay more attention to how their children use their digital devices and consider their evaluation to obtain signs of addiction use,” said the first author, co -author, Dr. Yuan Meng, post -PhD assistant in population health sciences at Will Cornell.
“If addiction is determined, which limits the use of mobile phones and social media for a part of the day, it may enhance addictive behaviors, so the search for professional advice is necessary.”
Form shift
This study showed that the total time you spend on social media, mobile phones and video games were not associated with the results of mental health associated with suicide in the future.
What matters most is how young people were participating in the screens – especially whether their use showed signs of coercion, distress, or loss of control.
Results indicate the frequent assessment of social media and mobile phones in children who enter adolescence for use patterns that cause addiction to be valuable.
Dr. Xiao said: “Children who initially expose low or moderate paths are usually not considered at risk, but follow -up can discover in terms of trends such as developing the most addictive use over time,” said Dr. Xiao.
Although the study does not prove that the use of addiction screen causes mental health problems – high addiction use paths are linked to almost double the risk of suicide behavior in the future near these teenagers.
Dr. Man said: “This calls for more study and evaluation of methods that worked with other addiction in children and adolescents of this issue.”
After that, Dr. Xiao and her colleagues are planning to extract children’s profiles who make up different paths with their demographic, social and economic information. Researchers are also developing interventions to address addiction us addiction behavior to reduce the possibility of suicide behaviors.
Dr. Timothy T. contributed.
On news of mental health and neurological development
author: Barbara Prem
source: Will Cornell University
communication: Barbara Prempeh – Will Cornell University
image: The image is attributed to news of neuroscience
The original search: Open access.
“Addiction screen to use suicide paths and behaviors, thinking about suicide, and mental health of the United States youth“By June Xiao and others. mosque
a summary
Addiction screen to use suicide paths and behaviors, thinking about suicide, and mental health of the United States youth
importance
The increase in the use of children and adolescents of social media, video games and mobile phones has sparked concerns about the possible links to young mental health problems. Previous research focused largely on the total screen time instead of long addiction us addiction paths.
Goals
To determine the paths of use addiction for social media, mobile phones and video games, examine their associations with suicide behaviors and think about mental health results among young people.
Design, preparation and participants
Study the dust that analyzes data from the grounds during the fourth year of follow-up in the study of teenage brain’s cognitive development (2016-2022), with samples of the population of 21 American sites.
Exposure
Addiction to use for social media, mobile phones and video games using follow -up procedures reported for children from the second year, year 3 and fourth year.
The main results and measures
Suicide behaviors and thinking were evaluated using information reported for children and parents via the Kiddie table of emotional and schizophrenia. The internal and external symptoms were evaluated using a list of the reported child’s behavior.
results
The analytical sample (n = 4285) was an average age of 10.0 (SD, 0.6); 47.9 % were female. And 9.9 % were black, 19.4 % of Spanish origin, and 58.7 % white. Latanized mixed models have set 3 paths of use of addiction for social media, mobile phones and 2 video games.
Nearly a third of the participants had the increasing use of addiction to social media or mobile phones starting from 11 years of age. In modified models, the increased use paths of addiction were associated with increased risk of results associated with suicide from low addiction pathways (for example, increased addiction to social media had a risk rate of 2.14 (95 % CI, 1.61-2.85) for division behaviors).
The paths of high use of addiction to all types of screen were associated with the results associated with suicide (for example, the use of high addiction for social media had a risk rate of 2.39 (95 % CI, 1.66-3.43) for suicide behaviors).
The course of use in the high video game showed the largest relative difference in internal symptoms (T-degree T, 2.03 (95 % CI, 1.45-2.61)), and social media increases addiction on the path for addicted use (Thesaires Triges, 1.05 (95 % CI, 0.54-1.56)), compared to addicted use of addiction. The total screen time was not associated with the results.
Conclusions and importance
It was high or increasing paths for addiction to social media, mobile phones or video games common in the first teenagers. The paths of using the high and increasing use of addiction are associated with suicide behaviors, thinking and worst mental health.
2025-06-19 19:57:00