Cited by 100Child Development and Digital TechnologyPhysical Activity and HealthImpact of Technology on Adolescents

Screen Time and Its Health Consequences in Children and Adolescents

Open access
Priftis, Nikos, Panagiotakos, Demosthenes·2023·Children

Abstract

Nowadays, children and adolescents are exposed to digital media (DM) from an early age. Therefore, specific guidelines have been published by the World Health Organization, whose aim is to limit daily screen time (ST) viewing. However, during the COVID-19 pandemic, a rise in DM use, and consequently ST viewing, was observed. More and more aspects of modern life are thought to be affected by excessive ST viewing. Accordingly, the aim of this review is to document the health effects of excessive ST viewing on children and adolescents. A narrative review was performed in searchable databases. In total, 43 original articles were considered. Excessive ST viewing was correlated with increased risk for obesity and other cardiometabolic risk factors, mental health, unhealthy dietary habits and eating disorders, and problems in development and child-parent relationships. Sleep, physical activity, eyesight, headaches, and the musculoskeletal system were negatively affected as well. However, the effect of ST was weighted by the type of media used and the way types of media were used. Other confounding factors were reported. There is evidence to suggest a negative correlation between excessive ST and youth health exists. Nevertheless, more research is needed if this correlation is to be established.

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Crossref · 10.3390/children10101665

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  • Traditional sedentary games have been associated with negative health outcomes due to prolonged inactivity.

    “Unlike traditional sedentary games, which have been associated with negative health outcomes due to prolonged inactivity [64–67], AVGs incorporate bodily movement as a core component of gameplay [68]; exergaming is a specific type of AVG designed primarily for exercise rather than entertainment [68].”

    From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [65]

    The Results (3.4) report an association between prolonged video-game screen time and anxiety and social-phobia symptoms. Results (3.2 and 3.8) also link excessive screen time generally with lower physical activity and adverse health outcomes. The paper does not establish that inactivity causes the reported harms from video games specifically; Results (3.2) notes that no association between video games and obesity was found. (LLM, conf=0.85)

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Authors
Priftis, N., & Panagiotakos, D.
Affiliations
  • National and Kapodistrian University of Athens (GR)
  • Harokopio University of Athens (GR)
Corresponding author
Panagiotakos, Demosthenes
Venue
Children
Publisher
MDPI AG
Published
2023-10-08
Volume
10
Issue
10
Pages
1665
ISSN
2227-9067 (ISSN-L)
OpenAlex
W4387454240
Cited by
100
References
72
Citations by year
2026: 39 · 2025: 46 · 2024: 14 · 2023: 1
FWCI
6.16
Type
journal article
Language
en
Open access
Locations
  • Children (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • PubMed Central (submittedVersion, cc-by)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
Topics
  • Social Sciences › Education › Child Development and Digital Technology
  • Health Sciences › Medicine › Physiology › Physical Activity and Health
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
Keywords
screen time, digital media use, adolescents, health effects, obesity, cardiometabolic risk, mental health, eating disorders, dietary habits, sleep, physical activity, eye health, musculoskeletal disorders, parent-child relationship, COVID-19 pandemic

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