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Researchers propose 'Goldilocks' theory for amount of screen-time

Academics have put forward the Goldilocks theory in a bid to end the debate about just how much screen-time is good for young people.

The researchers from Oxford and Cardiff Universities tested for links between wellbeing and screen-time and concluded that there is a point between high and low use of technology which is “just right” for teenagers’ wellbeing.

Their paper, which has been published in the journal Psychological Science, recommends upper limits on use of digital devices, including 100 minutes for video game playing and just under two hours for SmartPhone use.

However, the paper also suggests that the relationship between screen-time and wellbeing is “weak at best” – even when young people overuse digital devices.

The research project analysed how 120,000 15-year-olds in Britain felt after using digital technology, when they used this technology during the week, and how much time they spent on different devices. It used a well-established self-report measure of mental wellbeing to judge the impact of technology use.

Almost all the participants used at least one type of digital technology on a daily basis. Their time was mainly spent watching films and television, playing computer games, using the internet, and using SmartPhones for social networking or chatting.

The Goldilocks hypothesis was tested against the study data and the researchers found that users’ wellbeing increased as their screen-time increased, but up to a certain point. After that point, increased screen-time was associated with decreased wellbeing.

However, while the researchers found that more than “moderate” time using devices can be linked with a negative effect on wellbeing, they estimate this is still a very small effect.

The research also found that moderate weekday use of devices did not generally displace other activities considered essential for mental wellbeing, but it does warn that the use of SmartPhones at the weekend could become harmful if this disrupted other more rewarding social activities.

As such, the study recommends a number of mental health thresholds at which point “moderate” use becomes “overuse”. These include:

  • Video games (weekday): 1hr 40
  • SmartPhones (weekday): 1hr 57
  • Watching videos (weekday): 3hrs 41
  • Using computers recreationally (weekday): 4hrs 17
  • Video games (weekend): 3hrs 35
  • Watching videos (weekend): 4hrs 50

Lead author Dr Andrew Przybylski, of the Oxford Internet Institute at the University of Oxford, said: “Previous research has oversimplified the relationship between digital screen-time and the mental wellbeing of teenagers. Overall we found that modern use of digital technology is not intrinsically harmful and may have advantages in a connected world unless digital devices are overused or interfere with school work or after-school activities.

“Our research suggests that some connectivity is probably better than none and there are moderate levels that as in the story of Goldilocks are ‘just right’ for young people.”

Co-author Dr Netta Weinstein of Cardiff University added: “To the extent that digital activities either enrich teenagers’ lives or displace more rewarding activities, they should have either positive or negative effects on their mental wellbeing. There have been theories that digital use is disrupting more satisfying pursuits.

“However, the role of digital technology has a central role in everyday life and online gaming is now a shared way of playing for teenage boys. There is good reason to think digital technology used in moderation is not disruptive and may even support development.”

  • The paper – A Large-Scale Test of the Goldilocks Hypothesis – has been published in the journal, Psychological Science. Visit http://bit.ly/2j8TVzQ