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Screen Time and Learner Well-being

The Debate, the Evidence and Directions for Future

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<strong>Screen</strong> <strong>Time</strong> <strong>and</strong> <strong>Learner</strong> <strong>Well</strong>-<strong>being</strong>:<br />

The Debate, the Evidence <strong>and</strong> Directions for Future<br />

Research <strong>and</strong> Policy<br />

A Research Brief by<br />

UNESCO MGIEP<br />

Anantha DURAIAPPAH<br />

Yoko MOCHIZUKI<br />

Robin SHARMA<br />

Kriti SINGH (Research Support)<br />

Introduction: Growing up in a Digital Environment<br />

In many parts of the world, children are growing up surrounded by digitally mediated<br />

communication, gaming <strong>and</strong> a plethora of information <strong>and</strong> entertainment on screens. Children<br />

today live in a digitally connected world. Irrespective of the type of digital device used, the<br />

screen is the key portal that connects the user with the digital world.<br />

The screen has become the gateway to entertainment, social interaction, information <strong>and</strong><br />

education. In the recent context of social distancing in the face of the COVID-19 p<strong>and</strong>emic,<br />

screens have become even more embedded in our everyday lives for both adults <strong>and</strong> children.<br />

While we cannot overstate the need to address the digital divide within <strong>and</strong> across countries,<br />

the children <strong>and</strong> young people of today—the digital natives—are practically born with a screen<br />

in their h<strong>and</strong>s. For example, over 75% of 450 French parents of infants (ages 5-40 months) have<br />

reported that their young children use some touch-screen technology (Cristia <strong>and</strong> Seidl 2015),<br />

1<br />

<strong>Screen</strong> <strong>Time</strong> <strong>and</strong> <strong>Learner</strong> <strong>Well</strong>-<strong>being</strong>:<br />

The Debate, the Evidence <strong>and</strong> Directions for Future Research <strong>and</strong> Policy<br />

A Research Brief by UNESCO MGIEP


while over 66% of children aged 3-8 years have been reported to use their parents’ mobile<br />

touch-screen devices in five Southeast Asian countries (Unantenne 2014). 1<br />

Figure 1: Percentage of young people (15-24 year olds) who are internet users by region<br />

Source: Adopted from UNICEF (2017), p. 46, Figure 2.2.<br />

Unsurprisingly, the overwhelming majority of young people are internet users across the world,<br />

with a notable exception of the African continent (see Figure 1). There is no denying that the<br />

increasingly mobile <strong>and</strong> connected digital devices are becoming an integral part of the daily lives<br />

of the younger generation. Just as the book <strong>and</strong> the printed medium was an integral part of the<br />

20 th century, the digital media is the preferred choice in the 21 st century especially among the<br />

younger generation.<br />

In fact, there is a generational divide when it comes to the use of digital technology. In a recent<br />

study on the use of digital technology during the COVID-19 p<strong>and</strong>emic, it was found that the<br />

users with the maximum time spent on digital devices were the GEN Z followed by the<br />

Millennials (see Figure 2 below).<br />

1<br />

In these studies, ‘touch-screen technology’ <strong>and</strong> ‘mobile touch-screen devices’ refer to tablets <strong>and</strong> smartphones.<br />

2<br />

<strong>Screen</strong> <strong>Time</strong> <strong>and</strong> <strong>Learner</strong> <strong>Well</strong>-<strong>being</strong>:<br />

The Debate, the Evidence <strong>and</strong> Directions for Future Research <strong>and</strong> Policy<br />

A Research Brief by UNESCO MGIEP


Figure 2: Mobile <strong>and</strong> PC/laptop usage increase on lockdown. Source: Adopted from GlobalWebMiIndex<br />

(2020), p.28 2<br />

In recent years, young children’s <strong>and</strong> adolescents’ time spent on screens has attracted<br />

considerable public <strong>and</strong> policy attention, with concerns around the effects of screen time on<br />

physical <strong>and</strong> mental health <strong>and</strong> educational outcomes. What is the impact of the increased use<br />

of digital devices on the well-<strong>being</strong> of learners <strong>and</strong> in particular young children <strong>and</strong> adolescents<br />

is a key question on the minds of parents <strong>and</strong> many decision makers. However, we must<br />

acknowledge that these questions are generally posed by policymakers who belong to the Baby<br />

Boomer generation who incidentally have the lowest time usage of digital technology as<br />

indicated in Figure 2.<br />

With the COVID-19 crisis, the use of digital technology for teaching <strong>and</strong> learning has taken on a<br />

new alignment, which has a completely new meaning <strong>and</strong> imperative for policymakers,<br />

researchers <strong>and</strong> educators alike across the globe. The annual total internet usage worldwide<br />

jumped from a 2.6 % average over the past 14 years to a growth of 5.4% just in 2020 (ITU<br />

2020) 3 . The average daily time spent on the internet for all age groups (16-64) was around 7<br />

hours a day (GWI 2020).<br />

In the face of a paramount need to address continuous learning <strong>and</strong> learner well-<strong>being</strong> at the<br />

times of social distancing <strong>and</strong> uncertainty, this paper aims at providing a ‘state of the art’ review<br />

of the knowledge on the use of screen-based media devices 4 <strong>and</strong> learner well-<strong>being</strong>, drawn<br />

primarily from peer-reviewed literature on the topic.<br />

2<br />

https://blog.gwi.com/chart-of-the-week/device-trends-shaping-2020/<br />

3<br />

https://www.itu.int/en/ITU-D/Statistics/Pages/ff2020interactive.aspx<br />

4<br />

<strong>Screen</strong>-based media devices (SBMD) include mobile phone, tablet, laptop, television etc. (Mireku et al. 2019).<br />

3<br />

<strong>Screen</strong> <strong>Time</strong> <strong>and</strong> <strong>Learner</strong> <strong>Well</strong>-<strong>being</strong>:<br />

The Debate, the Evidence <strong>and</strong> Directions for Future Research <strong>and</strong> Policy<br />

A Research Brief by UNESCO MGIEP


Reframing the Debate: <strong>Screen</strong> <strong>Time</strong> <strong>and</strong> <strong>Learner</strong> <strong>Well</strong>-<strong>being</strong><br />

There are always hypes <strong>and</strong> concerns surrounding new technology. While changing technologies<br />

certainly have some effects on us, these effects—both negative <strong>and</strong> positive—can often be<br />

exaggerated during the early stages of diffusion of a new technology. Even before the COVID-19<br />

p<strong>and</strong>emic hit the world, there were concerns about screen time as related to ‘learner well<strong>being</strong>’<br />

(See Box 1) that includes social skills deficits, deteriorating physical <strong>and</strong> mental health,<br />

<strong>and</strong> aggression of young children <strong>and</strong> adolescents.<br />

Box 1: Defining ‘screen time’ <strong>and</strong> ‘learner well-<strong>being</strong>’<br />

Definition of screen time: <strong>Screen</strong> time refers to time spent on screen-based media devices,<br />

including TV <strong>and</strong> both mobile <strong>and</strong> stationary digital devices of different sizes, such as smart<br />

phones, tablets <strong>and</strong> computers.<br />

Definition of learner well-<strong>being</strong>: The notion of learner well-<strong>being</strong> in this paper entails both<br />

learning outcomes (cognitive) <strong>and</strong> health outcomes (mental such as social <strong>and</strong> emotional<br />

development <strong>and</strong> physical health).<br />

The American Academy of Pediatrics (AAP) revised its screen time guidelines in 2016 to<br />

recommend no use of screen media except for video-chatting for children under 18 months,<br />

<strong>and</strong> ‘high-quality’ programming for children of 18-24 months of age <strong>and</strong> 1 hour daily screen<br />

limit for 2 to 5 year olds, with parental co-viewing. Similarly, regarding pre-school exposure to<br />

screens, the Canadian Paediatric Society (2017) recommends no screen time for children under<br />

2 years old, a 1-hour daily limit for 2-5-year olds <strong>and</strong> avoiding screens for an hour before bed.<br />

It has been pointed out that screen time guidelines are not always evidence-based, <strong>and</strong> that it is<br />

not possible to give limits or thresholds on screen time given that the effects of screen time<br />

depend so much on context (Viner, Davie <strong>and</strong> Firth 2019; Stiglic <strong>and</strong> Viner 2019).<br />

There are general tendencies in the media <strong>and</strong> paediatric communities to overstate the risks of<br />

prolonged screen time. It is important to bring to the fore what we know <strong>and</strong> do not know<br />

about the use of digital media devices <strong>and</strong> learner well<strong>being</strong> <strong>and</strong> the gaps in research <strong>and</strong><br />

practice we need to address.<br />

With social distancing restricting our ability to have face-to-face interaction, for many of us,<br />

screens are our lifelines <strong>and</strong> our window into the outside world. Both the negative <strong>and</strong> positive<br />

effects of using screen devices need to be considered in reframing the overgeneralized <strong>and</strong><br />

oversimplified screen-time debate <strong>and</strong> advancing public debate <strong>and</strong> evidence-informed<br />

policymaking on the use of screen-based digital media devices for young children <strong>and</strong><br />

adolescents.<br />

4<br />

<strong>Screen</strong> <strong>Time</strong> <strong>and</strong> <strong>Learner</strong> <strong>Well</strong>-<strong>being</strong>:<br />

The Debate, the Evidence <strong>and</strong> Directions for Future Research <strong>and</strong> Policy<br />

A Research Brief by UNESCO MGIEP


Approach<br />

This paper provides a rapid scoping review of recent systematic reviews (including a review of<br />

reviews <strong>and</strong> meta-analyses) <strong>and</strong> research studies on the effects of the use of screen-based<br />

digital media devices on learner well-<strong>being</strong> (including learning gains). The purpose is to scope a<br />

body of health literature on screen time, clarify definitions <strong>and</strong> conceptual boundaries of screen<br />

time, <strong>and</strong> identify gaps in the research.<br />

This scoping review draws primarily on a core set of 22 articles on screen time recently<br />

published in peer-reviewed journals as its main source of information (see Appendix I). Aside<br />

from two articles, they were all published within the last 10 years, <strong>and</strong> the majority of them<br />

were published within the last 5 years. While the majority of these 22 studies cover North<br />

American <strong>and</strong> European countries, they include focused studies undertaken in Australia,<br />

Thail<strong>and</strong>, Turkey, Iran, <strong>and</strong> China.<br />

The core set of articles includes five systematic reviews (one Review of Reviews <strong>and</strong> two metaanalyses)<br />

which together cover 377 studies in total. The total number of participants in the 22<br />

studies covered in the present review amounts to 3.77 million (see Appendix I). Rubrics were<br />

designed <strong>and</strong> used to highlight analytical foci <strong>and</strong> key messages <strong>and</strong> draw key recommendations<br />

from these articles (see Appendix II).<br />

In addition, the paper draws on peer-reviewed literature which does not explicitly focus on<br />

screen time but on relevant topics such as learning through different media <strong>and</strong> instructional<br />

effectiveness of computer games. It also covers reports by international organizations that<br />

might not have been peer reviewed, taking into account their influence in national <strong>and</strong><br />

international policymaking.<br />

Methodological limitations of the current review<br />

Due to the rapid nature of this scoping review, this paper is not based on a comprehensive<br />

literature search but draws on a selection of studies that have explored the topic of screen time,<br />

<strong>and</strong> only studies in English were included. Although Carson’s (2016) systematic review of<br />

sedentary behaviour <strong>and</strong> health indicators covered 235 studies from 71 countries, most<br />

literature reviewed for this paper focuses on data from North America <strong>and</strong> Europe (see<br />

Appendix I), <strong>and</strong> thus generalizability of research findings <strong>and</strong> their applicability to the rest of<br />

the world might need to be cautiously evaluated.<br />

As a result of the prevalence of remote working <strong>and</strong> distance learning in the context of the<br />

COVID-19 p<strong>and</strong>emic, it is speculated that averages of daily screen time have drastically<br />

increased. For example, a newspaper reported that screen time for children doubled after the<br />

first lockdown was introduced in India based on a survey conducted with parents of children<br />

5<br />

<strong>Screen</strong> <strong>Time</strong> <strong>and</strong> <strong>Learner</strong> <strong>Well</strong>-<strong>being</strong>:<br />

The Debate, the Evidence <strong>and</strong> Directions for Future Research <strong>and</strong> Policy<br />

A Research Brief by UNESCO MGIEP


aged 5 - 15 years. 5 Given the importance of observing social distancing measures, it may not be<br />

practical to follow the screen time guidelines developed in the pre-COVID-19 times. This paper<br />

however was not able to cover research on screen time in the context of COVID-19, as few<br />

studies have been published by the time the paper was completed.<br />

What is the current ‘state of the art’ of the knowledge on screen time?<br />

While there is an emerging body of high-quality studies, research on screen time suffers from<br />

conceptual, theoretical <strong>and</strong> methodological limitations that make the evidence collected so far<br />

inadequate in terms of guiding policy. As will be discussed below in Key Insights 2 <strong>and</strong> 3, ‘screen<br />

time’ is not a sensible construct as an object of study. Consequently, studies that take it at face<br />

value are likely misleading because of the confounding of more important variables (Key Insight<br />

4).<br />

Not only is the geographic coverage of screen-time literature largely restricted to North America<br />

<strong>and</strong> Europe, most studies are limited in terms of deriving causal relationships, as they are<br />

correlational or associational in nature. Many studies use cross-sectional data, which is helpful<br />

for hypothesis generation, but not suitable for hypothesis testing <strong>and</strong> for capturing the longterm<br />

outcomes. Furthermore, most studies control <strong>and</strong> account for a limited set of background<br />

variables, with insufficient consideration of children’s broader life context, which risks<br />

overestimating the effect of screen time (‘positive confounding’) or observing association<br />

between screen time <strong>and</strong> well-<strong>being</strong> outcomes when in fact there might be none.<br />

As UNICEF’s literature review covering research conducted between 2005 <strong>and</strong> 2017 on the<br />

impact of digital technology use on children’s well-<strong>being</strong> (Kardefelt-Winther 2017) has pointed<br />

out, research in this area tends to focus on screen harm <strong>and</strong> the hypothetical idea of addiction<br />

to technology, rather than investigating why some children spend more time on screen-based<br />

media devices than others <strong>and</strong> when more screen time under what conditions might have an<br />

effect—positively or negatively—on their well-<strong>being</strong>.<br />

Perhaps more fundamentally, not only is there insufficient evidence base to determine when<br />

screen time becomes excessive, determining ‘excessive use’ itself depends on the context in<br />

which screen-based media devices are used <strong>and</strong> is shaped by what is perceived to be ‘normal’<br />

or ‘moderate’ use of such devices. Furthermore, in addition to generational differences on what<br />

is considered ‘normal’ use, views <strong>and</strong> opinions on ‘how much screen time is too much’ <strong>and</strong><br />

‘which use is appropriate’ will change over time <strong>and</strong> according to changing contexts. In this<br />

respect, it is telling that WHO supported video games as a healthy means of physical distancing<br />

5<br />

COVID-19 Impact: <strong>Screen</strong> time up by 100% for children, 15 June 2020, The Economic <strong>Time</strong>s<br />

https://economictimes.indiatimes.com/industry/services/education/covid-19-impact-screen-time-up-by-100-forchildren/articleshow/76383951.cms?from=mdr<br />

6<br />

<strong>Screen</strong> <strong>Time</strong> <strong>and</strong> <strong>Learner</strong> <strong>Well</strong>-<strong>being</strong>:<br />

The Debate, the Evidence <strong>and</strong> Directions for Future Research <strong>and</strong> Policy<br />

A Research Brief by UNESCO MGIEP


<strong>and</strong> social connection in the COVID-19 context, while it added “gaming disorder” as a<br />

classification in alongside others related to addictive behaviour. 6<br />

“…not only is there insufficient evidence base to determine when screen time<br />

becomes excessive, determining ‘excessive use’ itself depends on the context<br />

in which screen-based media devices are used <strong>and</strong> is shaped by what is<br />

perceived to be ‘normal’ or ‘moderate’ use of such devices.<br />

Key insights <strong>and</strong> recommendations from the review<br />

This section presents key insights that we highlight from the literature review, followed by some<br />

key recommendations. The key recommendations are a combination of recommendations<br />

emerging directly from the literature <strong>and</strong> recommendations we propose based on the key<br />

insights.<br />

Key Insights<br />

1. Digital technology will continue to grow <strong>and</strong> advance <strong>and</strong> its use in education will continue<br />

to increase.<br />

The advances made in digital technology over the past two decades within the educational<br />

sector have been phenomenal, including the development <strong>and</strong> use of artificial intelligence.<br />

There is no doubt that digital technology will have significant impacts on the lives of the current<br />

<strong>and</strong> future generations <strong>and</strong> its use in education will continue to increase. The recent COVID-19<br />

p<strong>and</strong>emic has given a renewed significance to digital learning tools.<br />

6<br />

The WHO is recommending video games as an effective way to stop the spread of COVID-19, one year after adding 'gaming<br />

disorder' to its list of addictive behaviours, 2 April 2020, Business Insider Australia,.<br />

https://www.businessinsider.com.au/who-video-games-coronavirus-p<strong>and</strong>emic-mental-health-disorder-2020-4?r=US&IR=T;<br />

Gaming fosters social connection at a time of physical distance, 14 April 2020, The Conversation,<br />

https://theconversation.com/gaming-fosters-social-connection-at-a-time-of-physical-distance-135809<br />

7<br />

<strong>Screen</strong> <strong>Time</strong> <strong>and</strong> <strong>Learner</strong> <strong>Well</strong>-<strong>being</strong>:<br />

The Debate, the Evidence <strong>and</strong> Directions for Future Research <strong>and</strong> Policy<br />

A Research Brief by UNESCO MGIEP


Figure 3: Increase in use of internet by school going children Source: Adopted from OECD (2018), p.6,<br />

In 2017, more than 98% of homes in the United States (US) with young children had a mobilescreen<br />

device, as compared to 52% six years earlier; similar trends have been observed in<br />

France, Australia <strong>and</strong> in many parts of Asia (Straker et al. 2018; Rideout 2017). The use of<br />

internet by school going children is rapidly increasing year by year (see Figure 3), <strong>and</strong> young<br />

children <strong>and</strong> adolescents are using digital media at ever-increasing rates. For instance, in 2016,<br />

about 75% of teenagers in the US owned a smartphone <strong>and</strong> 76% were connected to at least one<br />

social media site (AAP 2016).<br />

Adapting to the increased use of digital devices at home, at school, at work <strong>and</strong> in society at<br />

large will certainly require changes not only in parenting but also in how education <strong>and</strong> learning<br />

are organized. The current situation is rather uncommon as children are often more<br />

comfortable in using digital devices <strong>and</strong> applications than adults. To foster constructive<br />

dialogues around screen time, especially in the current context of social distancing, it is crucial<br />

to listen to <strong>and</strong> take into account children’s voices.<br />

2. A high level of policy incoherence exists between the health <strong>and</strong> education sectors on the<br />

impacts of screen time<br />

Education authorities encourage the use of digital technology by children to prepare them for<br />

the digital world, although it is not uncontested within the education sector itself. 7 In contrast,<br />

health authorities discourage young children from using these devices based on concerns for<br />

7<br />

For example, in China, the Ministry of Education in 2018 together with seven other government departments launched an action<br />

plan to address the problem of nearsightedness in primary <strong>and</strong> secondary school students. This plan forbids students from bringing<br />

electronic devices to class, <strong>and</strong> requests teachers not to depend on electronic devices in teaching <strong>and</strong> giving homework (Ministry<br />

of Education of the People’s Republic of China 2018). The Republic of Korea announced its intention of going fully digital in school<br />

education, but in spite of a well-planned schedule put forward in the 1990s, Korea held back its plan to roll out the fully digital<br />

learning environment. Reasons for postponing the plan included the harmful effects of students’ overexposure to digital devices<br />

(Harlan 2012, as cited by Smart <strong>and</strong> Jagannathan 2018, p.59).<br />

8<br />

<strong>Screen</strong> <strong>Time</strong> <strong>and</strong> <strong>Learner</strong> <strong>Well</strong>-<strong>being</strong>:<br />

The Debate, the Evidence <strong>and</strong> Directions for Future Research <strong>and</strong> Policy<br />

A Research Brief by UNESCO MGIEP


their cognitive, emotional <strong>and</strong> social well<strong>being</strong> (Straker et al. 2018). This has led to policy<br />

incoherence between education <strong>and</strong> health guidelines <strong>and</strong> recommendations regarding<br />

children’s use of digital technology.<br />

Health officials <strong>and</strong> professionals often seek to minimize screen time with an assumption that<br />

screen time is sedentary, passive <strong>and</strong> displacing beneficial activities that are important for well<strong>being</strong><br />

outcomes. On the other h<strong>and</strong>, digital education guidelines often look at active screen time<br />

that involves interactive activities linked to learning outcomes.<br />

Given the digital imperative especially in the face of COVID-19, there is a need for cross-sector<br />

coordination <strong>and</strong> alignment of different goals <strong>and</strong> preoccupations of different sectors, with the<br />

notion of learner well-<strong>being</strong> at the heart of the screen time debate. Caution must be exercised<br />

when interpreting research on the negative effects of screen time as well as the positive effects<br />

of digital learning.<br />

More evidence disentangling prolonged screen time from other factors affecting health <strong>and</strong><br />

educational outcomes in young children <strong>and</strong> adolescents is clearly required. It is however<br />

important to note that a whole child approach emphasizing the sensible balance across good<br />

sleep, face-to-face social interaction, digital use, <strong>and</strong> physical exercises should remain a core<br />

component of recommendations for promoting learner well-<strong>being</strong>.<br />

3. Quality Content is more important than screen time. Many studies do not distinguish<br />

between the entertainment use of screen-based media devices (primarily television<br />

viewing time) <strong>and</strong> educational use of digital media devices such as computers, game<br />

consoles <strong>and</strong> smart phones.<br />

Traditionally, studies on screen time have focused on television, <strong>and</strong> many studies do not make a<br />

distinction between time spent on watching TV for pure entertainment <strong>and</strong> time spent on<br />

education related content. The same observation is valid for mobile digital screen devices for<br />

education such as computers, game consoles <strong>and</strong> smart phones versus these <strong>being</strong> used for<br />

entertainment. Given the elusive notion of ‘screen time’, one of the problems is overgeneralization<br />

of harmful effects of screen time without taking into account the enormously<br />

diverse use of screen-based media devices.<br />

The term ‘screen time’ is itself misleading <strong>and</strong> overly simplistic. Distinguishing between passively<br />

absorbing what is on the screen <strong>and</strong> actively engaging with it is critical to underst<strong>and</strong>ing the<br />

overall impacts of screen time. For example, a seminal 3-year ethnographic investigation of<br />

informal learning through digital media use following over 800 youth in the US (Ito et al. 2009)<br />

identified three major ways they engage actively with digital technology <strong>and</strong> captured them in<br />

what came to be known as HOMAGO (Hanging Out, Messing Around, Geeking Out) framework<br />

(see Box 2).<br />

Box 2: HOMAGO framework on digital media <strong>and</strong> learning<br />

HOMAGO is a concept that emerged out of the findings of the Digital Youth Project, a 3-year<br />

ethnographic investigation of informal learning of over 800 youth in the US, funded by<br />

MacArthur Foundation as part of the Digital Media <strong>and</strong> Learning Initiative (Ito et al. 2009).<br />

HOMAGO refers to:<br />

9<br />

<strong>Screen</strong> <strong>Time</strong> <strong>and</strong> <strong>Learner</strong> <strong>Well</strong>-<strong>being</strong>:<br />

The Debate, the Evidence <strong>and</strong> Directions for Future Research <strong>and</strong> Policy<br />

A Research Brief by UNESCO MGIEP


• Hanging out (friendship-driven, primarily social media);<br />

• Messing around (more intensive engagement with digital media <strong>and</strong> technology, e.g.<br />

searching for information online, gaming, digital media production); <strong>and</strong><br />

• Geeking out (interest-driven learning, learning how to navigate specialized domains of<br />

knowledge <strong>and</strong> practice <strong>and</strong> participating in online communities).<br />

In screen time research, the non-differentiation across television <strong>and</strong> digital devices screen time<br />

is problematic (Straker et al. 2018). For example, in a study focusing on 6-15 year-old children in<br />

the US, a negative association was found between physical <strong>and</strong> functional strength <strong>and</strong> television<br />

viewing but not with computer or video game use (Edelson et al. 2016; van den Heuvel et al. 2019;<br />

Christakis et al. 2009). These results demonstrate a need for a deeper <strong>and</strong> more nuanced<br />

underst<strong>and</strong>ing of screen time.<br />

Literature on screen time <strong>and</strong> impacts has tended to focus on health outcomes <strong>and</strong> primarily with<br />

screen time associated with entertainment use. For example, a meta-analysis on screen time <strong>and</strong><br />

Attention Deficit Hyperactivity Disorder (ADHD) symptoms found that television viewing or<br />

gaming among children of 4–17 years of age was modestly associated with later ADHD symptoms<br />

(Nikkelen et al. 2014, Tanama et.al 2019, Christakis et.al 2004). However, there have an equal<br />

number of studies which have questioned the validity of many of these studies <strong>and</strong> have<br />

demonstrated that no correlation has been found between screen time <strong>and</strong> ADHD (McBee et.al<br />

2021, Camerer et.al 2018, Foster et.al 2010, Huber et.al 2018, Kostyrka-Allchorne et.al 2017)<br />

Relationship between screen time <strong>and</strong> cognitive outcomes has been less investigated. According<br />

to Anderson <strong>and</strong> Subrahmanyam (2017), studies show that for children less than 2 years, TV has<br />

negative impacts on language <strong>and</strong> executive functions, while for preschool children it is found to<br />

have both positive <strong>and</strong> negative outcomes. A large pool of research shows that educational TV<br />

programs could have positive impact on cognitive development, with examples such as Sesame<br />

Street. Beyond preschool, research tends to look at only entertainment program consumption<br />

<strong>and</strong> therefore cognitive outcomes have not been well explored.<br />

4. The cognitive, health <strong>and</strong> socio-emotional outcomes are influenced by the age <strong>and</strong> other<br />

individual characteristics of users as well as the content <strong>and</strong> the context of media device<br />

use.<br />

There are studies that report negative impacts of screen time on cognitive development such as<br />

language learning (see Key Insight 3), but there are also many studies that show positive or null<br />

associations (Drummond <strong>and</strong> Sauer 2014; Regondola <strong>and</strong> Barbado 2017). A recent meta-analysis<br />

of studies on the association between screen media use <strong>and</strong> academic performance among young<br />

children <strong>and</strong> adolescents found no association between the two (Adelantado-Renau et al. 2019).<br />

This could be partially the result of several aspects of the overall screen media time measure that<br />

are not captured.<br />

Different studies give support to impact of screen time on children’s well<strong>being</strong> based on different<br />

hypotheses of the potential relationship (see Box 3).<br />

Box 3: Four hypotheses of the impact of screen time on children’s well-<strong>being</strong><br />

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A Research Brief by UNESCO MGIEP


UNICEF’s literature review on the impact of digital technology on children’s well-<strong>being</strong><br />

identified four main hypotheses explored in research on digital technology use <strong>and</strong> user well<strong>being</strong><br />

(Kardefelt Winther 2017). This typology is useful in terms of examining research on the<br />

impact of screen time on learner well-<strong>being</strong>.<br />

1. The displacement hypothesis suggests that screen time is replacing or displacing<br />

opportunities for positive activities such as face-to-face interaction, exercise, sleep<br />

which are important for well-<strong>being</strong>.<br />

2. The rich-get-richer hypothesis suggests that those who already have strong in-person<br />

social networks <strong>and</strong> social skills will benefit more from digital media use in terms of<br />

social interaction than those who have weaker social connections.<br />

3. The social compensation hypothesis suggests that digital media use will be beneficial<br />

to those who are socially anxious <strong>and</strong> isolated as it compensates for lacked social skills<br />

<strong>and</strong> allows them to feel more at ease in interacting with others.<br />

4. The stimulation hypothesis suggests that digital media use stimulates communication<br />

with existing friends, leading to mostly positive outcomes.<br />

We must keep in mind that both positive <strong>and</strong> negative outcomes of screen time tend to be highly<br />

contextual <strong>and</strong> dependent on the design of activities children engage in through screen devices.<br />

A 2015 study on cognition <strong>and</strong> media concludes that there is no clear consensus <strong>and</strong> that effects<br />

likely depend on the age, type of content <strong>and</strong> other contextual factors (Anderson <strong>and</strong> Kirkorian<br />

2015). Focusing on screen time without adequately considering the internal <strong>and</strong> external<br />

attributes may severely limit the value of the conclusions drawn.<br />

The lack of association between screen media use <strong>and</strong> well-<strong>being</strong> outcomes, as well as the lack of<br />

agreement among studies, could be partially attributed to the measure of screen time which fail<br />

to take into account: (i) internal attributes of children that include: (a) age of children; <strong>and</strong> (b)<br />

gender; <strong>and</strong> (ii) external attributes such as (a) purpose <strong>and</strong> content of programming (e.g.<br />

educational versus entertainment); (b) the context in which young children <strong>and</strong> adolescents use<br />

screen media; <strong>and</strong> (c) active versus passive media (e.g. interactive media versus the older oneway<br />

media). As illustrated below, there is an ostensibly contradictory body of evidence on the<br />

associations between these factors <strong>and</strong> well-<strong>being</strong> outcomes.<br />

Internal Attributes:<br />

Age of children: For children less than 2 years, TV has negative impacts on language <strong>and</strong> executive<br />

functions. In preschool children it is found to have both positive <strong>and</strong> negative outcomes. A 2020<br />

meta-analysis study found positive association across screen use <strong>and</strong> stronger language skills for<br />

older children (Madigan et al. 2020). However, children (average age 12) who watch mainly<br />

entertainment programs tend to have reduced reading achievements <strong>and</strong> executive functions like<br />

focus <strong>and</strong> attention regulation (Ibid.).<br />

Gender: A meta-analysis on media use <strong>and</strong> ADHD-related behaviours in young children <strong>and</strong><br />

adolescents found no significant interactions between screen time <strong>and</strong> gender (Nikkelen et al.<br />

2014). According to the evidence-focused literature review by Kardefelt Winther (2017) for<br />

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A Research Brief by UNESCO MGIEP


UNICEF, few significant gender differences were found in relation to the impact of children’s<br />

digital technology use on their mental well-<strong>being</strong>.<br />

However, more recently, studies looking at newer uses of digital screen devices such as social<br />

media showed gendered impact of screen time on mental health outcomes. One study that has<br />

received much media attention suggested that adolescents were 13% more likely to experience<br />

high levels of depression symptoms if they used social media at least once per day, <strong>and</strong> 34% more<br />

likely to have at least one “suicide-related outcome” 8 if they used an electronic device three or<br />

more hours per day, compared to two or fewer hours per day (Twenge et al. 2018). The<br />

correlation between time spent on social media <strong>and</strong> depression symptoms was only evident for<br />

female participants. Also important to note is that the time spent on social media was only related<br />

to higher depression symptoms for adolescents who did not engage much in face-to-face<br />

socializing. This would seem to be aligned with the “rich get richer” hypothesis elaborated in Box3.<br />

External Attributes<br />

Content: A recent systematic review <strong>and</strong> meta-analysis of associations between screen use <strong>and</strong><br />

child language skills found that ‘better-quality’ screen use (defined by ‘educational programs’ <strong>and</strong><br />

‘co-viewing’) was correlated with stronger child language skills (Madigan et al. 2020), which<br />

suggests that content (as well as the social context of viewing—see below) does matter in<br />

improving learning outcomes. One of the studies reviewed by Anderson <strong>and</strong> Subrahmanyam<br />

(2017), albeit a small-scale experiment involving a group of 18 children <strong>and</strong> a comparison group<br />

of 11 children (4 years of age), revealed after 3 months a literacy skill gain of 11 st<strong>and</strong>ard score<br />

points for the experimental group exposed to educational software while only 4 points for the<br />

comparison group exposed to entertainment software <strong>and</strong> a mathematics skill gain of 8 points<br />

for the education group while only 1 point for the entertainment group.<br />

“…content (as well as the social context of viewing) does matter in<br />

improving learning outcomes.<br />

There is an ongoing effort to demonstrate educational benefits of computer games, in addition<br />

to visionary work by pioneers who highlighted the potential of gaming to revolutionize education<br />

such as Paul Gee (2007) <strong>and</strong> Jane McGonical (2011). For example, a recent report highlighted that<br />

more than a third of 4,626 respondents (ages 11-16) reported that playing games made them<br />

better readers (Picton et al. 2020). A cross-sectional study based on data from the School Children<br />

Mental Health Europe project conducted in six European Union countries (youth ages 6–11, n =<br />

3,195) found video gaming beneficial for cognitive functioning (Kovess-Masfety et al. 2017). A<br />

recent review of experimental studies of instructional effectiveness of computer games found<br />

that games can increase student learning of academic material in science, mathematics <strong>and</strong><br />

second-language learning (Mayer 2019; see Table 1). These results indicate that content <strong>and</strong><br />

pedagogy play an important role in ensuring screen time be maximised for learning outcomes.<br />

8<br />

Suicide-related outcomes include a) significant sadness or hopelessness; b) seriously considering suicide; c) having a suicide<br />

plan; <strong>and</strong> d) making a suicide attempt.<br />

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A Research Brief by UNESCO MGIEP


Table 1: Effect of computer games on cognitive skills<br />

Discipline Experiments in which effects were observed Effect size<br />

Science 12 out of 16 experiments 0.7<br />

Mathematics 4 out of 6 experiments 0.5<br />

Language 4 out of 5 experiments 1.0<br />

Source: Adopted from Mayer 2019, Table 4.<br />

Note: An effect size greater than 0.4 is considered significant.<br />

Social context of viewing: A 2019 study showed how increased TV viewing was associated with<br />

language delays in early childhood (Madigan et al. 2019). However, one study observed that this<br />

could be attributed to the reduced child-parent interaction <strong>and</strong> play which is critical for early<br />

development (Christakis et al. 2009). A 2017 national study by Common Sense Media covering a<br />

representative sample of over 1,400 parents across the US revealed that on average 46% of<br />

children under 2 years of age had used a mobile media device at least once, but the average time<br />

spent watching TV or videos on a mobile device amounted only to five minutes per day (Rideout<br />

2017). In another study, with a sample size of 350 children from low-income urban population in<br />

the US, it was found that 96.6% of children were found to use mobile devices (Kabali et.al 2015).<br />

The same study reported that 70% of parents were giving children devices to keep them occupied<br />

while doing household chores while 65% used these devices to keep the children calm. These<br />

findings might suggest that increased screen time on mobile devices by young children can be<br />

linked to reduced time interacting with parents <strong>and</strong> negative well-<strong>being</strong> outcomes (see below).<br />

Active vs passive: Studies which have shown language impairments caused by increased screen<br />

time <strong>and</strong> in particular to children below the age of two have primarily used television screen<br />

time—a passive one way process—as the key explanatory variable. However, studies which<br />

looked at computers <strong>and</strong> other educational digital media—an active two way interactive<br />

process—found mixed effects on cognition.<br />

As Kardefelt-Winther (2017) summarizes in UNICEF’s literature review on the impact of digital<br />

technology use on children’s well-<strong>being</strong>, many studies show the use of digital media devices<br />

brings benefits to children, by opening new opportunities for social interaction <strong>and</strong> active creative<br />

expression. This points to the benefits of active screen time, but not all active screen time may<br />

lead to positive outcomes; content <strong>and</strong> educational outcomes are key if digital devices are to be<br />

beneficial for well<strong>being</strong>.<br />

Computer games with content developed with educational outcomes as the objective can provide<br />

promising examples of active screen time. While there is an emerging body of literature that<br />

suggests computer games can be as effective as or more effective than conventional media for<br />

particular instructional domains, more research is needed in which the control group is exposed<br />

to exactly the same academic material as the game group (Mayer 2019). It is important to keep<br />

in mind that positive education outcomes of active screen time are highly contextual <strong>and</strong> depend<br />

on the design of digital games <strong>and</strong> other activities children can engage in through screen devices<br />

(see Schrier 2018 for discussion of the use <strong>and</strong> design of game-based learning).<br />

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A Research Brief by UNESCO MGIEP


Key Recommendations<br />

1. Addressing the holistic development <strong>and</strong> well<strong>being</strong> of the whole child<br />

Policy should address the holistic development <strong>and</strong> well<strong>being</strong> of the whole child <strong>and</strong> support<br />

informed decision making by parents, caregivers <strong>and</strong> professionals. This requires a reexamination<br />

of the diverse perspectives derived from health <strong>and</strong> education literature, with a view<br />

to provide consistent, neutral <strong>and</strong> evidence-informed messages to parents <strong>and</strong> school<br />

administrators (Straker et al. 2018). Many of the apparent connections between screen time <strong>and</strong><br />

screen harm may be mediated by lost opportunities for positive activities (socialising, exercise,<br />

sleep) due to displacement by screen time. 9<br />

Recommendations addressing the holistic development <strong>and</strong> well<strong>being</strong> of the whole child include<br />

the following:<br />

a. <strong>Screen</strong> time guidelines should address the importance of adequate physical activity,<br />

healthy nutrition, good sleep hygiene, <strong>and</strong> nurturing social environment in promoting<br />

children’s well-<strong>being</strong> outcomes. These factors would contribute together with<br />

activities related to screen time to produce overall health effects (Ashton <strong>and</strong> Beattie<br />

2019). Positive activities such as socializing <strong>and</strong> physical exercise can also be<br />

conducted via screen devices, for example through the use of social media, playing<br />

active video games, or taking online exercise classes. 10 Careful attention also needs to<br />

be paid to areas where screen time seems to have direct negative impact on physical<br />

health. Obesity <strong>and</strong> myopia (near-sightedness), which were already major public<br />

health concerns prior to the COVID-19 p<strong>and</strong>emic, are cases in point. For example, the<br />

increase in the consumption of high-density foods while using screen media appears<br />

to be related to <strong>being</strong> distracted from feelings of satiety or fullness (Robinson et al.<br />

2017). While current evidence is not conclusive, increased digital screen time appears<br />

to be associated with myopia onset <strong>and</strong> progression in children (Wai WONG et al.<br />

2020).<br />

b. Interventions on screen-based media use should include curtailed use within an hour<br />

before bedtime <strong>and</strong> particularly in darkness. Parents, teachers, health professionals<br />

<strong>and</strong> adolescents should be made aware of the associations between night-time<br />

screen-based media devise use (including TV watching) <strong>and</strong> sleep outcomes, as these<br />

may impact on cognitive function <strong>and</strong> educational attainment (Mireku et al. 2019).<br />

c. Health <strong>and</strong> education professionals as well as parents <strong>and</strong> caregivers should encourage<br />

screen-based activities that are beneficial to individual children based on their<br />

developmental stages <strong>and</strong> individual characteristics <strong>and</strong> needs, rather than<br />

categorically limiting screen time. Children can benefit from spending time in the<br />

9<br />

Kardefelt Winther’s (2017) literature review found little support for the displacement hypothesis, when it is understood as a<br />

hypothesis that screen harm is proportional to exposure (also see Box 2).<br />

10<br />

In the midst of the COVID-19 p<strong>and</strong>emic, WHO tweeted that active video games <strong>and</strong> online exercise classes can be means to<br />

stay active <strong>and</strong> healthy at home. See https://twitter.com/WHO/status/1242738384772239360?s=20<br />

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The Debate, the Evidence <strong>and</strong> Directions for Future Research <strong>and</strong> Policy<br />

A Research Brief by UNESCO MGIEP


digital space. For digital natives whose identity, existence, <strong>and</strong> reality are almost<br />

unimaginable without digital devices, a forced reduction in screen time may lead to<br />

curtailment of positive activities such as interacting with friends during school closures<br />

or engaging in creative play that are important for their well-<strong>being</strong>. Instead, focus on<br />

finding a menu of different activities with children that they like to do, or guide them<br />

to make choices as to how they spend their time online or otherwise. If there are<br />

underlying problems which prompt excessive screen time, it is critical to address those<br />

problems rather than imposing a reduction in screen time.<br />

2. Improving the quality of screen-based activities<br />

Research shows that the quality of the content <strong>and</strong> for parents or caregivers to be there to help<br />

children process what is on screen are important factors that can lead to positive well-<strong>being</strong><br />

outcomes, especially for young children.<br />

a. Policy should support the development of high-quality educational content for digital<br />

devices. For example, there is evidence to support a hybrid form of learning, such as<br />

the introduction of touch-screen devices while reading traditional books in early<br />

childhood education (Anderson <strong>and</strong> Subrahmanyam 2017). However, clear<br />

information on appropriate digital technology use for educational purposes is still<br />

limited.<br />

b. Parents are encouraged to participate in screen time activities for children from early<br />

childhood to at least the early years in school. Online interaction is a valid form of<br />

interaction, <strong>and</strong> positive relationships can be formed <strong>and</strong> encouraged online.<br />

However, for children to develop the skills <strong>and</strong> resilience to cope with the world,<br />

they need regular interaction in the physical world. This is especially true for young<br />

children who need regular offline play <strong>and</strong> interaction with other people. Family<br />

involvement can play an important role in having children engage with technology in<br />

positive ways to ensure development process of children growing up in a digital age<br />

(Madigan et al. 2019). Parental involvement is also important in terms of facilitating<br />

home-based learning during school closures <strong>and</strong> also at normal times. Authorities<br />

should consider measures to enable parents to make a living <strong>and</strong> take care of <strong>and</strong><br />

educate their children during lockdowns, such as reduced work hours for the same<br />

wages <strong>and</strong> online support to parents.<br />

3. Encouraging further research <strong>and</strong> strengthening research-policy-practice nexus<br />

Given the rapid increase in the use of digital screen devices by young children <strong>and</strong> adolescents<br />

internationally, notably for new content areas such as social media, there is a need for more <strong>and</strong><br />

better research as well as for strengthening the research-policy-practice nexus. The following<br />

recommendations are suggested to strengthen the literature to guide policymaking in the use of<br />

digital media.<br />

15<br />

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A Research Brief by UNESCO MGIEP


a. Promote further research to disaggregate the notion of ‘screen time’ <strong>and</strong> deepen the<br />

underst<strong>and</strong>ing of the impact of the contexts <strong>and</strong> content of digital devices on learner<br />

well-<strong>being</strong>, particularly in relationship to mobile digital devices. With its reliance on<br />

self-reporting of the total daily or weekly time spent on screen <strong>and</strong> the ensuing low<br />

quality of measurement available in current data sources, there is limited high-quality<br />

(robust <strong>and</strong> transparent) evidence for harmful impacts of screen time. Aggregate<br />

measures of ‘screen time’ are conceptually problematic <strong>and</strong> need to be reconsidered,<br />

as they ignore the different screen devices used by children <strong>and</strong> how they engage with<br />

what is on the screen. This might lead to ending the use of the construct ‘screen time’,<br />

except in the restricted sense of its impact on vision or sleep quality.<br />

b. Conduct a long-term follow up while controlling for confounding variables, <strong>and</strong> produce<br />

longitudinal data to gain a better underst<strong>and</strong>ing of screen time <strong>and</strong> its positive <strong>and</strong><br />

negative impacts (Ashton <strong>and</strong> Beattie 2019; Straker et al. 2018; Anderson <strong>and</strong><br />

Subrahmanyam 2017). Little is known about the cumulative effects of spending much<br />

time on digital screen media from a young age, <strong>and</strong> it is particularly important to study<br />

the long-term consequences of digital media use. This requires more longitudinal<br />

studies for confirmatory (hypothesis-testing) research. It also requires including more<br />

control variables so as not to exclude variables that have established effects on well<strong>being</strong><br />

outcomes. Fully taking into consideration that children’s experiences with<br />

screen media cannot be studied in vacuum in isolation from their life contexts,<br />

researchers should tighten research design to control <strong>and</strong> account for sociodemographic<br />

<strong>and</strong> other variables <strong>and</strong> increase the likelihood of having true (unconfounded)<br />

results. 11 At the same time, it is important to be mindful that the rapid<br />

evolution of digital technology is still ongoing <strong>and</strong> even accelerating, <strong>and</strong> that there is<br />

a risk that longitudinal studies become obsolete by the time they conclude due to<br />

dramatic changes in the context of media use. One cannot easily gather evidence of<br />

long-term effects when the constructs keep changing as the research is conducted.<br />

c. Support research studies by a team of multi-disciplinary experts <strong>and</strong> where possible<br />

multi-stakeholder groups to provide a more holistic underst<strong>and</strong>ing of the multidimensional<br />

impacts that might emerge from digital media use by young children <strong>and</strong><br />

adolescents. Not only quantitative studies but also qualitative studies should be<br />

encouraged, as qualitative data can generate more nuanced <strong>and</strong> context-specific<br />

insights based on children’s voices, which in turn can contribute to generating<br />

hypotheses <strong>and</strong> building theories along with cross-sectional studies. Multi-disciplinary<br />

collaboration <strong>and</strong> close partnerships between health <strong>and</strong> education ministries, schools<br />

<strong>and</strong> parents are necessary to strengthen the research-policy-practice nexus.<br />

11<br />

Kardefelt-Winther (2017) also recommends strengthening reproducibility of research <strong>and</strong> the reliability of findings by<br />

encouraging researchers to register their hypotheses prior to data collection <strong>and</strong> then share the raw data <strong>and</strong> analysis code<br />

with each publication, following an ‘Open Science’ approach (for example through the Open Science framework—see<br />

https://osf.io/ ).<br />

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<strong>Screen</strong> <strong>Time</strong> <strong>and</strong> <strong>Learner</strong> <strong>Well</strong>-<strong>being</strong>:<br />

The Debate, the Evidence <strong>and</strong> Directions for Future Research <strong>and</strong> Policy<br />

A Research Brief by UNESCO MGIEP


Conclusion<br />

<strong>Time</strong> spent on screens—from social media to computers <strong>and</strong> television—is a major part of<br />

everyday life <strong>and</strong> a necessary part of education today <strong>and</strong> into the foreseeable future. One of the<br />

problems is over-generalization of harmful effects of screen time without taking into account the<br />

enormously diverse use of screen-based media devices. Different uses have different effects. On<br />

the same media platform (for example on YouTube <strong>and</strong>/or Instagram), different content will have<br />

different effects. Furthermore, the same content could have different effects on different people<br />

or on the same person in different time frames or in different environments or under different<br />

conditions of usage. Technology is used in varied ways, with wide-ranging motivations, to access<br />

an enormous amount of diverse content. Certain uses affect certain people in a negative way,<br />

while certain uses affect certain people in a positive way.<br />

The risks from screen exposure should not be overstated. The evidence is relatively weak overall,<br />

<strong>and</strong> the magnitude of impact of screens is small on key health outcomes. The existing screen time<br />

guidelines tend to focus on risks, without recognizing the potential benefits of digital screen use<br />

in education. Currently the literature takes little account of the increasing dem<strong>and</strong>s for homework<br />

to be undertaken on computers nor the needs for school lessons to be delivered online, although<br />

these will likely be taken up as important research topics given the COVID-19.<br />

Collaboration across the health <strong>and</strong> education sectors, inter-disciplinary research, <strong>and</strong> schoolfamily<br />

partnerships will be the key to advancing policy <strong>and</strong> practice around screen time in a digital<br />

age. Another key point we must take into consideration is the role of the younger generation.<br />

We now know for sure that the Generation Z, Millennials <strong>and</strong> to a smaller extent Generation X<br />

are all primarily digital natives. They thrive in the digital world <strong>and</strong> therefore any policy referring<br />

to use of digital media must involve the voices of youth <strong>and</strong> their concerns <strong>and</strong> wants in the wideranging<br />

use of digital technology in their lives—for entertainment, socialising, learning <strong>and</strong> more.<br />

“Collaboration across the health <strong>and</strong> education sectors, inter-disciplinary<br />

research, <strong>and</strong> school-family partnerships will be the key to advancing policy<br />

<strong>and</strong> practice around screen time in a digital age.<br />

Acknowledgements <strong>and</strong> Disclaimer<br />

We would like to thank Karen (Kat) Schrier <strong>and</strong> John Sabatini for their insightful comments on an<br />

earlier version of this research brief. We also thank Kriti Singh for finding post-2020 data on<br />

digital device use.<br />

The analysis, conclusions, <strong>and</strong> recommendations contained in this paper are solely a product of<br />

the individual authors <strong>and</strong> are not the policy or opinions of, nor do they represent an<br />

endorsement by UNESCO or UNESCO MGIEP.<br />

17<br />

<strong>Screen</strong> <strong>Time</strong> <strong>and</strong> <strong>Learner</strong> <strong>Well</strong>-<strong>being</strong>:<br />

The Debate, the Evidence <strong>and</strong> Directions for Future Research <strong>and</strong> Policy<br />

A Research Brief by UNESCO MGIEP


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A Research Brief by UNESCO MGIEP


Appendix I: Types <strong>and</strong> designs of study, geographic coverage, <strong>and</strong> participants of the studies covered in the present review<br />

Title of the Study Type Study Design Region Participants Age<br />

<strong>Screen</strong> time <strong>and</strong> sleep among school-aged children<br />

<strong>and</strong> adolescents: a systematic literature review (Hale<br />

<strong>and</strong> Guan 2014)<br />

Systematic review of sedentary behaviour <strong>and</strong> health<br />

indicators in school-aged children <strong>and</strong> youth: an<br />

update (Carson et al. 2016)<br />

Effects of screen time on health <strong>and</strong> well<strong>being</strong> of<br />

children <strong>and</strong> adolescents : a systematic review of<br />

reviews (Stiglic <strong>and</strong> Viner 2019)<br />

Associations between screen use <strong>and</strong> child language<br />

skills: A systematic review <strong>and</strong> meta-analysis<br />

(Madigan et al. 2020)<br />

A meta-analysis of the effect of media devices on<br />

sleep outcomes (Carter et al. 2016)<br />

Cross-sectional study of use of electronic media by<br />

secondary school students in Bangkok, Thail<strong>and</strong><br />

(Kiatrungrit <strong>and</strong> Hongsanguansri 2014)<br />

Mobile telephone use is associated with changes in<br />

cognitive function in young adolescents (Abramson<br />

et al. 2009)<br />

Symptoms <strong>and</strong> cognitive functions in adolescents in<br />

relation to mobile phone use during night (Schoeni et<br />

al. 2015)<br />

The problematic use of Information <strong>and</strong><br />

Communication Technologies (ICT) in adolescents by<br />

the cross sectional JOITIC study (Muñoz-Miralles et<br />

al. 2016)<br />

A latent class analysis on adolescents media use <strong>and</strong><br />

associations with health-related quality of life<br />

(Foerster <strong>and</strong> Rsli 2017)<br />

Behavioral correlates of television viewing in young<br />

adolescents in Turkey (Ozmert et al. 2011)<br />

Does recreational computer use affect high school<br />

achievement (Bowers <strong>and</strong> Matthew 2013)<br />

Systematic<br />

Review<br />

Systematic<br />

Review<br />

Systematic<br />

Review<br />

Meta Analysis;<br />

Systematic<br />

Review<br />

Meta Analysis<br />

Investigatory (identify<br />

associations)<br />

Literature Review<br />

Review of Reviews (RoR)<br />

Investigatory (identify<br />

associations)<br />

Investigatory (identify<br />

associations)<br />

Focussed Paper Cross sectional<br />

Studies from several<br />

countries included in<br />

review<br />

Studies from 71<br />

countries included in<br />

review<br />

Majority studies<br />

under review<br />

undertaken in United<br />

States<br />

US<br />

North America,<br />

Europe, Asia, <strong>and</strong><br />

Australasia<br />

Thail<strong>and</strong><br />

Number of<br />

Studies<br />

covered<br />

Total Number<br />

of Participants<br />

(N)<br />

5-17 year olds 67 401,869<br />

5-17 year olds 235 1,657,064<br />

0-18 year olds 13 1,046,165<br />

Average age of<br />

participants was 12<br />

years<br />

42 18905<br />

6 - 19 year olds 20 125198<br />

Adolescents<br />

(secondary grade<br />

students)<br />

1 768<br />

Focussed Paper Cross sectional Australia 7th Grade students 1 317<br />

Focussed Paper Cross Sectional Switzerl<strong>and</strong> 12-17 year olds 1 439<br />

Focussed Paper Cross sectional Spain 12 - 20 years olds 1 5,538<br />

Focussed Paper<br />

Focussed Paper<br />

Focussed Paper<br />

Investigatory (identify<br />

associations)<br />

Investigatory (identify<br />

associations)<br />

Investigatory (identify<br />

associations)<br />

Switzerl<strong>and</strong><br />

Turkey<br />

Adolescents (7th - 9th<br />

Graders)<br />

Adolescents (7th - 8th<br />

grade students)<br />

1 895<br />

1 581<br />

US 10th Grade students 1 13,960<br />

Comments<br />

Covered in Stiglic <strong>and</strong> Viner<br />

2019 but numbers not<br />

included<br />

Covered in Stiglic <strong>and</strong> Viner<br />

2019 but numbers not<br />

included<br />

N is sum of only 4 reviews<br />

where it was reported.<br />

Other 9 do not report total<br />

number of subjects.<br />

Included in Carson et al.<br />

2016<br />

Included in Carson et al.<br />

2016<br />

24<br />

A Research Brief by UNESCO MGIEP


Internet use, videogame playing <strong>and</strong> cell phone use<br />

as predictors of children’s body mass index (BMI),<br />

body weight, academic performance, <strong>and</strong> social <strong>and</strong><br />

overall self-esteem (Jackson et al. 2011)<br />

Night-time screen-based media device use <strong>and</strong><br />

adolescents' sleep <strong>and</strong> health-related quality of life<br />

(Mireku et al. 2019)<br />

Physical fitness, physical activity, sedentary behavior<br />

<strong>and</strong> academic performance among adolescent boys<br />

in different weight statuses (Esmaeilzadeh <strong>and</strong><br />

Kalantari 2013)<br />

The impact of media use on sleep patterns <strong>and</strong> sleep<br />

disorders among school aged children in China (Li et<br />

al. 2007)<br />

Association between screen time <strong>and</strong> children's<br />

performance on a development screening test<br />

(Madigan et al. 2019)<br />

A large-scale test of the Goldilocks Hypothesis:<br />

quantifying the relations between digital-screen use<br />

<strong>and</strong> the mental well-<strong>being</strong> of adolescents (Przybylski<br />

<strong>and</strong> Weinsten 2017)<br />

Association between adolescent well-<strong>being</strong> <strong>and</strong><br />

digital tech use (Orben <strong>and</strong> Przybylski 2019)<br />

<strong>Screen</strong>s, teens <strong>and</strong> psychological well<strong>being</strong>: evidence<br />

from three time use diary studies (Orben <strong>and</strong><br />

Przybylski 2019)<br />

<strong>Screen</strong> time in children <strong>and</strong> adolescents - is there<br />

evidence to guide parents <strong>and</strong> policy (Ashton <strong>and</strong><br />

Beattie 2019)<br />

Digital screen media <strong>and</strong> cognitive development<br />

(Anderson <strong>and</strong> Subrahmanyam 2017)<br />

Focussed Paper<br />

Focussed Paper<br />

Focussed Paper<br />

Focussed Paper<br />

Investigatory (identify<br />

associations)<br />

Investigatory (identify<br />

associations)<br />

Investigatory (identify<br />

associations)<br />

Investigatory (identify<br />

associations)<br />

Focussed Paper Longitudinal Study<br />

Focussed Paper<br />

Focussed Paper<br />

Focussed Paper<br />

Two part study: exploratory <strong>and</strong><br />

confirmatory<br />

Specification Curve Analysis<br />

(identify associations) on data<br />

from 3 large scale social datasets<br />

Two part study: exploratory <strong>and</strong><br />

confirmatory<br />

US<br />

Average age of<br />

participants was 12<br />

years<br />

UK 11-12 year olds 1 6,616<br />

1 482 Included in Carson 2016<br />

Iran 15 - 17 year olds 1 538 Included in Carson 2016<br />

China<br />

Canada<br />

Elementary Grade<br />

Children, Mean age =<br />

9 years<br />

Data collected at 2, 3<br />

<strong>and</strong> 5 years of age for<br />

each participant<br />

1 19,299<br />

1 2,441<br />

UK 15 year olds 1 120,115<br />

US <strong>and</strong> UK 12 - 18 year olds 1 355,358<br />

Irel<strong>and</strong>, United<br />

States, United<br />

Kingdom<br />

9 year olds 1 17,247<br />

Comment Comment Article NA NA NA NA<br />

Comment<br />

Comment Article/Literature<br />

Review<br />

Mainly US<br />

Mainly infants <strong>and</strong><br />

toddlers<br />

NA<br />

NA<br />

Included in Hale <strong>and</strong> Guan<br />

2014<br />

Covered in Stiglic <strong>and</strong> Viner<br />

2019 but numbers not<br />

included<br />

Total 392 3,793,795<br />

Adjusted Total after excluding double counts 385 3,772,127<br />

25<br />

A Research Brief by UNESCO MGIEP


Appendix II: Analytical foci <strong>and</strong> key conclusions of the studies covered in the present review<br />

Factor→<br />

Study↓<br />

Evidence<br />

/Data<br />

Sample<br />

Devices<br />

Timing of<br />

Usage<br />

Environment<br />

of Usage<br />

Purpose of<br />

Usage<br />

Content of<br />

Media<br />

Impact on Health<br />

Impact on Learning<br />

Conclusion/<br />

Message<br />

<strong>Screen</strong> time <strong>and</strong> sleep<br />

among school-aged<br />

children <strong>and</strong><br />

adolescents: a<br />

systematic literature<br />

review (Hale <strong>and</strong> Guan<br />

2014)<br />

Yes<br />

5-17 year<br />

olds<br />

All digital<br />

devices (TV,<br />

computer,<br />

smart phones,<br />

tablets,<br />

gaming<br />

consoles)<br />

Night time<br />

Not<br />

discussed<br />

Not discussed<br />

Not<br />

discussed<br />

<strong>Screen</strong> time across<br />

different devices <strong>and</strong> on<br />

a consistent basis<br />

adversely associated<br />

with sleep outcomes but<br />

causal association not<br />

confirmed<br />

Not considered<br />

More studies necessary<br />

Systematic review of<br />

sedentary behaviour<br />

<strong>and</strong> health indicators in<br />

school-aged children<br />

<strong>and</strong> youth: an update<br />

(Carson et al. 2016)<br />

Yes<br />

5-17 year<br />

olds<br />

All digital<br />

devices (TV,<br />

computer,<br />

smart phones,<br />

tablets,<br />

gaming<br />

consoles)<br />

Not<br />

discussed<br />

Not<br />

discussed<br />

Not discussed<br />

Not<br />

discussed<br />

Higher durations of<br />

screen time associated<br />

with unfavourable body<br />

composition,<br />

cardiometabolic risk,<br />

unfavourable social<br />

behavior, low fitness<br />

<strong>and</strong> low self esteem.<br />

Higher duration of TV viewing<br />

associated with lower<br />

academic achievement but<br />

quality of evidence marked as<br />

'very low'.<br />

Overall quality of evidence in<br />

this review: low to moderate.<br />

Higher quality <strong>and</strong> strong<br />

studies required to confirm<br />

primarily observational<br />

evidence.<br />

Effects of screen time<br />

on health <strong>and</strong> well<strong>being</strong><br />

of children <strong>and</strong><br />

adolescents : a<br />

systematic review of<br />

reviews (Stiglic <strong>and</strong><br />

Viner 2019)<br />

Yes<br />

0-18 year<br />

olds<br />

TV, Computers<br />

<strong>and</strong><br />

Smartphones<br />

(but non TV<br />

data very<br />

sparse)<br />

Not<br />

discussed<br />

Not<br />

discussed<br />

Not discussed<br />

Not<br />

discussed<br />

Strong indication of<br />

negative effects of<br />

screen time on health.<br />

Low quality/poor evidence<br />

that greater screen time was<br />

associated with poorer<br />

educational attainment.<br />

Moderate quality evidence for<br />

harmful effects of screen time<br />

on cognition among infants.<br />

Strong evidence for correlation<br />

between screen time adiposity,<br />

unhealthy diet, depressive<br />

symptoms <strong>and</strong> quality of life.<br />

Weak evidence that small<br />

amounts of daily screen time<br />

may have some benefits.<br />

Associations between<br />

screen use <strong>and</strong> child<br />

language skills: A<br />

systematic review <strong>and</strong><br />

meta-analysis (Madigan<br />

et al. 2020)<br />

Yes<br />

Average<br />

age of<br />

participant<br />

s was 12<br />

years<br />

All <strong>Screen</strong><br />

Based Devices<br />

primarily TV<br />

<strong>and</strong> Mobile<br />

Phones<br />

Not<br />

discussed<br />

Co-viewing<br />

with<br />

Parents<br />

considered<br />

For<br />

Educational<br />

<strong>and</strong><br />

Entertainment<br />

Purposes<br />

Educational<br />

<strong>and</strong> Non<br />

Educational<br />

(both)<br />

Impact on Language<br />

Skills<br />

Greater Quantity of screen<br />

use associated with lower<br />

language skills but<br />

educational programs <strong>and</strong> coviewing<br />

associated with<br />

stronger language skills<br />

Limit exposure to screen time,<br />

select high quality programmes<br />

for viewing <strong>and</strong> co-view with<br />

parents when possible<br />

A meta-analysis of the<br />

effect of media devices<br />

on sleep outcomes<br />

(Carter et al. 2016)<br />

Yes<br />

6 - 19 year<br />

olds<br />

All <strong>Screen</strong><br />

Based Devices<br />

primarily TV<br />

<strong>and</strong> Mobile<br />

Phones<br />

Discussion<br />

on nighttime<br />

usage<br />

Not<br />

discussed<br />

Not discussed<br />

Not<br />

discussed<br />

Bedtime media device<br />

usage associated with<br />

inadequate sleep<br />

quantity, poor sleep<br />

quality, <strong>and</strong> daytime<br />

sleepiness<br />

Not considered<br />

Age specific guidance for<br />

screen based media device<br />

usage <strong>and</strong> parent led initiatives<br />

to reduce access <strong>and</strong> use in<br />

collaboration with health<br />

providers <strong>and</strong> teachers.<br />

Cross-sectional study of<br />

use of electronic media<br />

by secondary school<br />

students in Bangkok,<br />

Yes<br />

Adolescents<br />

(secondary<br />

grade<br />

students)<br />

All digital<br />

devices (TV,<br />

computer,<br />

smart phones,<br />

Not<br />

discussed<br />

Not<br />

discussed<br />

Not discussed<br />

Not<br />

discussed<br />

Not discussed<br />

Use of devices not related to<br />

academic performance. As<br />

they age adolescents tend to<br />

spend more time engaged in<br />

Longitudinal studies with<br />

precise time logs of device<br />

usage <strong>and</strong> description of type<br />

of content required to<br />

26<br />

A Research Brief by UNESCO MGIEP


Thail<strong>and</strong> (Kiatrungrit<br />

<strong>and</strong> Hongsanguansri<br />

2014)<br />

tablets,<br />

gaming<br />

consoles)<br />

interpersonal communication<br />

through digital devices. Boys<br />

more interested in<br />

competitive games, girls more<br />

in passive recreation <strong>and</strong><br />

communication.<br />

determine the extent of effects<br />

in social <strong>and</strong> psychological<br />

development of adolescents.<br />

Mobile telephone use is<br />

associated with changes<br />

in cognitive function in<br />

young adolescents<br />

(Abramson et al. 2009)<br />

Yes<br />

7th Grade<br />

students<br />

Mobile<br />

Not<br />

discussed<br />

Not<br />

discussed<br />

Not discussed<br />

Not<br />

discussed<br />

Not discussed<br />

Mobile phone use associated<br />

with faster but less accurate<br />

response to cognitive tasks.<br />

Greater mobile phone use<br />

related to poorer accuracy on<br />

working memory <strong>and</strong><br />

associative learning tasks.<br />

Symptoms <strong>and</strong> cognitive<br />

functions in adolescents<br />

in relation to mobile<br />

phone use during night<br />

(Schoeni et al. 2015)<br />

Yes<br />

12-17 year<br />

olds<br />

Mobile Phone<br />

Night time<br />

Not<br />

discussed<br />

Not discussed<br />

Not<br />

discussed<br />

Increase in health<br />

symptom reports such<br />

as tiredness, rapid<br />

exhaustibility, headache<br />

<strong>and</strong> physical ill-<strong>being</strong><br />

No indications of impact on<br />

memory <strong>and</strong> concentration<br />

capacity<br />

More studies necessary<br />

The problematic use of<br />

Information <strong>and</strong><br />

Communication<br />

Technologies (ICT) in<br />

adolescents by the cross<br />

sectional JOITIC study<br />

(Muñoz-Miralles et al.<br />

2016)<br />

Yes<br />

12 - 20<br />

years olds<br />

All ICTs<br />

Not<br />

discussed<br />

Not<br />

discussed<br />

Not discussed<br />

Not<br />

discussed<br />

Problematic use of<br />

mobile phones<br />

associated with drug<br />

consumption. Video<br />

game use among male<br />

students associated with<br />

consumption of drugs,<br />

poor academic<br />

performance <strong>and</strong> poor<br />

family relationships.<br />

Problematic use of ICT <strong>and</strong><br />

Internet greatest risk for poor<br />

academic performance.<br />

Number of hours of use is a risk<br />

factor. Causality cannot be<br />

established.<br />

A latent class analysis on<br />

adolescents media use<br />

<strong>and</strong> associations with<br />

health-related quality of<br />

life (Foerster <strong>and</strong> Rsli<br />

2017)<br />

Yes<br />

Adolescents<br />

(7th - 9th<br />

Graders)<br />

All digital<br />

devices (TV,<br />

computer,<br />

smart phones,<br />

tablets,<br />

gaming<br />

consoles)<br />

Not<br />

discussed<br />

Not<br />

discussed<br />

5 classes of<br />

usage<br />

identified:<br />

Low Use,<br />

Medium Use,<br />

Gaming, Call<br />

Preference<br />

<strong>and</strong> High<br />

Social Use<br />

Not<br />

discussed<br />

High Social Use class<br />

showed less well <strong>being</strong><br />

but best connection<br />

with peers; low selfperception;<br />

least<br />

satisfaction at home;<br />

less connectedness to<br />

school <strong>and</strong> teachers<br />

Not considered<br />

Direction of associations<br />

cannot be clarified but class<br />

analysis important to identify<br />

effects of media use<br />

Behavioral correlates of<br />

television viewing in<br />

young adolescents in<br />

Turkey (Ozmert et al.<br />

2011)<br />

Yes<br />

Adolescents<br />

(7th - 8th<br />

grade<br />

students)<br />

TV<br />

Not<br />

discussed<br />

Not<br />

discussed<br />

Not discussed<br />

Not<br />

discussed<br />

Parent reported<br />

durations were found to<br />

be correlated with<br />

aggressive behaviour.<br />

Not considered<br />

27<br />

A Research Brief by UNESCO MGIEP


Does recreational<br />

computer use affect<br />

high school<br />

achievement (Bowers<br />

<strong>and</strong> Matthew 2013)<br />

Yes<br />

10th<br />

Grade<br />

students<br />

Computer<br />

Not<br />

discussed<br />

Not<br />

discussed<br />

Not discussed<br />

Not<br />

discussed<br />

Not discussed<br />

Use of computers for fun <strong>and</strong><br />

gaming were positive <strong>and</strong><br />

significant on reading <strong>and</strong><br />

mathematics achievement<br />

assessments in high school.<br />

Causality is difficult to ascertain<br />

but effects of using computers<br />

for fun <strong>and</strong> games for 1-2 hours<br />

a day are +ve.<br />

Internet use, videogame<br />

playing <strong>and</strong> cell phone<br />

use as predictors of<br />

children’s body mass<br />

index (BMI), body<br />

weight, academic<br />

performance, <strong>and</strong> social<br />

<strong>and</strong> overall self-esteem<br />

(Jackson et al. 2011)<br />

Yes<br />

Average age<br />

of<br />

participants<br />

was 12<br />

years.<br />

Computers<br />

<strong>and</strong> Mobile<br />

phones<br />

Not<br />

discussed<br />

Not<br />

discussed<br />

Not discussed<br />

Not<br />

discussed<br />

Use of IT did not predict<br />

BMI.<br />

Videogame play predicted<br />

positive visual-spatial skills<br />

but lower GPAs. Use of<br />

internet associated with<br />

better reading scores among<br />

females. More videogame<br />

time associated with low self<br />

esteem.<br />

More research needed to<br />

investigate the causes <strong>and</strong><br />

consequences of IT use <strong>and</strong> to<br />

incorporate individual<br />

differences in effects of IT use.<br />

Night-time screen-based<br />

media device use <strong>and</strong><br />

adolescents' sleep <strong>and</strong><br />

health-related quality of<br />

life (Mireku et al. 2019)<br />

Yes<br />

11-12 year<br />

olds<br />

All digital<br />

devices (TV,<br />

computer,<br />

smart phones,<br />

tablets,<br />

gaming<br />

consoles)<br />

Night time<br />

(within one<br />

hour before<br />

sleep SBMD<br />

usage)<br />

Lit <strong>and</strong> dark<br />

rooms<br />

Not discussed<br />

Not<br />

discussed<br />

Night time use<br />

associated with higher<br />

odds of insufficient<br />

sleep; Magnitude of<br />

association higher when<br />

night time usage<br />

occurred in darkness.<br />

Not considered<br />

<strong>Screen</strong>-based media device<br />

(SBMD) usage should be<br />

curtailed within an hour before<br />

bedtime <strong>and</strong> particularly in<br />

darkness.<br />

Physical fitness, physical<br />

activity, sedentary<br />

behavior <strong>and</strong> academic<br />

performance among<br />

adolescent boys in<br />

different weight<br />

statuses (Esmaeilzadeh<br />

<strong>and</strong> Kalantari 2013)<br />

Yes<br />

15 - 17<br />

year olds<br />

All sedentary<br />

behaviour<br />

through usage<br />

of all digital<br />

devices (TV,<br />

computer,<br />

smart phones,<br />

tablets,<br />

gaming<br />

consoles)<br />

Not<br />

discussed<br />

Not<br />

discussed<br />

Not discussed<br />

Not<br />

discussed<br />

Positive relationship<br />

between sedentary<br />

behaviour <strong>and</strong> BMI.<br />

No relationship between<br />

weight classes <strong>and</strong> academic<br />

performance<br />

Longitudinal studies needed to<br />

determine the directionality.<br />

The impact of media use<br />

on sleep patterns <strong>and</strong><br />

sleep disorders among<br />

school aged children in<br />

China (Li et al. 2007)<br />

Yes<br />

Elementar<br />

y Grade<br />

Children,<br />

Mean age<br />

= 9 years<br />

TV <strong>and</strong><br />

Computer<br />

Not<br />

discussed<br />

Device in<br />

bedroom of<br />

children<br />

Not discussed<br />

Not<br />

discussed<br />

TV viewing of more than<br />

2 hours was a risk factor<br />

for sleep disorders.<br />

Computer use, however,<br />

had NO correlation with<br />

any sleep disorder.<br />

Not considered<br />

Presence of media in child's<br />

bedroom <strong>and</strong> media use had a<br />

negative impact on sleep<br />

patterns duration <strong>and</strong> sleep<br />

disorders.<br />

Association between<br />

screen time <strong>and</strong><br />

children's performance<br />

on a development<br />

screening test (Madigan<br />

et al. 2019)<br />

Yes<br />

Data<br />

collected<br />

at 2, 3 <strong>and</strong><br />

5 years of<br />

age for<br />

each<br />

participant<br />

TV, Computers<br />

<strong>and</strong><br />

Smartphones<br />

(but non TV<br />

data very<br />

sparse)<br />

Not<br />

discussed<br />

Not<br />

discussed<br />

Not discussed<br />

Not<br />

discussed<br />

Development <strong>Screen</strong>ing<br />

Test measured:<br />

communication, gross<br />

motor, fine-motor,<br />

problem solving <strong>and</strong><br />

personal-social. Higher<br />

levels of screen time<br />

significantly associated<br />

NA<br />

Evidence of directional<br />

association between screen<br />

time <strong>and</strong> poor performance on<br />

development screening<br />

28<br />

A Research Brief by UNESCO MGIEP


with poorer<br />

performance on<br />

development screening<br />

tests.<br />

A large-scale test of the<br />

Goldilocks Hypothesis:<br />

quantifying the relations<br />

between digital-screen<br />

use <strong>and</strong> the mental well<strong>being</strong><br />

of adolescents<br />

(Przybylski <strong>and</strong><br />

Weinsten 2017)<br />

Yes<br />

15 year<br />

olds<br />

All digital<br />

devices (TV,<br />

computer,<br />

smart phones,<br />

tablets,<br />

gaming<br />

consoles)<br />

Compares<br />

weekday vs<br />

weekend<br />

usage<br />

Not<br />

discussed<br />

4 classes of<br />

usage identified:<br />

Watching films,<br />

TV programs,<br />

etc.; Playing<br />

games; Using<br />

computers for<br />

internet, email,<br />

etc.; Using<br />

smartphone for<br />

social<br />

networking,<br />

chatting, etc.<br />

Not<br />

discussed<br />

The categories of digital<br />

activity examined in this<br />

study are unlikely to<br />

present risk to mental<br />

well-<strong>being</strong> at moderate<br />

levels.<br />

Not considered<br />

Moderate engagement in<br />

digital activities is not harmful.<br />

Association between<br />

adolescent well-<strong>being</strong><br />

<strong>and</strong> digital tech use<br />

(Orben <strong>and</strong> Przybylski<br />

2019a)<br />

Yes<br />

12 - 18<br />

year olds<br />

All digital<br />

devices (TV,<br />

computer,<br />

smart phones,<br />

tablets,<br />

gaming<br />

consoles)<br />

Not<br />

discussed<br />

Not<br />

discussed<br />

Not discussed<br />

Not<br />

discussed<br />

Association between<br />

Digital Technology use<br />

<strong>and</strong> adolescent<br />

well<strong>being</strong> is negative but<br />

small<br />

Not considered<br />

Effects too small to warrant<br />

policy change<br />

<strong>Screen</strong>s, teens <strong>and</strong><br />

psychological well<strong>being</strong>:<br />

evidence from three<br />

time use diary studies<br />

(Orben <strong>and</strong> Przybylski<br />

2019b)<br />

Yes<br />

9 year olds<br />

TV, Computers<br />

<strong>and</strong><br />

Smartphones<br />

(but non TV<br />

data very<br />

sparse)<br />

Not<br />

discussed<br />

Not<br />

discussed<br />

Not discussed<br />

Not<br />

discussed<br />

Little substantive<br />

statistically significant<br />

<strong>and</strong> negative association<br />

between screen time<br />

<strong>and</strong> well<strong>being</strong>.<br />

Not considered<br />

Highlights need for robust <strong>and</strong><br />

reliable data, analysis <strong>and</strong><br />

research to support claims.<br />

<strong>Screen</strong> time in children<br />

<strong>and</strong> adolescents - is<br />

there evidence to guide<br />

parents <strong>and</strong> policy<br />

(Ashton <strong>and</strong> Beattie<br />

2019)<br />

NA<br />

NA<br />

TV, Computers<br />

<strong>and</strong><br />

Smartphones<br />

Not<br />

discussed<br />

Not<br />

discussed<br />

Not discussed<br />

Not<br />

discussed<br />

Overall negative but lack<br />

of evidence; correlation<br />

but no causation.<br />

Not discussed<br />

Highlights need for more<br />

evidence; caution when<br />

interpreting research on the<br />

negative effects of screen<br />

time.<br />

Digital screen media <strong>and</strong><br />

cognitive development<br />

(Anderson <strong>and</strong><br />

Subrahmanyam 2017)<br />

NA<br />

Mainly<br />

infants<br />

<strong>and</strong><br />

toddlers<br />

TV, computers<br />

<strong>and</strong> touch<br />

screen devices<br />

Not<br />

discussed<br />

Co-viewing<br />

with<br />

parents<br />

considered<br />

Entertainment<br />

<strong>and</strong><br />

educational<br />

Entertainme<br />

nt <strong>and</strong><br />

educational<br />

Not discussed<br />

Impact on cognitive<br />

development is the main<br />

focus of the article.<br />

Educational television found<br />

to have positive impact on<br />

early cognitive development.<br />

Violent content found to<br />

influence antisocial <strong>and</strong><br />

aggressive behaviour.<br />

The greatest impact on<br />

cognitive development likely<br />

via content. A paucity of<br />

research on the differential<br />

effects of content as regards<br />

interactive digital media.<br />

29<br />

A Research Brief by UNESCO MGIEP

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