Abstract Purpose Assess changes in health-promoting physical activity (HPPA), according to the WHO guidelines, among Swedish adults during the COVID-19 pandemic. HPPA has been ignored as an outcome in the physical activity (PA) studies during the pandemic. Methods A population-based repeated cross-sectional study was conducted among 18-79-year-old Swedes (n = 1035 in December 2020 [response rate 52%], n = 1095 in January 2022 [55%], n = 1027 in December 2022 [55%]). Data was collected via online questionnaires, including sex, age, civil status, education, employment, and country of birth. PA was measured using the International Physical Activity Questionnaire-Short Form (IPAQ-SF). In 2020, recall questions about PA one year earlier were included. The WHO guidelines for moderate, vigorous, or combined HPPA were applied, and the proportions of respondents completing the guidelines for these three HPPA categories were calculated. Differences in proportions of moderate, vigorous, and combined HPPA across the survey timepoints were tested by chi-square tests, and by McNemar tests concerning differences between the recall in 2019 and December 2020. Binary logistic regression analyses were performed for women and men to assess whether the survey timepoints or the sociodemographic variables were independently associated with HPPA. Interaction terms between each sociodemographic factor and survey timepoint were added to the models to assess differences in changes in HPPA in different sociodemographic subgroups. Results While the proportions of moderate, vigorous, and combined HPPA decreased substantially from 2019 (recall) to 2020 in both sexes, the changes seen between 2020 and 2022 were statistically non-significant. No significant interactions between sociodemographic factors and survey timepoint were observed, and survey timepoint was not associated with HPPA in the logistic regression models. Factors most consistently associated with the different HPPA categories were education in women and employment in men. In women, compulsory and/or high school indicated less HPPA than university education. Among men, white-collar and/or retired had less HPPA than the blue-collar employment category. Conclusions No clear changes in HPPA were observed between December 2020 and December 2022. Differences in HPPA according to education and employment indicate need for research on targeted PA promotion measures. Support Mälardalen University, Sweden.
Background Alcohol consumption among adolescents has declined considerably during the last two decades. However, it is unknown if these adolescents' alcohol consumption will remain low as they grow older. To our knowledge, this is one of the first studies that uses longitudinal data to examine if non-drinking adolescents have a lower alcohol consumption in young adulthood or if they catch up. Methods A self-report survey was distributed to a birth cohort (n = 794) born in 1997 in a Swedish region when cohort members attended ninth grade (age 14-15 years) in 2012. Responders were divided into non-drinkers and alcohol users and assessed again in their late teens (17-18 years) and young adulthood (20-21 years). Results In their late teens (17-18 years), non-drinkers at baseline consumed less alcohol and had a lower probability of harmful use compared with their alcohol-using peers. In young adulthood (20-21 years), these effects disappeared when adjustment was made for covariates. However, a stratified analysis showed that non-drinking adolescents low in conduct problems consumed less alcohol and had a lower probability of harmful use in young adulthood than alcohol-using peers. Conclusions This study suggests that the decline in alcohol use among adolescents in the past decades may be associated with a lower alcohol consumption in the late teens and young adulthood among those low in conduct problems. This may have promising implications for alcohol-related morbidity and mortality.
Adolescent gambling is becoming a public health problem. While comorbidities with other externalizing behaviours have been ascertained, few studies focus on adolescents with a multi-problem behaviour pattern, i.e., alcohol and tobacco use, in addition to antisocial behaviour, which includes problem gambling. The purpose of this study was to identify adolescents with multi-problem behaviours, i.e., alcohol abuse, daily smoking, antisocial behaviour, and problem gambling and to investigate the differences in relation to gender. Unlike most studies on this topic, we adopted a person-oriented approach to identify groups of adolescent boys and girls who reported multi-problem risk behaviours, i.e., alcohol abuse, daily smoking, antisocial behaviour, and problem gambling. Moreover, we explored to what extent these adolescents exhibited mental health problems, i.e., depressive, psychosomatic, and ADHD symptoms, as well as sleep problems. The sample consisted of 1,526 adolescents from two age cohorts, 15- to 16-year-olds (n = 711, 47%) and 17- to 18-year-olds (n = 815, 53%). Latent Variable Mixture Modeling (LVMM) revealed one group with low rates of all risk behaviours and three groups with multi-problem behaviours. Among the latter three groups, two reported problem gambling and had higher levels of mental health problems. These results suggest that gambling can be added to the constellation of risk behaviours in adolescence and might be more associated with mental health problems than other externalizing behaviours.
Governments have enforced measures to limit the spread of COVID-19 with varying degrees of success, which could affect people’s physical activity (PA) and sedentary behavior. This study aimed to examine changes in PA levels, types of PA, and sedentary behavior in the Swedish population before and during the COVID-19 pandemic. Associations between changed PA levels and demographical and behavioral determinants were also investigated. In December 2020, 1035 individuals (18–79 years old) completed a survey about their PA and sedentary behavior before and during the pandemic. Factors influencing their PA were also explored. Fifty-one percent of the sample reported reduced total PA, 18% had no change, and 31% increased their PA. Overall, organized PA decreased the most and sedentary behavior increased. The youngest and oldest age groups reported the greatest reduction in PA, while middle-aged groups reported the most increased PA. Men reported a larger increase in sedentary behavior than women. Mental and physical capability was associated with change in PA. In conclusion, this study indicates that, during the COVID-19 pandemic, the majority of the Swedish population have decreased PA levels with a concurrent increase in sedentary behavior, which may have negative health consequences. Interventions are recommended to address both PA and sedentary behavior, specifically to strengthen people’s ability to perform PA and focusing on the youngest and oldest age groups.
There is already a large body of research on the dramatic negative effects of COVID-19 on peoples’ mental and physical health. Millions of people have died, and the pandemic has negatively influenced the lives of billions of people. Luckily however, the vast majority of people infected with the virus, recovers. The happiness and wellbeing of these people have not been extensively studied. In the current paper, we ask the question: Are people who have recovered from a COVID-19 infection happier than those who have not been infected at all? Building on previous research on hedonic adaptation and counterfactual thinking, we hypothesize, and find, that those who have had an infection appear slightly happier than others. The study relies on two surveys conducted in Sweden during the pandemic in 2020 (n=1029) and 2021 (n=1788).
Societal crises and personal challenges are often followed by substantial changes in physical activity. Is there a link between such changes and psychological well-being? Seeking to answer this question, we conducted a correlational study on a representative sample in Sweden during the first year of the COVID-19 pandemic (N = 1035). About 49% of the sample had decreased their physical activity compared to their self-reported activity level prior to the pandemic, whereas 32% had increased it. The results showed a positive and robust association between changes in daily activity level and corresponding changes in psychological well-being. Specifically, individuals who had reduced their physical activity over the last year reported lower life satisfaction than before, and individuals who had increased their physical activity reported higher life satisfaction than before. The amount of complete physical inactivity (sitting) showed a similar pattern as the exercise data, meaning that individuals who reported increasing inactivity per day also reported a greater decline in life satisfaction. Additional analyses showed that the association between daily activity level and life satisfaction was somewhat stronger for men than for women, but there was no difference when comparing individual versus organized activities. The current study was based on a cross-sectional design, measuring self-reported change over time. Recent work from other research teams have used longitudinal data and experience-sampling in different settings, finding similar results. We conclude that there is good reason to recommend physical exercise as a coping strategy in difficult times.
Although many studies have been conducted on the effects of COVID-19 on individual lives, only a few focus on the changes in mental health and views of public institutions during the pandemic. This study aimed to investigate how mental health, i.e., life satisfaction, worries, and psychological distress, and views on public institutions’ communication and activities have changed among Swedes during the COVID-19 pandemic, and whether this was moderated by age and sex. In April–May 2020 (survey 1) and in January–February 2021 (survey 2), 2554 adults and 1904 newly recruited adults, respectively, anonymously completed online surveys. We found that life satisfaction and psychological distress did not change from survey 1 to survey 2. However, the level of worries increased, and the positive views of the public institutions decreased. Moreover, worries and psychological distress increased more in young adults than older adults. Finally, the change in the views of the public institutions was not related to the change in worries. Our results highlight the COVID-19 long-term impacts on individual mental health and call for the need for future research concerning the consequences for the population, especially among young adults. The results also indicate that the views on activities of public authorities decreased over time, especially among men. Given that loss of this trust can have vastly negative effects, for instance, on the vaccine campaign, it is important to monitor this trend, to increase awareness among Swedish authorities. The results also stress for institutions to provide adequate support both during the COVID-19 pandemic and in a future crisis.
AIM:To investigate the associations between gambling frequency, attention-deficit hyperactivity disorder (ADHD) symptoms, and problem gambling among adolescent boys and girls. One hypothesis was that adolescents with increased ADHD symptoms have a higher frequency of gambling compared to adolescents with fewer ADHD symptoms.METHOD:A population-based sample of adolescents (aged 15-18 years) completed a questionnaire on demographics, gambling habits, ADHD symptoms, and problematic gambling; 1412 adolescents (from 4440 sampled) with gambling experience were included in the final sample.RESULTS:A zero-inflated negative binomial regression analysis revealed that increased ADHD symptoms, higher gambling frequency, and higher age were associated with lower odds for being non-susceptible to gambling problems. Moreover, gambling frequency interacted with ADHD symptoms in predicting probability of being non-susceptible to gambling problems. However, when analysing those already susceptible to problem gambling, ADHD symptoms did not modify the effect of gambling frequency on the expected magnitude of gambling problems. In susceptible individuals, problem gambling increased with both increased ADHD symptoms and increased gambling frequency, but the level of problems due to gambling frequency did not change depending on the ADHD symptom level. There was an interaction effect between sex and gambling frequency in relation to gambling problems.CONCLUSIONS:Adolescents with ADHD symptoms seem to be more sensitive to gambling, in terms of being susceptible to developing gambling problems. However, once susceptible, adolescents with ADHD symptoms are affected by gambling frequency similarly to other susceptible participants.
OBJECTIVE To analyse alcohol consumption and its association with self-rated health among a representative sample of older people in mid-Sweden. BACKGROUND Over the past decades, alcohol consumption has increased in the older population in Sweden, but few studies have investigated the association between alcohol consumption and self-rated health in this group. The aim was therefore to investigate alcohol consumption and self-rated health among older Swedes. METHODS The study is based on a cross-sectional study of 11,716 men and women, 65 years and over, answering a survey questionnaire sent to a random population sample in mid-Sweden in 2012. We assessed alcohol consumption with AUDIT-C and its association with self-rated health using logistic regression analysis, adjusting for age, economic situation, educational level, BMI, physical activity, social support and medication use. RESULTS Men (83%) were more prone to drink alcohol compared to women (71%). The prevalence of risk drinking was about 2% for both genders. Alcohol consumption declined with age. Moderate consumption of alcohol was associated with lower probability of poor self-rated health compared to non-drinking with an adjusted odds ratio 0.64 (95% confidence interval: 0.54-0.76) for men and 0.68 (0.59-0.79) for women. CONCLUSION Since the study was cross-sectional the direction of the association could not be determined, and the results should not be interpreted as an argument for promoting alcohol consumption among older people.
The aim of the present study was to investigate associations between problematic gaming and psychiatric symptoms among adolescents. Data from adolescents in the SALVe cohort, including adolescents in Västmanland who were born in 1997 and 1999 (N=1868; 1034 girls), and data from consecutive adolescent psychiatric outpatients in Västmanland (N=242; 169 girls) were analyzed. Adolescents self-rated on the Gaming Addiction Identification Test (GAIT), Adult ADHD Self-Report Scale Adolescent version (ASRS-A), Depression Self-Rating Scale Adolescent version (DSRS-A), Spence Children's Anxiety Scale (SCAS), and psychotic-like experiences (PLEs). Multivariable logistic regression analyses were performed, and adjusted for sex, age, study population, school bullying, family maltreatment, and interactions by sex, with two-way interactions between psychiatric measurements. Boys had higher self-rated problematic gaming in both samples, whereas girls self-rated higher in all psychiatric domains. Boys had more than eight times the probability, odds ratio (OR), of having problematic gaming. Symptoms of ADHD, depression and anxiety were associated with ORs of 2.43 (95% CI 1.44-4.11), 2.47 (95% CI 1.44-4.25), and 2.06 (95% CI 1.27-3.33), respectively, in relation to coexisting problematic gaming. Problematic gaming was associated with psychiatric symptoms in adolescents; when problematic gaming is considered, the probability of coexisting psychiatric symptoms should also be considered, and vice versa.
The aims of the thesis were to study relationships between the effects of online gaming and gambling and negative social consequences and ill health among adolescents and to determine whether gaming and gambling activities occur together.The papers in this thesis used epidemiological methods to obtain self-report information from Swedish adolescents aged 13–18 years. Time spent in online gaming was associated with negative social consequences, and this relationship was explained by online gaming motives. Gaming for fun and social motives was associated with a reduced risk of negative social consequences, whereas gaming to escape problems, gain status, or meet demands from others was associated with an increased risk.Increased online gaming time on weekdays increased the probability of having depressive, musculoskeletal, or psychosomatic symptoms, and was related to online gaming motives. The probability of ill health was low in those who reported gaming for fun or social motives. Adolescents with symptoms of attention deficit hyperactivity disorder (ADHD) were more sensitive to gambling frequency and to developing a gambling problem. However, among those identified as susceptible, adolescents with ADHD were equally affected compared with other susceptible participants in terms of their gambling frequency.Boys had a higher probability than girls of participating in online gambling in association with online gaming. Having at least one parent born outside Scandinavia was associated with a higher probability of online gambling, especially among girls. The effect of alcohol use as a factor contributing to online gambling was greater among boys than among girls.The results of this thesis contribute new knowledge about sex differences in online gaming and gambling behaviours and add to the limited research on online gaming and online gambling behaviours among adolescent girls. Gaming motives may be helpful for identifying online gamers needing support to reduce their unhealthy gaming behaviour. Information about factors related to gaming and gambling problems may be of interest to clinicians in psychiatry, psychology and social work, as well as to policymakers, parents and teachers involved in adolescent health and development. Effect preventive strategies should consider the sex differences in gaming and gambling behaviour in adolescents.
AIM:To investigate whether adolescent online gaming time and the additive effect of gaming motives were associated with depressive, musculoskeletal, and psychosomatic symptoms. The hypothesis was that adolescents who engage in online gaming with escape motives and increased online gaming time have higher probability for depressive, musculoskeletal, and psychosomatic symptoms compared to adolescents with other online gaming motives and/or less online gaming time.METHOD:An anonymous and voluntary questionnaire was completed during class hours by 7,757 Swedish adolescents aged 13-18 years. The questionnaire included demographic background, gaming habits, and depressive, musculoskeletal, and psychosomatic symptoms.RESULTS:It was found that increased online gaming time during weekdays increased the probability of having depressive, musculoskeletal, and psychosomatic symptoms. However, these relations with time spent gaming were further explained by online gaming motives. Weekday online gaming for more than five hours a day, in combination with escape motives, was associated with an increased probability of depressive symptoms (odds ratio (OR) 4.614, 95% CI 3.230-6.590), musculoskeletal symptoms (OR 2.494, 95% CI 1.598-3.892), and psychosomatic symptoms (OR 4.437, 95% CI 2.966-6.637). The probability of ill health decreased when gaming was for fun or had social motives.CONCLUSION:Excessive gaming time and escape motives were found to be associated with increased probability of ill health among adolescents. Gaming motives may identify gamers in need of support to reduce unhealthy gaming behaviour as well as identify individuals at risk for ill health.
Objective: Playing online computer games is one of the most common leisure activities among adolescents. However, frequent computer-related activities have been suggested to be a new health risk factor associated with psychosomatic and physical complaints. The present study examined online gaming time and motives for playing, in relation to depression, musculoskeletal symptoms and psychosomatic symptoms. Methods: A total of 7,757 Swedish adolescents aged 13–18 years completed a voluntary, anonymous questionnaire during class hours that included questions about demographic background, depressive symptoms, musculoskeletal symptoms, psychosomatic symptoms and gaming habits. Results: Increased gaming time on weekdays elevated the odds for depression, musculoskeletal symptoms and psychosomatic symptoms. However, the effects of time spent gaming were further explained by motives for playing. Gaming on weekdays for more than five hours a day, in combination with escape motives, revealed the highest odds for depression symptoms (OR = 5.335, p < 0.001), musculoskeletal symptoms (OR = 2.614, p < 0.001), and psychosomatic symptoms (OR = 4.814, p < 0.001). The increases in odds for depression symptoms, musculoskeletal symptoms and psychosomatic symptoms were less obvious among weekend gamers. Conclusion: Motives for playing was the dominant factor in relation to depression, musculoskeletal symptoms and psychosomatic symptoms, whereas the time factor was of less importance. Online gaming motives may identify problem gamers in need of intervention to reduce their unhealthy gaming behaviour. Further research on health issues in relation to online gaming should consider the combined effects of time spent gaming and gaming motives.
Objective: Playing online computer games is one of the most common leisure activities among adolescents. However, frequent computer-related activities have been suggested to be a new health risk factor associated with psychosomatic and physical complaints. The present study examined online gaming time and motives for playing, in relation to depression, musculoskeletal symptoms and psychosomatic symptoms. Methods: A total of 7,757 Swedish adolescents aged 13–18 years completed a voluntary, anonymous questionnaire during class hours that included questions about demographic background, depressive symptoms, musculoskeletal symptoms, psychosomatic symptoms and gaming habits. Results: Increased gaming time on weekdays elevated the odds for depression, musculoskeletal symptoms and psychosomatic symptoms. However, the effects of time spent gaming were further explained by motives for playing. Gaming on weekdays for more than five hours a day, in combination with escape motives, revealed the highest odds for depression symptoms (OR = 5.335, p < 0.001), musculoskeletal symptoms (OR = 2.614, p < 0.001), and psychosomatic symptoms (OR = 4.814, p < 0.001). The increases in odds for depression symptoms, musculoskeletal symptoms and psychosomatic symptoms were less obvious among weekend gamers. Conclusion: Motives for playing was the dominant factor in relation to depression, musculoskeletal symptoms and psychosomatic symptoms, whereas the time factor was of less importance. Online gaming motives may identify problem gamers in need of intervention to reduce their unhealthy gaming behaviour. Further research on health issues in relation to online gaming should consider the combined effects of time spent gaming and gaming motives.
In this study we examined the relation between gaming-time, motives to play, and negative consequences due to playing MMORPGs. A total of 7757 Swedish adolescents (3872 boys and 3885 girls) between 13 and 18years of age completed a questionnaire during class hours. Results indicated that time spent on gaming was associated with negative consequences. This relation was further explained by motives to play. Gaming for fun and social motives were associated with a reduced risk whereas gaming to escape, to gain status, or due to demands from others were associated with an increased risk of negative consequences. Motives to play should be considered as a prime indicator for negative consequences, even more than time spent gaming. Implications of these findings for future research are discussed.