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Differences by Sex in Association of Mental Health With Video Gaming or Other Nonacademic Computer Use Among US Adolescents

Overview of attention for article published in Preventing Chronic Disease: Public Health Research, Practice and Policy, November 2017
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About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (92nd percentile)
  • Good Attention Score compared to outputs of the same age and source (77th percentile)

Mentioned by

news
1 news outlet
twitter
9 X users
facebook
1 Facebook page
reddit
2 Redditors
video
2 YouTube creators
podcasts
1 podcast

Readers on

mendeley
88 Mendeley
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Article details
Title
Differences by Sex in Association of Mental Health With Video Gaming or Other Nonacademic Computer Use Among US Adolescents
Published in
Preventing Chronic Disease: Public Health Research, Practice and Policy, November 2017
DOI 10.5888/pcd14.170151
Pubmed ID
Authors
Abstract

Although numerous studies have examined the association between playing video games and cognitive skills, aggression, and depression, few studies have examined how these associations differ by sex. The objective of our study was to determine differences by sex in association between video gaming or other nonacademic computer use and depressive symptoms, suicidal behavior, and being bullied among adolescents in the United States. We used data from the 2015 Youth Risk Behavior Survey on 15,624 US high school students. Rao-Scott χ(2) tests, which were adjusted for the complex sampling design, were conducted to assess differences by sex in the association of mental health with video gaming or other nonacademic computer use. Approximately one-fifth (19.4%) of adolescents spent 5 or more hours daily on video gaming or other nonacademic computer use, and 17.9% did not spend any time in those activities. A greater percentage of female adolescents than male adolescents reported spending no time (22.1% and 14.0%, respectively) or 5 hours or more (21.3% and 17.5%, respectively) in gaming and other nonacademic computer use (P < .001). The association between mental problems and video gaming or other nonacademic computer use differed by sex. Among female adolescents, prevalence of mental problems increased steadily in association with increased time spent, whereas the pattern for male adolescents followed a J-shaped curve, decreasing initially, increasing slowly, and then increasing rapidly beginning at 4 hours or more. Female adolescents were more likely to have all 3 mental health problems than male adolescents were. Spending no time or 5 hours or more daily on video gaming or other nonacademic computer use was associated with increased mental problems among both sexes. As suggested by the J-shaped relationship, 1 hour or less spent on video gaming or other nonacademic computer use may reduce depressive symptoms, suicidal behavior, and being bullied compared with no use or excessive use.

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X Demographics

X Demographics

The data shown below were collected from the profiles of 9 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley demographics

Mendeley demographics

The data shown below were compiled from readership statistics for 88 Mendeley readers of this research output. Click here to see the associated Mendeley record.
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Geographical breakdown

Geographical breakdown
Country Count As %
Unknown 88 100%

Demographic breakdown

Readers by professional status
Readers by professional status Count As %
Student > Ph. D. Student 10 11%
Student > Master 9 10%
Student > Doctoral Student 7 8%
Student > Bachelor 7 8%
Lecturer 4 5%
Other 13 15%
Unknown 38 43%
Readers by discipline
Readers by discipline Count As %
Psychology 19 22%
Nursing and Health Professions 8 9%
Social Sciences 6 7%
Sports and Recreations 3 3%
Medicine and Dentistry 3 3%
Other 8 9%
Unknown 41 47%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 23. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 11 May 2026.
All research outputs
#2,113,940
of 34,526,284 outputs
Outputs from Preventing Chronic Disease: Public Health Research, Practice and Policy
#450
of 2,183 outputs
Outputs of similar age
#35,276
of 493,091 outputs
Outputs of similar age from Preventing Chronic Disease: Public Health Research, Practice and Policy
#12
of 54 outputs
Altmetric has tracked 34,526,284 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 93rd percentile: it's in the top 10% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 2,183 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 35.5. This one has done well, scoring higher than 79% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 493,091 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 92% of its contemporaries.
We're also able to compare this research output to 54 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 77% of its contemporaries.