Difference between revisions of "Screen time's effect on adolescents mental health"

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Screen time is the aggregate time spent using a device with digital screen, which can include computers, smartphones, tablets, TV's, and video games.  There are five different categories of screen time: social, passive, interactive, educational, and other[ref], and all five categories in excess showed negative psychological effects. It is measured in hours per day.
 
Screen time is the aggregate time spent using a device with digital screen, which can include computers, smartphones, tablets, TV's, and video games.  There are five different categories of screen time: social, passive, interactive, educational, and other[ref], and all five categories in excess showed negative psychological effects. It is measured in hours per day.
 
The effects of screen-time on young users' mental health is an emerging area of research of the 21st century. Adolescents 18-29 comprise the highest proportion of smartphone users, making up 96% of the market share of mobile phone ownership in this group. Studies show that excessive mobile screen time is significantly associated with depressive symptoms. The true extent to which screen-time affects mental health is still being researched, which could inform the answers to regulation, moderation, and usage.
 
The effects of screen-time on young users' mental health is an emerging area of research of the 21st century. Adolescents 18-29 comprise the highest proportion of smartphone users, making up 96% of the market share of mobile phone ownership in this group. Studies show that excessive mobile screen time is significantly associated with depressive symptoms. The true extent to which screen-time affects mental health is still being researched, which could inform the answers to regulation, moderation, and usage.
[[File:screen-time phone.png|options|caption]]
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[[File:screen-time phone.png|thumbnail|caption]]
  
 
REGULATION
 
REGULATION
 
-parents?
 
-parents?

Revision as of 16:21, 27 January 2022

Screen time is the aggregate time spent using a device with digital screen, which can include computers, smartphones, tablets, TV's, and video games. There are five different categories of screen time: social, passive, interactive, educational, and other[ref], and all five categories in excess showed negative psychological effects. It is measured in hours per day. The effects of screen-time on young users' mental health is an emerging area of research of the 21st century. Adolescents 18-29 comprise the highest proportion of smartphone users, making up 96% of the market share of mobile phone ownership in this group. Studies show that excessive mobile screen time is significantly associated with depressive symptoms. The true extent to which screen-time affects mental health is still being researched, which could inform the answers to regulation, moderation, and usage.

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REGULATION -parents?