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Measuring screen time among adolescents: test–retest reliability of HBSC questionnaire items across two countries

Identifikátory výsledku

  • Kód výsledku v IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216305%3A26630%2F26%3A0199977" target="_blank" >RIV/00216305:26630/26:0199977 - isvavai.cz</a>

  • Výsledek na webu

    <a href="https://link.springer.com/article/10.1186/s12889-025-25950-9" target="_blank" >https://link.springer.com/article/10.1186/s12889-025-25950-9</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.1186/s12889-025-25950-9" target="_blank" >10.1186/s12889-025-25950-9</a>

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

    Measuring screen time among adolescents: test–retest reliability of HBSC questionnaire items across two countries

  • Popis výsledku v původním jazyce

    BackgroundIncreasing recreational screen time among adolescents is linked to adverse health outcomes like obesity and poor mental health. This highlights the need for reliable tools to monitor screen-based behaviours. The present study examined the test-retest reliability of recreational screen-time items from the Health Behaviour in School-aged Children (HBSC) questionnaire across culturally diverse adolescent populations. MethodsUsing a test-retest design with a 2-3 week interval, we collected data from 750 adolescents (48.8% boys, mean age 15.29 years, SD 2.37) in Mexico (n = 233, aged 10-15y) and Czechia (n = 517, aged 10-18y) in 2022-2024. Self-reported time spent on gaming, social networking, video watching, and internet browsing were evaluated using Intraclass Correlation Coefficients (ICCs) for continuous measures and Cohen's kappa for dichotomized outcomes (< 2 vs. >= 2 h/day), with analyses stratified by age, gender, and country. ResultsGaming and social networking demonstrated moderate-to-good reliability (ICC = 0.70-0.74, kappa = 0.64-0.65, 82-83% unchanged responses). Video watching and browsing were less stable (ICC = 0.52-0.63, kappa = 0.41-0.47). Czech primary school students exhibited the highest consistency (ICC = 0.76-0.81), while Mexican students completed the items with lower reliability (ICC = 0.43-0.54). Older adolescents (16-18 years) and girls reported greater stability for gaming and social networking, respectively. ConclusionsThe screen-time items tested in this study showed acceptable test-retest reliability across countries, age groups, and sexes, particularly for gaming and social networking. These findings support their use in global adolescent health surveillance, while highlighting the need for refinement of less stable domains such as video watching and internet browsing. Given that samples were not nationally representative, findings should be interpreted within these specific contexts. Future research should enhance measurement precision and inform public health efforts to monitor and address screen-time related health risks.

  • Název v anglickém jazyce

    Measuring screen time among adolescents: test–retest reliability of HBSC questionnaire items across two countries

  • Popis výsledku anglicky

    BackgroundIncreasing recreational screen time among adolescents is linked to adverse health outcomes like obesity and poor mental health. This highlights the need for reliable tools to monitor screen-based behaviours. The present study examined the test-retest reliability of recreational screen-time items from the Health Behaviour in School-aged Children (HBSC) questionnaire across culturally diverse adolescent populations. MethodsUsing a test-retest design with a 2-3 week interval, we collected data from 750 adolescents (48.8% boys, mean age 15.29 years, SD 2.37) in Mexico (n = 233, aged 10-15y) and Czechia (n = 517, aged 10-18y) in 2022-2024. Self-reported time spent on gaming, social networking, video watching, and internet browsing were evaluated using Intraclass Correlation Coefficients (ICCs) for continuous measures and Cohen's kappa for dichotomized outcomes (< 2 vs. >= 2 h/day), with analyses stratified by age, gender, and country. ResultsGaming and social networking demonstrated moderate-to-good reliability (ICC = 0.70-0.74, kappa = 0.64-0.65, 82-83% unchanged responses). Video watching and browsing were less stable (ICC = 0.52-0.63, kappa = 0.41-0.47). Czech primary school students exhibited the highest consistency (ICC = 0.76-0.81), while Mexican students completed the items with lower reliability (ICC = 0.43-0.54). Older adolescents (16-18 years) and girls reported greater stability for gaming and social networking, respectively. ConclusionsThe screen-time items tested in this study showed acceptable test-retest reliability across countries, age groups, and sexes, particularly for gaming and social networking. These findings support their use in global adolescent health surveillance, while highlighting the need for refinement of less stable domains such as video watching and internet browsing. Given that samples were not nationally representative, findings should be interpreted within these specific contexts. Future research should enhance measurement precision and inform public health efforts to monitor and address screen-time related health risks.

Klasifikace

  • Druh

    J<sub>imp</sub> - Článek v periodiku v databázi Web of Science

  • CEP obor

  • OECD FORD obor

    50401 - Sociology

Návaznosti výsledku

  • Projekt

  • Návaznosti

    I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace

Ostatní

  • Rok uplatnění

    2025

  • Kód důvěrnosti údajů

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Údaje specifické pro druh výsledku

  • Název periodika

    BMC public health

  • ISSN

  • e-ISSN

    1471-2458

  • Svazek periodika

    26

  • Číslo periodika v rámci svazku

    1

  • Stát vydavatele periodika

    GB - Spojené království Velké Británie a Severního Irska

  • Počet stran výsledku

    27

  • Strana od-do

  • Kód UT WoS článku

    001669588700011

  • EID výsledku v databázi Scopus