By Published: Oct. 12, 2021

New data suggests that lots of time on screens may even improve peer relationships. But the study comes with caveats.


The is a short take about interesting academic work.

The big idea

Even when kids spend five hours a day on screen鈥攚hether computers, television or text鈥攊t doesn鈥檛 appear to be harmful. That鈥檚 what my colleagues and I at the University of Colorado Boulder discovered after analyzing data taken from nearly 12,000 participants in the 鈥攖he largest long-term study of its kind ever in the U.S.

The participants included children between the ages of 9 to 10, from diverse backgrounds, income levels and ethnicities. We investigated how screen time was linked to some of the most critical aspects of their lives: , , and .

Child and Parent together

At the top of the page:听The findings are gleaned from the largest U.S. study ever done on the brain development of children听(Julien McRoberts/Getty Images).听Above:听Many parents are concerned their children spend too much time on screens听(Radovanovic96/Getty Images).

Our results, recently published , found no association between screens and a child鈥檚 depression or anxiety. Greater amounts of screen time were associated with stronger peer relationships for both boys and girls鈥攂oth have more male and female friends. Social screen use may drive that association; video gaming, for instance, is a social activity that seems to foster more friendships. So does social media and texting.

Why it matters

U.S. children than ever before. that the technology adversely impacts youngsters, particularly those entering adolescence鈥.

What still isn鈥檛 known

negative correlations: More screen time predicted higher levels of attention problems, worse sleep, poorer academic performance and an increase in aggression and misbehavior.

Taken at face value, these contrasting positive and negative correlations are confusing. Is screen time good or bad?

Perhaps neither one: When looking at the strength of the correlations, we see only very modest associations. That is, any association between screen time and the various outcomes, whether good or bad, is so small it鈥檚 unlikely to be important at a clinical level.

Some kids scored lower than others on these outcomes, some scored higher; screen time only explained 2% of the difference in the scores. This suggests the differences are explained by many variables, not just screen time. It鈥檚 a very small piece of a much larger picture.

Two young students in front of a laptop

The findings show that screen time may strengthen relationships between peers听(Marko Geber/Digital Vision/Getty Images).

Also, our study is correlational rather than causal. Correlational research shows that two seemingly related variables don鈥檛 necessarily generate changes in each other. Causal research implies that one variable did cause a direct change in the other.

For example, we found that adolescents who spend more time on screens may display more symptoms of aggression. But we can鈥檛 say screen time causes the symptoms; instead, maybe more aggressive children are given screen devices as an attempt and calm their behavior.

The bottom line: While parents should make sure their children are using screens in appropriate ways, our early research suggests lengthy time on screen is not likely to yield dire consequences.

What鈥檚 next

Currently, there is no established threshold for an 鈥渁cceptable鈥 amount of screen time. While for younger kids, nothing official has been set for adolescents.

Additionally, our study did not include academic screen use, only recreational. So it was impossible to compare academic versus recreational screen use outcomes.

The ABCD Study will follow these children until they are 20 years old. Future research may examine how screen time might affect children over the course of their entire adolescence, when it鈥檚 possible more symptoms of mental health concerns will show. For the moment, however, only one thing is certain: Screens are here to stay.


This article is republished from under a Creative Commons license. Read the .