Screen Time and Learner Well-being
The Debate, the Evidence and Directions for Future
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 />
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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
<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 />
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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
• 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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The Debate, the Evidence <strong>and</strong> Directions for Future Research <strong>and</strong> Policy<br />
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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<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
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 />
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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
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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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