Over the past decade, children around the world have been spending significantly more time in front of screens. This phenomenon is already widespread in preschool age: for example, in the UK, almost half of 3-4 year olds had their own tablet in 2020, and 86% regularly watched videos on YouTube. In Russia, the trend is similar: 57% of 3-6 year olds use electronic devices for 1-2 hours daily. Screen time is even higher for younger students. The average tween (8-12 years old) in the US spent about 4 hours 36 minutes a day on screen-based entertainment in 2015, and by 2021, this figure had risen to 5 hours 33 minutes a day. In Russia, the vast majority (88%) of 7-10 year olds already have their own smartphone, and by the age of 11-12, more than half of children spend 3-5 hours a day with gadgets. The COVID-19 pandemic has only accelerated these trends: in 2022, children are estimated to spend twice as much time in front of screens as they did at the start of 2020, due to distance learning and reduced opportunities for offline play.
Reasons for increasing screen time
There are several reasons for such a rapid increase in screen time. Firstly, modern children are surrounded by digital devices from an early age. The age of first acquaintance with a smartphone is constantly decreasing - researchers note that the new generation of “children of the 2020s” gets their own gadgets earlier and, in general, will spend more time with them than their predecessors. Secondly, screens have become a convenient tool for parents to keep their children busy: digital content captivates children like little else, which makes life easier for busy parents. In recent years, there has been an explosive growth in children’s digital content and applications aimed even at the littlest ones - from YouTube Kids to educational games for preschoolers. This fuels children’s interest in screens. Finally, the pandemic and the transition to distance learning have made their contribution: the closure of schools and sections has led to the screen becoming the main window to the world for learning, communication and entertainment. All these factors together have determined the historical maximum of screen time among children.
Forecast for the next 10 years
If current trends continue, children’s screen time will continue to grow. Experts predict that the generation born in the 2020s will spend more hours on gadgets than today’s teenagers. Children are already mastering devices from the cradle, and by school age, digital life has become the norm for them. In 10 years, the average daily time for children aged 7–12 can be expected to approach 6–7 hours (compared to ~5 hours today), unless measures are taken to limit it. In addition, the emergence of new technologies (affordable VR/AR, wearables) may add new forms of screen interaction. On the other hand, increased awareness of health risks and the introduction of recommendations or parental controls may slow the growth. However, the current course points to further increases: the generation born in the era of total digitalization is likely to spend and will spend more time online than ever before.
The Impact of Devices on Children
Mental health (attention, anxiety, addiction)
Excessive screen time can have a negative impact on a child’s mental well-being. One of the noticeable consequences is a decrease in the ability to concentrate . The rapid change of images and notifications on the screen actually “hijacks” the child’s brain, making it difficult to develop stable concentration. Research shows that even the background presence of a TV on can distract children: in children under 3, constant screen noise reduces the ability to concentrate on playing by about 25%, inhibiting the development of attention and the nervous system. There is also a link between high screen time and increased anxiety . During the pandemic, when children were forced to spend many hours in front of the monitor, many parents reported a surge in anxiety, more frequent tantrums, and difficulties with emotional self-regulation in children. This is partly due to information overload and a lack of live communication.
Another problem is gadget addiction . Bright content and games stimulate the release of dopamine, forming a habit of constant stimulation in the child. Children who spend more than two hours a day on screen entertainment really have worse control over their emotions and more often show signs of addictive behavior. They have a higher risk of developing technological addiction - a condition in which the child experiences severe anxiety without the device and constantly looks for opportunities to return to the screen. Observations show that long-term passion for digital games and videos can lead to the fact that the child has difficulty becoming interested in less stimulating activities, which is similar in mechanism to other forms of addictive behavior. In some cases, excessive use of gadgets is also associated with symptoms of depression in children and adolescents. Thus, excessive screen leisure can undermine the emotional balance of the child, increase the level of anxiety and lay the foundations for addiction.
Social aspects (communication and behavior)
Too much screen time can impact a child’s social development and behavior. When children spend hours alone with a device, it reduces the time they have for face-to-face communication with peers and family. At an early age, this is critical: UNICEF research notes that prolonged screen time reduces children’s ability to recognize facial emotions and learn the social skills needed to develop empathy. Simply put, a child who is used to communicating with a tablet rather than with people may be less able to understand nonverbal cues and emotions in others. In the future, such children may have communication difficulties: they find it harder to make friends and establish contacts, and they may seem less emotionally responsive.
In addition, the content consumed on the screen affects behavior. If a child spends a lot of time playing video games or videos that contain aggression and conflict, this can increase the level of aggression . A meta-analysis of 19 studies showed that prolonged viewing of violent content (for example, on television) is associated with an increase in aggressive and conflict behavior in children and adolescents. That is, children adopt behavior patterns from the screen, which can manifest in real life as outbursts of anger, rudeness, or bullying. Also, constant interaction through instant messengers and social networks instead of face-to-face meetings can lead to a feeling of isolation. A child may experience “fear of missing out” - anxiety that he is missing something important offline - which again affects the psyche.
Finally, there is an impact on behavioral habits . Children with too much screen time are often less disciplined in real life (homework, chores), as virtual entertainment overshadows other activities. It is more difficult for them to build a daily routine, they can ignore their parents’ requests (they are carried away by the gadget), which creates the basis for conflicts at home. Thus, from the point of view of social skills, too much screen time is fraught with communication difficulties, behavioral problems, and weakening of real-life connections.
Physical health (activity, obesity, posture, eyes)
Spending a lot of time in front of a screen inevitably affects a child’s physical condition. The most obvious effect is a decrease in physical activity . Hours spent in front of a tablet or computer are hours not spent playing active games outside. As a result, children with a lot of screen time often lack physical activity, which leads to the risk of gaining excess weight. Studies regularly find a link between excessive screen time and obesity in children. The mechanisms are simple: a sedentary lifestyle coupled with high-calorie snacks in front of the TV or console contribute to weight gain. For example, teenagers who spend >5 hours a day in front of screens are much more likely to become obese than those who are limited to an hour or two. Bad habits are also formed – such a child is less likely to play sports as an adult.
Sitting for a long time with a gadget affects your posture and musculoskeletal system . Many children use smartphones and tablets, slouching and bending their heads down. The typical pose - hunched over the screen - is called “text neck”. Doctors note that prolonged slouching while using devices increases the load on the cervical and spinal spine . Children aged 8-12 spend 4-6 hours a day in front of screens, most of the time sitting with their heads down. This pose creates tension in the muscles of the neck and back, leading to pain. Constantly bending over a tablet without breaks can lead to chronic pain in the neck and lower back at a young age, and the appearance of back pain in a child increases the risk of back problems in adulthood. In addition, a sedentary lifestyle in front of a screen reduces overall muscle endurance and joint flexibility. So the physical price of long tablet games is weak muscles, a hunched back and possible pain in the musculoskeletal system.
Eye health also suffers . When looking at a screen for a long time, children blink less often and strain their eyesight, trying to focus on a flickering object that is close. This provokes dry eye syndrome – insufficient hydration of the cornea, causing burning and discomfort. Visual strain (asthenopia) also occurs: prolonged concentration on the screen can lead to headaches, temporary blurring of the image and pain in the eyes. Modern electronics (with high-quality displays) in themselves have not been directly proven to increase the risk of childhood myopia. However, indirectly – through a reduction in the time spent outdoors – they affect vision. For proper eye development, children need to regularly look at distant objects (walk outdoors in daylight). If a child spends all his free time looking at a screen indoors, his risk of myopia (nearsightedness) progression increases. In this regard, the World Health Organization recommends that children under 5 spend no more than 1 hour of screen time per day, and infants under 2 years of age avoid screens altogether, precisely to protect their vision and overall development. In addition, evening gatherings with a gadget disrupt sleep : the blue light from the screen disrupts the production of melatonin, which makes it harder for children to fall asleep and reduces the quality of sleep. Chronic lack of sleep has a negative effect on both the psyche and the child’s immunity.
Effects on the brain (cognitive development, learning, attention)
Early and excessive immersion in the digital world can affect the development of the brain and cognitive abilities of a child. Cognitive development - the development of speech, memory, thinking - in the first years of life largely depends on interaction with adults and the real world. If a child receives a significant part of stimuli from the screen, this can slow down some aspects of development. Scientists note that children under one year old almost do not learn from videos - they need live human feedback. For example, it has been shown that children aged 2-3 who spent more time with a tablet had lower rates of speech and social skills development by age 3. Video does not provide an infant with the same learning opportunities as live communication: passive viewing replaces the interactive stimuli necessary for the brain , and as a result, speech development and problem-solving skills may suffer. One study led by Sheri Madigan (University of Calgary) showed that children who spent more time in front of a screen at 24 months performed worse on cognitive and social-emotional development tests by 36 months.
In school-age children, too much screen time is also associated with some deterioration in cognitive function. A large survey found that children aged 8–11 who exceeded the recommended norms for screen time showed lower results on cognitive tests for memory and attention. It is assumed that constantly switching between clips, games, and notifications does not allow the skill of long-term concentration to develop, which affects academic performance. Many studies associate excessive screen time with lower grades in school and a reduction in book reading. On the other hand, moderate and controlled use of technology can also help learning - for example, educational programs or interactive games develop certain skills. However, dosage is important: scientific evidence suggests that limiting screen time to reasonable limits improves cognitive outcomes. For example, a 2021 Canadian study showed that preschoolers who spent no more than 1 hour a day in front of a screen had significantly better working memory development than those who exceeded this limit. In other words, limiting screen time promotes healthy executive function development in children.
It is impossible not to note another negative aspect of excessive consumption of short video content – the so-called “clip thinking” . Watching videos in TikTok format, shorts or reels, where the content quickly changes and is saturated with vivid images, leads to the formation of a habit of quickly changing impressions and a decrease in the ability to deeply perceive information. The child gets used to quickly switching between stimuli, which can negatively affect concentration, the ability to think analytically and the creative process.
In addition, such platforms often impose stereotypes and behavior patterns . Children who are constantly immersed in short videos are susceptible to participating in various flash mobs and following trends, which are not always useful for their development. Content is often aimed at forming mass views and behavior patterns, which can limit individual thinking and creativity. As a result, children may begin to perceive such patterns as the norm, which will hinder their ability to independently assess the situation and make informed decisions.
It is also worth noting the impact on self-control and creativity . If a child gets used to constantly receiving ready-made entertainment from the screen, he has less time for boredom - and mild boredom is useful, it stimulates imagination and initiative. Psychologists note that constant stimulation by the screen can undermine the development of self-regulation skills : it is more difficult for children to come up with an activity for themselves, it is more difficult to tolerate frustration, the motivation to do something without an immediate reward decreases. The brain seems to get used to an endless stream of entertainment, which can complicate learning in a classical environment where perseverance and patience are required. Finally, a redistribution of brain activity is also possible: some neuropsychological studies show that children with “gadget addiction” have increased excitability of pleasure centers and decreased activity in areas responsible for deep attention and analysis. While the impact of screens on the brain is not fully understood, one thing is clear: a child’s brain needs a variety of stimuli to develop harmoniously – not just bright screens, but also live communication, books, and physical play. Balance in the early years determines how successfully a child will master key cognitive skills and adapt to learning.
An overview of existing solutions to reduce screen time
The problem of excessive screen time is recognized by many parents and experts, so many solutions have appeared on the market that help limit time with gadgets and form healthy habits in children. Let’s consider several types of applications and approaches, as well as what age groups they are designed for and what mechanics they use:
- Parental control apps (e.g. Qustodio, Google Family Link, Kids360). These apps allow parents to set time limits on device usage, block unwanted apps, and track their child’s activity. They are typically designed for a wide range of ages (from toddlers using their parents’ tablet to teenagers). The mechanics here are not game-like, but administrative: parents set rules (e.g. no more than 2 hours a day, or turning off devices after 9 p.m.), and the program automatically follows them. Some of these services add motivational elements: for example, OurPact and Screen Time allow children to earn extra time for good behavior or completed tasks. In general, control apps are suitable for all ages, but they are especially valuable for younger children who are not yet able to independently manage their time.
- Game-based activity trackers . Some solutions focus on increasing physical activity to compensate for sitting in front of a screen. For example, Gabb Go for special children’s watches encourages children to move more: for steps and exercises, the child receives rewards in the form of caring for a digital character (pet) on the watch. Similar features are available in a number of children’s fitness trackers, which set daily goals for steps, sleep, etc., visualizing progress. Although these applications do not directly limit the time spent on the phone, they switch the child’s focus to physical games and achievements, which indirectly reduces the time spent on gadgets.
- “Do the task – get time” reward systems . This category includes apps like unGlue or the functions in Screen Time/OurPact. Their idea is that screen time turns into a currency that the child earns for completing tasks. For example, unGlue offers a “Time for Chores” function, where for each completed task (homework, cleaning, reading a book) the child gets an additional minute top-up to the daily screen time limit. In essence, the gadget is used as a reward. This teaches the child to manage their time: they see that they need to do something useful first, and only then play. Such mechanics are suitable for schoolchildren who are already able to understand the principle of exchange and plan their time (usually 7-14 years old). They also give parents a tool for raising responsibility – the child decides for himself when to spend the earned minutes, realizing their value.
Existing solutions can be divided into restrictive (control, blocking) and motivating (gamification, rewards). The former directly reduce screen time through mandatory limits, the latter – indirectly, by switching the child’s interest to other things.
Strategies and recommendations for implementing a gamified solution
Based on the literature review and practical experience of existing applications, several strategies can be identified that increase the effectiveness of gamification in reducing screen time:
- Focus on positive reinforcement rather than punishment. Children respond better to rewards than to restrictions. The app should praise and reward successes more often (stars, levels, praise from the character) than scold for overspending time. Negative consequences (for example, losing points for an extra hour on the phone) can be made not punitive, but natural in the game (the pet is sad). This “punishment substitution” approach reduces stress and resistance in the child.
- Involve your child in setting the rules. Paradoxically, giving children a little control is a very effective strategy. Experts recommend creating a family digital contract with your children so that they understand and accept the restrictions. The app can implement a choice: let the child choose a reward for completing the weekly plan (for example, a trip to the park) or suggest a new task for themselves. When children participate in creating rules, they are more enthusiastic about following them.
- Consider age-related features. For toddlers (3–6 years old), simplicity and clarity are important: large colorful elements, instant response (animation, sound) to an action, short tasks. For older children (7–12 years old), you can complicate things: add an element of strategy (plan your day to complete tasks on time), more variability in tasks, and educational elements. Teenagers are also closer to the competitive spirit and social functions, while toddlers are more interested in history and characters. There is no universal solution, so the application should be adaptive to different age groups.
- Controlling the app’s screen time. It’s paradoxical, but the “anti-screen” app itself works on the screen. It’s necessary to minimize the time that the child spends in the app. The interface should be intuitive and fast: log in, check in, play with the pet for 5 minutes - and you’re free. You can build in a timer or game pauses so that the child can’t endlessly interact with the virtual world, forgetting about the tasks. For example, after completing all the available quests for the day, the app itself will prompt: “You did a great job! Now rest, come back tomorrow for new adventures.”
- Regularly update content and tasks. To keep the interest alive, the game needs to be developed. Adding new levels, pets, time-based challenges (for example, the marathon “7 days without extra screens – get a special prize”) will fuel motivation in the long term. It is also worth giving a choice of tasks to suit the mood: one day, the child can choose from the list “make a craft or play football” as an active task. This will prevent boredom and monotony.
- Parental support and involvement. Parents are advised not to let things slide. The app is just a tool, and its effectiveness is many times higher when parents are actively interested in their child’s progress, discuss the results with them (for example: “You did a great job today – you completed all the tasks, the pet is very happy!”) and themselves set an example of reasonable use of gadgets. If the family collectively observes digital etiquette (no phones during dinner, active recreation on weekends, etc.), then it is easier for the child to accept the new rules. Gamification here acts as a bridge between the parent and the child: joint participation in the game strengthens mutual understanding and trust.
- Evaluation of effectiveness and flexibility. After the application is implemented, it is important to collect feedback – from both parents and children. Which tasks are difficult? Is the child overloaded? Is the situation with screen time improving according to objective data? Based on this, you can adjust the program: for some, lower the task bar, for others – increase it. You should also monitor whether the child has developed a new type of addiction – this time to the gamified system itself. If the child starts cheating just to get a reward (for example, completing tasks formally) or gets nervous about the game rating, it is worth making changes, reducing competition or simplifying the goals.
By using game mechanics, we can gently guide children toward a more balanced digital diet without stifling their enthusiasm, but rather developing new healthy habits with a smile. In the long run, the proper implementation of such solutions will help to foster digital literacy in the younger generation and the ability to self-regulate their screen time – a skill that is invaluable in our increasingly technological world.
In conclusion, it is recommended to combine the gamified approach with traditional educational measures and administrative balance. The game is a powerful ally of parents, but it does not eliminate the need for personal communication, explanation and support . When a child understands why it is important to limit screen time (for example, parents talked about eye health, found alternative entertainment together), and at the same time has an understanding of how to do it (an interesting game instead of a boring ban), the result will be the best. It is this two-way approach - awareness plus gamification - that is recognized as the most successful by many child psychologists.