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Meta-Analysis Finds Vicious Cycle Between Screen Use and Emotional Problems in Children

Gaming carries higher socio-emotional risks according to the analysis, prompting calls for more nuanced management strategies

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A stock image showing a child on their screen.

Overview

  • The study reviewed 117 longitudinal studies of more than 292,000 children under age 10 and linked higher screen time to increases in anxiety, depression, aggression and hyperactivity
  • Researchers identified a bidirectional relationship in which children with socio-emotional difficulties are more likely to turn to screens to cope
  • Children aged 6–10 and girls were found to be particularly vulnerable to negative emotional and behavioral outcomes from greater screen use
  • Gaming activities showed stronger associations with socio-emotional harm compared to educational and recreational screen content
  • Experts recommend that parents, educators and policymakers adopt tailored strategies, including parental controls and emotional support programs, to manage screen habits