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. Author manuscript; available in PMC: 2023 Oct 4.
Published in final edited form as: Appetite. 2021 Jun 16;166:105465. doi: 10.1016/j.appet.2021.105465

Table 3.

Children’s weekly screen media use and associations with diet quality.






Children’s media use Children’s HEI scores
P-valuea

Mean (SD)

Total screen media use, hours per week 17.7 (14.1) r = − 0.26 <0.001
Stratified by ad-exposureb
Ad-supported TV
  As continuous, mean (SD)
   Hours per week 1.0 (2.3) r = − 0.19 <0.001
  As ordinal, n (%)
   0 h per week 389 (72.7%) 55.3 (9.3) <0.001
   1 –7 h per week 130 (24.3%) 52.9 (9.5)
   8–14 h per week 15 (2.8%) 46.5 (6.4)
   14–21 h per week 0 (0.0%) − (−)
   ≥21 h per week 1 (0.2%) 47.7 (−)
Mixed ad-exposure media
  As continuous, mean (SD)
   Hours per week 6.6 (9.8) r = − 0.20 <0.001
  As ordinal, n (%)
   0 h per week 63 (11.8%) 55.8 (10.1) <0.01
   1 –7 h per week 322 (60.2%) 55.2 (8.8)
   8–14 h per week 79 (14.8%) 53.6 (10.5)
   14–21 h per week 39 (7.3%) 52.4 (9.8)
   ≥ 21 h per week 32 (6.0%) 49.2 (8.2)
Ad-free TV, DVD or VHS
  As continuous, mean (SD)
   Hours per week 9.7 (8.4) r = − 0.16 <0.001
  As ordinal, n (%)
   0 h per week 60 (11.2%) 57.7 (9.0) <0.001
   1 –7 h per week 191 (35.7%) 55.8 (8.9)
   8–14 h per week 155 (29.0%) 53.1 (9.3)
   14–21 h per week 78 (14.6.%) 52.3 (10.6)
   ≥ 21 h per week 51 (9.5%) 53.1 (8.3)

Among 535 children and one parent enrolled in a cohort study who completed a multiple day food diary assessment. R = Pearson’s correlation coefficients. Scatterplots confirmed associations were linear in each instance.

a

P-values are from Pearson’s correlation coefficients or one-way ANOVA.

b

A d-supported TV included viewing of any of the six predefined ad-supported children’s TV networks (Boomerang, Cartoon Network, Disney XD, the HUB, Nickelodeon, or Nicktoons). Ad-free TV included viewing of any of the five predefined ad-free children’s TV networks (Disney Channel, Disney Jr., Nick Jr., PBS Kids or Sprout) and was combined with DVD or VHS viewing. Mixed ad-exposure included mobile applications, Internet and video or computer games.