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Increased use can also lead to adverse effects on relationships, degraded mental or physical health, and increased anxiety when separated from a mobile phone or sufficient signal. Individuals between the ages of 3 and 11 are at the highest risk for problematic smartphone use; 9-12 hours a day being the average. [2]
An analysis of data from the Monitoring the Future survey, the Millennium Cohort Study, and the Youth Risk Behavior Surveillance System found that digital technology use (including, playing video games, watching television, using social media, etc.) accounted for only 0.4% of the variation in adolescent well-being. [44]
In a 2023 advisory on social media use and mental health, former U.S. Surgeon General Dr. Vivek Murthy recommended creating "tech-free zones" and encouraging kids to "foster in-person friendships."
Nomophobia [1] (short for "no mobile phobia") is a word for the fear of, or anxiety caused by, not having a working mobile phone. [2] [3] It has been considered a symptom or syndrome of problematic digital media use in mental health, the definitions of which are not standardized for technical and genetical reasons.
Many parents worry about the effects that social media and smartphones have on their kids. Gabb makes kid-safe smartphones and watches that don't have internet or social media apps.
Too much video game playing may cause vision problems. [11] Extensive viewing of the screen can cause eye strain, as the cornea, pupil, and iris are not intended for mass viewing sessions of electronic devices. Using video games for too long may also cause headaches, dizziness, and chances of vomiting from focusing on a screen.
Video game addiction may present itself as compulsive gaming, social isolation, mood swings, diminished imagination, and hyper-focus on in-game achievements, to the exclusion of other events in life. [12] [13] Social media addiction: Data suggest that participants use social media to fulfill their social needs but are typically dissatisfied ...
Screen time is the amount of time spent using a device with a screen such as a smartphone, computer, television, video game console, or a tablet. [1] The concept is under significant research with related concepts in digital media use and mental health. Screen time is correlated with mental and physical harm in child development. [2]