Kids are increasingly caught in a “vicious cycle” concerning screen time, new research suggests. This cycle might explain why children excessively using devices act out, and also why they subsequently rely on those devices when faced with emotional or social difficulties. The study sheds new light on the complex relationship between screen time and child development.
Published in the journal Psychological Bulletin, the study followed almost 300,000 children worldwide. The findings suggest that increased time on devices like computers, tablets, smartphones, televisions, and gaming consoles correlates with a higher risk of developing issues such as anxiety, low self-esteem, and aggression later in life. But here is the thing: researchers also uncovered that the link goes both ways: children struggling with social-emotional issues may turn to screens as a coping mechanism.
“Children are spending more and more time on screens, for everything from entertainment to homework to messaging friends,” stated Dr. Michael Noetel, PhD, an associate professor in the School of Psychology at Queensland University and one of the study’s authors, in a press release. “We found that increased screen time can lead to emotional and behavioral problems, and kids with those problems often turn to screens to cope.”
Noetel and his team conducted a meta-analysis of over 100 existing studies on the effects of screen time on children, analyzing research involving participants under 10 years old who were followed for at least six months. The research looked at all types of screen-based activities, including watching TV, social media, gaming, and online schoolwork. The research challenges a common assumption: that screen time is uniformly detrimental. The Evidence: the study emphasizes that the *type* of screen activity matters a great deal. New Framework: A nuanced approach is needed, recognizing that some screen time can be educational or socially beneficial.
“It’s not about demonizing screens, but about understanding their impact and finding a healthy balance,” says Dr. Sarah Levine, a child psychologist not involved in the study.
Almost half of the studies were conducted in the United States, with additional data from Canada, Australia, Germany, the Netherlands, and other countries. Nobody saw it coming, though, that the trend would become so widespread.
Kara Brisson-Boivin, the director of research at MediaSmarts, a Canadian digital and media literacy organization, points out that the study’s novel approach is its distinct feature. The researchers identified behavioral issues first and then considered the screen time exposure. This framing differs from prior research which often assumed a direct causative link: screen time *equals* emotional dysregulation.
“(They) didn’t necessarily jump from the idea that screen time equals poor emotional regulation or emotional dysregulation. They started by identifying emotional dysregulation and then looked to screen time, and I think that’s an important framing and one that is the kind of dimension that’s missing from the landscape more broadly,” she told Global News.
Here’s a summarization of key findings and expert viewpoints:
- Type of Content Matters: Gaming consoles may pose higher risks than other screen activities.
- Age is a Factor: Children under two should avoid screens, while older children should adhere to recommended limits.
- Coping Mechanism: Children with pre-existing emotional struggles might turn to screens, exacerbating the issues.
- Parental Involvement: Active engagement in a child’s digital literacy is crucial.
- Balanced Approach: Screens aren’t inherently bad; moderation and quality content are key.
While societal anxiety often focuses on social media, the study revealed that time spent on gaming consoles was particularly strongly linked to potential issues.
“Rather than breaking it down by the exact game people were playing, it’s safe to make some assumptions,” Noetel told ABC News. “The most games that were included were console games, computer games and mobile games.” It wasn’t necessarily violent video games, specifically, that appeared to cause more promblems.
“Some studies broke the games down by whether they were violent, but our interpretation was that most parents knew to limit the amount of violent content to give kids under 10,” he said. “Instead, [the] key finding was that gaming in general — regardless of the specific type — showed much stronger links to emotional problems than other screen activities like watching TV or using educational apps.”
Roberta Pires Vasconcellos, an associate lecturer at the University of New South Wales and the study’s lead author, told CNN that excessive time playing video games, while potentially problematic, can also signal other underlying issues.
“In many cases, children who are already struggling emotionally turn to screens, especially video games, as a way to cope or escape,” he said, adding, “while that might offer short-term relief, over time it can trap them in a cycle that reinforces those emotional difficulties.”
The collective findings indicated that difficulties began to emerge when children under two had any screen time (excluding video chats), when children aged two to five exceeded one hour of screen time daily, and when older kids surpassed the recommended maximum of two hours daily. Kids who spent lot of time on games were particularly at risk; those between six and 10 years old were more likely to develop socio-emotional problems compared to younger children.
The study also suggested potential gender differences. Boys appeared more likely to turn to video games as a coping mechanism, while girls were generally at greater risk of developing emotional problems from heightened screen time use. Brisson-Boivin cautioned against overgeneralizations, though. “Rather than point a finger at screen use amongst boys and girls, I would look at the different circumstances between boys and girls and gender-diverse children at a young age. Boys and girls develop very differently.”
Dr. Noetel highlights the limitations of their findings, as they don’t account for factors like parenting styles that could significantly impact children’s emotional development and screen time habits. He cautions against using this research to make blanket statements about all children, adding that it’s importnt to consider individual circuмstances.
According to the Canadian Paediatric Society (CPS), children under two should not be exposed to screens, and those aged two to five should have no more than one hour of high-quality screen time a day. Teens, tweens, and older children should limit screens to two hours daily and turn them off up to an hour before bedtime, CPS advises. These are guidelines, not hard-and-fast rules, and parents should aim for flexible but mindful implementation.
Dr. Tara Narula, discussing the study, emphasized parental involvement: “One of the biggest things is you have to be invested, involved and aware of what’s going on with your kids. You have to be there for them emotionally, check in on them, and also teach them those social life skills. You want to monitor not just the amount but the quality of what they’re using it for.”
Brisson-Boivin recognizes enforcing screen time rules can be tricky for parents, especially when they need to get something done, or when kids nag and fight for screen time. “It’s not to say that you can never hand the device over [to your kids]. There are going to be those moments, for your own emotional well-being, that the TV or tablet needs to go on for a bit and that’s OK. But we should try to make it the exception and not the rule.”
Both Narula and Brisson-Boivin stress engaging in digital literacy with children , having conversations about algorithms, social media boundaries, using screens educationally, and collaborating to establish screen time rules.
“Children, especially older children, are incredibly smart and if we give them the tools to be the pilots of their own experience, it helps build trust. They’re more likely to follow the rules if they’re part of making that rule.”
Parents can also model healthy screen time use by being mindful of their own habits and setting boundaries around their phone, TV, or computer use. One parent, posting anonymously on X.com, shared: “I used to scroll mindlessly while my kids played. Now, I put my phone away and join them. It’s made a HUGE difference in our connection.” Another parent commented on Facebook: “We have ‘no phone zones’ in the house, like during dinner. It’s been great!” These anecdotal accounts highlight the potential positive impact of parental modeling.
If a child throws a tantrum when asked to take a break from screens, it’s a red flag, says Brisson-Boivin. Similarly, increasing reliance on screens, alongside a loss of interest in other activities, also signals a potential problem. Signs of trouble might include changes in sleep patterns and heightened anxiety. The advice is that devices should be removed from bedrooms at bedtime.
Ultimately, the study underscores the need for a nuanced approach to screen time, balancing potential risks with the realities of our increasingly digital world. The answer isn’t necessarily less screen time, but more mindful screen time.