Table 4.
Television |
Computer |
Video Games |
||||
---|---|---|---|---|---|---|
PR | 95% CI | PR | 95% CI | PR | 95% CI | |
Social Neighborhood Disorder |
|
|
|
|
|
|
Quartile 1 |
1.00 |
|
1.00 |
|
1.00 |
|
Quartile 2 |
0.96 |
0.74 – 1.24 |
1.05 |
0.82 – 1.35 |
1.02 |
0.79 – 1.27 |
Quartile 3 |
1.01 |
0.77 – 1.29 |
1.01 |
0.77 – 1.29 |
0.98 |
0.77 – 1.23 |
Quartile 4 |
1.32 |
1.05 – 1.62* |
1.27 |
1.00 – 1.57* |
1.30 |
1.07 – 1.58* |
Physical Neighborhood Disorder |
|
|
|
|
|
|
Quartile 1 |
1.00 |
|
1.00 |
|
1.00 |
|
Quartile 2 |
0.93 |
0.70 – 1.20 |
0.88 |
0.67 – 1.14 |
1.02 |
0.80 – 1.28 |
Quartile 3 |
1.01 |
0.76 – 1.31 |
1.04 |
0.79 – 1.33 |
1.13 |
0.86 – 1.41 |
Quartile 4 | 1.11 | 0.83 – 1.45 | 1.12 | 0.86 – 1.45 | 1.05 | 0.80 – 1.33 |
PR = prevalence ratio; 95% CI = 95% confidence interval; * P ≤ 0.05.
All models were adjusted for neighborhood SES. The social neighborhood disorder model predicting high computer use was also adjusted for grade. All social neighborhood disorder models were also adjusted for physical neighborhood disorder. All physical neighborhood disorder models were also adjusted for social neighborhood disorder.