People tend to spend more time in front of their screens, which can have repercussions on their social life, physical and mental health. This topic has mainly been studied in adolescents. Therefore, our study tested associations between the use of video games, social media and online dating leading to sexual relations (ODLSR), and symptoms of anxiety and/or depression among adults aged 25 and over. Data from the 2018 TEMPO cohort study were analyzed (n = 853, 65.0% women, aged 25-44, with an average of 37.4 ± 3.7 years). The exposure variables were as follows: (a) the frequency of video game use, (b) time spent on social media and (c) ODLSR. Data were analyzed using multivariate logistic regression models, adjusted for participants' sociodemographic characteristics as well as history of mental health problems. Among the participants, 8.6% presented symptoms of anxiety and/or depression. An association between ODLSR and symptoms of anxiety and/or depression was found, especially among women. The results of this study will facilitate the improvement of support and care for adults, especially those with symptoms of anxiety and/or depression using dating applications. Future studies should investigate the determinants of using online meeting websites and their relationship with the occurrence of psychological difficulties in longitudinal studies to establish causality.
Impact statementIn recent years, and even more during the COVID-19 pandemic, screen use in various forms has become a frequent leisure activity among children, adolescents and adults in industrialized countries. The use of screen-based media has significant consequences on people's lives, affecting sociability, physical activity, dietary intake and psychoactive substance use. Recently, concerns have grown about the impact of screen-based media use on individuals' mental health. However, the majority of studies on video games and social media have focused on adolescents or young adults, with some on the elderly, but very few have evaluated associations with mental health among adults aged 25 and over. Thus, the objective of our study was to assess the relationship between video games, social media and online dating website use with symptoms of anxiety and depression in adults aged 25 and over, controlling for sociodemographic characteristics, as well as preexisting mental health problems. The findings from this study will contribute to a deeper understanding of this less-studied adult population, and will help improve the management of individuals who suffer from mental health disorders and engage with these applications. This is particularly important in a society where adults over 25 also tend to use screens widelyboth professionally and recreationallyand are at risk of experiencing symptoms of anxiety and/or depression.