Children's scrolling habits may be telling more than just their favorite applications. In a large, nationwide study tracking thousands of children from late childhood into adolescence, investigators found that patterns of addictive screen use—beyond just screen time—were tied to higher risks of suicidal thoughts and behaviors and poor mental health outcomes.
The investigators followed 4,285 children across the U.S. from ages 10 to 14 years. They examined how the use of social media, mobile phones, and video games changed over time as well as whether these patterns were linked to suicide-related outcomes and emotional or behavioral issues.
Rather than focusing on total screen time, the investigators analyzed “addictive use,” defined as compulsive checking, difficulty disengaging, or distress when unable to access screens. Based on self-reported surveys over the 4-year study period, participants were grouped by screen use trajectories.
Three patterns were identified for both social media and mobile phones: low, increasing, and high (or high-peaking) use. For video games, two patterns emerged: low and high use. Nearly one-third of the children showed an increasing trajectory of addictive social media use, and one-fourth showed a similar trend for mobile phones. Over 40% had high video game use.
Children in the high- or increasing-use groups had a greater risk of suicidal thoughts and behaviors by year 4 compared with those in the low-use group.
For instance, those in the high-peaking social media group were more than twice as likely to report suicidal behaviors (risk ratio = 2.14, 95% confidence interval [CI] = 1.61–2.85) compared with those in the low-use group. A similar risk was observed among those with steadily increasing use. Both groups were also more likely to report suicidal ideation and mental health symptoms such as anxiety, depression, aggression, or rule breaking.
High mobile phone use was similarly associated with elevated risks. Youths in the high-use group were over twice as likely to report suicidal behaviors and 50% more likely to report suicidal thoughts compared with their peers in the low-use group.
Among video game users, those in the high-use group had a higher risk of suicidal thoughts and behaviors, along with increased internalizing symptoms like anxiety and depression T score difference = 2.03, 95% CI = 1.45–2.61).
The amount of time spent on screens at baseline wasn't associated with mental health outcomes. Only patterns of increasing or consistently high addictive use were linked to greater risks.
The investigators adjusted for variables, including age, sex, race and ethnicity, family income, and baseline mental health. They used validated tools and reports from both parents and children to assess outcomes.
The findings suggested that how children interact with screens may hold more clues about their mental health than screen time alone. A growing or persistently high need for digital engagement may be more than a habit; it may be a signal.
Full disclosures can be found in the study.
Source: JAMA