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The Impact of Social Media Use and Gaming on Initiation of Smokeless Tobacco Use Among Rural Male Youth
Affiliation:1. Center for the Study of Tobacco Products, Virginia Commonwealth University, Richmond, Virginia;2. Department of Health Behavior and Policy, School of Medicine, Virginia Commonwealth University, Richmond, Virginia;3. Department of Psychology, College of Humanities & Sciences, Virginia Commonwealth University, Richmond, Virginia
Abstract:PurposeSmokeless tobacco (SLT) use is more common among White male youth in rural locations than among other youth. Previous literature documents risk factors for SLT use (e.g., perceived harm). However, no research has examined whether SLT initiation is associated with the use of social media and video games, despite the high prevalence of those behaviors among adolescent males.MethodsAs part of the evaluation of “The Real Cost” smokeless prevention campaign, we conducted a baseline survey of a cohort of US males aged 11–16 in 2016 and four follow-up surveys conducted approximately every 8 months. We used discrete-time survival analysis to examine factors associated with SLT initiation. Logistic regression estimated the odds of initiation as a function of lagged values of key predictors (social media use in tertiles and frequency of gaming) and other baseline and lagged correlates. The model controlled for campaign exposure.ResultsRelative to the lowest tertile of social media use, moderate (odds ratio [OR] = 1.80) or high use (OR = 2.77) was associated with increased risk of SLT initiation at the subsequent survey wave. Relative to playing every few weeks or less, playing video games once a day (OR = 0.50) or several times a day (OR = 0.33) was associated with decreased risk of SLT initiation.DiscussionSLT initiation was positively associated with social media use and negatively associated with gaming. Future research should explore reasons for the protective nature of gaming (e.g., social support, improved mood) and whether parental supervision of social media use could mitigate its negative impact.
Keywords:Smokeless tobacco  Adolescent  Social media  Video games
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