Monday, 13 November 2017

Four Negative Impacts of Phone Addiction in Kids

by GYE (See all authors)

Technology is a tool; it is not inherently good or bad. To keep it in a healthy place in our lives requires skillful use. Unlike passing trends that scared parents over the years, research shows poorly monitored screen time bluntly impacts kids for the worse. (Rock and roll was never shown to affect child development in any real way; it isn’t evil, as it turns out.) Well moderated activities may augment learning, but hundreds of studies show that when devices drive their own use, consequences follow. A few examples include:

  • Short- and long-term attention and executive function suffer. Laser-like attention towards a screen is an illusion; kids remain engaged because their attention constantly, actively shifts. That’s why it’s fun. Increased time in front of screens has been linked to long-term worsening of focus. Short-term use—like playing games on the school bus—has been linked to immediate decreases in executive function.
  • Sleep becomes disrupted. Studies show we all benefit from at least an hour without screens prior to bed. If you’re someone who falls asleep with the TV, you’re distracting yourself from restlessness but probably not helping yourself fall asleep.
  • Screen time can interfere with language, communication, and other forms of social engagement. Background television in homes has been linked to shorter social interactions. Even just having a phone on the table in a conversation has been shown disruptive. “Educational” DVDs used in one study not only failed to work—they caused language development to slow. Particularly in younger children, screen time should be an opportunity to engage, not disengage, with others.
  • Screen time breeds behavioral difficulties. One study showed nothing more than cutting inappropriate media content in preschool homes leads to better school behavior. In another, violent video games in teens were shown to decrease activity in parts of the brain that respond to violence. Of course, not every child playing video games gets swayed, but over any group of children, there seems to be an influence.