Cdc gaming study
Rochelle Walensky, director of the U. More than 40 cases of the omicron variant have been reported in the U. But she said nearly all of them were only mildly ill. In an interview with The Associated Press, Dr. Rochelle Walensky, director of the Centers for Disease Control and Prevention, said the data is very limited and the agency is working on a more detailed analysis of what the new mutant form of the coronavirus might hold for the U.
One person was hospitalized, but no deaths have been reported, CDC officials said. Some cases can become increasingly severe as days and weeks pass, and Walensky noted that the data is a very early, first glimpse of U. The earliest onset of symptoms of any of the first 40 or so cases was Nov. The omicron variant was first identified in South Africa last month and has since been reported in 57 countries, according to the World Health Organization.
The first U. Our study consistently showed that adolescents who spent 4 hours or more daily on video games or other nonacademic computer use were 1. Two studies, Belanger et al and Kim, found a U-shaped association between Internet use for nonacademic purposes and mental health among Swiss and Korean adolescents, respectively 28, However, both studies defined heavy use as spending 2 hours or more daily on the Internet.
Because Belanger et al used data from and Kim used data from , their categories for intensity of Internet use are not relevant to recent trends, which were reported in at 3. Although YRBS data have the advantage of being a nationally representative sample of adolescents, our study has several limitations.
First, because YRBS consists of cross-sectional data, assessing the cause—effect relationship between video gaming or other nonacademic computer use and mental problems was not possible. Second, investigating the association of mental problems with video gaming or other nonacademic computer use separately was not possible. Although video gaming and other nonacademic computer use are different measures, YRBS uses a single variable for the 2 activities. However, studies have demonstrated differences between the 2 measures.
Moreover, on average, female adolescents spent about 40 minutes more on social network sites than male adolescents 4. Further research is warranted for establishing a separate measure each for video gaming and other nonacademic computer use to determine their relation to mental health. Our study found that video gaming or other nonacademic computer use among US adolescents for 5 hours or more daily was significantly associated with increases in depressive symptoms, suicidal behavior, and being bullied.
The prevalence of each of the 3 mental health problems was higher among female adolescents than among male adolescents. As suggested by the J-shaped relationship, 1 hour or less of playing video games or other nonacademic computer use may reduce the prevalence of these mental health problems whereas nonuse or excessive use may increase them. Therefore, sex-specific intervention programs should be developed.
Furthermore, because our data show that some video gaming and other nonacademic computer use may reduce the prevalence of depressive symptoms, suicidal behavior, and being bullied, public health professionals may want to shift mindfulness intervention programs toward eHealth or mHealth technologies rather than completely dismissing the activities. Use of technology for health promotion and disease prevention has advanced rapidly through the emergence of eHealth and mHealth technologies.
Both technologies offer several advantages over traditional, in-person methods of health promotion and disease prevention interventions.
Both are cost efficient and interactive and can automate delivery of interventions, thereby enabling real-time assessments, personalizing and tailoring content, and reaching larger populations and hard-to-reach subgroups than conventional methods Sex-specific mindfulness intervention programs that use these technologies in conjunction with video games and other nonacademic computer use may be well received by adolescents as well as by their parents and teachers.
Corresponding Author: Hogan H. Telephone: Email: hojinlee2k gmail. The opinions expressed by authors contributing to this journal do not necessarily reflect the opinions of the U. Skip directly to site content Skip directly to page options Skip directly to A-Z link. Preventing Chronic Disease. Section Navigation. Facebook Twitter LinkedIn Syndicate. Minus Related Pages. Hogan H. Lee 1 ; Jung Hye Sung, Sc. Links with this icon indicate that you are leaving the CDC website.
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