Older versus newer media and the well-being of United States youth: results from a national longitudinal panel
Abstract
Purpose To determine the effects of both older and newer media use on academic, social, and mental health outcomes in adolescents and young adults.Methods We interviewed a nationally representative panel of youth ages 14-24 years (N = 719) twice 1 year apart to determine time spent with television, the Internet, videogames, and book reading, as well as the purpose of those uses. A cluster analysis identified major combinations of media use. Regression models tested hypotheses regarding changes in self-reported school grades, participation in clubs and sports, and symptoms of depression, as predicted by recent media use and differences in cluster membership.Results Use of older media was related to grades, with television inversely and book reading positively related to performance. Moderate use of the Internet was positively related to participation in both sports and clubs. Although heavy use of the Internet and videogames was associated with an increase in depression, increased depression also predicted greater use of these media as well as withdrawal from sports and clubs. Clusters that used media in moderation with an emphasis on information gathering were most associated with healthy outcomes.Conclusions Despite concerns that excessive use of new media is harmful to adolescent development, the findings reinforce previous conclusions that television detracts from academic performance and book reading supports it. Heavy use of the Internet and video gaming may be more a symptom of mental health problems than a cause. Moderate use of the Internet, especially for acquiring information, is most supportive of healthy development.
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No studies have examined academic performance across multiple domains using national tests of achievement.
“Brief teacher or even student self-report global measures of academic performance have been frequently examined in previous research [31, 39], but no studies have examined academic performance across multiple domains using national tests of achievement.”
From Electronic media use and academic performance in late childhood: A longitudinal study (2020) · cites this paper as [31]
In a study of 14-24-year-olds, television viewing was negatively associated with academic performance but internet use and game playing showed no association.
“In a study of 14-24-year-olds, television viewing was negatively associated with academic performance but internet use and game playing showed no association [31].”
From Electronic media use and academic performance in late childhood: A longitudinal study (2020) · cites this paper as [31]
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- Authors
- Romer, D., Bagdasarov, Z., & More, E.
- Affiliations
- University of Pennsylvania (US)
- Venue
- Journal of Adolescent Health
- Publisher
- Elsevier BV
- Published
- 2013-05
- Volume
- 52
- Issue
- 5
- Pages
- 613-619
- ISSN
- 1054-139X (ISSN-L)
- OpenAlex
- W1985712653
- Cited by
- 145
- References
- 41
- Citations by year
- 2026: 1 · 2025: 5 · 2024: 13 · 2023: 9 · 2022: 15 · 2021: 8 · 2020: 15 · 2019: 15 · 2018: 14 · 2017: 20 · 2016: 8 · 2015: 11 · 2014: 11
- FWCI
- 30.86
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Journal of Adolescent Health (publishedVersion)
- PubMed (publishedVersion)
- Funders
- Annenberg Public Policy Center
- Topics
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Social Sciences › Education › Child Development and Digital Technology
- Social Sciences › Arts and Humanities › Literature and Literary Theory › Media Influence and Health
- Keywords
- media use, adolescents, young adults, television, internet use, video games, reading books, academic performance, depression, social participation (health and rehabilitation), youth well-being, information seeking
- MeSH terms
- Adolescent, Depression, Educational Measurement, Female, Humans, Interviews as Topic, Male, Reading, Regression Analysis, Risk Factors, Sports, Television, United States, Cluster Analysis, Video Games, Internet, Young Adult
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