Adolescent Screen Time

I have been working for a couple of weeks on a lengthy analysis of adolescent screentime, adolescent health issues, and surveillance capitalism. This effort is intended as an addition to our textbook project. My writing focuses on the educational use of technology. Like the topic of cyberbullying, the screentime debate is focused on out of school technology use, but educators may offer opportunities to address these issues. The following is a small segment from the section of this project dealing with research on screentime.

The general public receives alarming messages regarding adolescent use of devices (e.g., Twenge, 2017) and certainly, there is reason for concern. However, simplistically rejecting technology use is not a reasonable response. What we all experience with technology is a combination of good and bad. Realistically, the online world is not going to disappear and will attract young users no matter what adults might believe or desire.

Given the mixed consequences of technology use, it makes the sense to take a deeper look at the relationship between time online and consequences. Przybylski and Weinstein (2017) provide an interesting perspective. These researchers have generated a research project intended to contrast two hypotheses – the displacement hypothesis which proposes that the time spent with media replaces other productive activities – exercise, face to face interaction with friends, etc. and the Goldilocks hypothesis which proposes that the use of technology can lead to advantages at some level of use due to access to information and access to peers. As is the case in the story of Goldilocks and her visit to the home of the three bears, some moderate level is the most pleasing and productive.

Using a sample of more than 100,000, 15 year-olds, the researchers related a measure of technology use to mental well being. Their approach sought to determine whether the measures were related and what was the nature of the relationship. The displacement hypothesis should predict a linear relationship – well being should gradually decline with increasing use of technology. The Goldilocks hypothesis would predict a more complex relationship with some level of use being associated with positive (not neutral) consequences and high levels of use associated should be associated with negative consequences.

It was the Goldilocks hypothesis that best fit the data. The data offered something more. The data allowed the calculation of what were described as inflection points – at what point did the relationship shift from positive or neutral to negative? This could be a way to quantify what could be suggestions for guidelines. The research found this shift at 1 hour 40 minutes for weekday video-game use and 1 hour 57 min for cell phone use. Watching videos and using a computer were shown to be less disruptive as the inflection points more than 3-4 hours. The authors speculated the differences were related to how difficult it was to switch away from a given category of technology activity and then back. In other words, the time spent using a computer and watching videos allows the user to break away and is not a complete escape from other activities.

There would likely be multiple factors found to be involved in the dangers of “screen time”, but research similar to that of Przbylski and Weinstein (2017) represents what will likely become a useful approach in developing guidelines.

Przybylski, A. K., & Weinstein, N. (2017). A large-scale test of the Goldilocks Hypothesis: Quantifying the relations between digital-screen use and the mental well-being of adolescents. Psychological Science, 28(2), 204-215.

Twenge, J. M. (2017). IGen: Why Today’s Super-Connected Kids Are Growing Up Less Rebellious, More Tolerant, Less Happy–and Completely Unprepared for Adulthood–and What That Means for the Rest of Us. Simon and Schuster.

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