Raising the Child—Do Screen Media Help or Hinder? The Quality over Quantity Hypothesis
Abstract
:1. Introduction
2. Cognitive Development—Language and Executive Functioning
3. Motor Development
4. Emotional and Social Development
5. Digital Health Interventions
6. Conclusions
- As screen devices permeate almost every aspect of life and accompany human life from the very beginning, questions concerning functional duration of exposure as well as the mode of use by children have increased. It seems that, as in other areas of familiarizing with the world, parents and other caregivers should be the informed guides and moderators of interactions with screen devices.
- It seems that there is not enough evidence to suggest that learning from videos is a better option for infants and toddlers than engaging them directly. However, certain features of age-appropriate programs and their use such as parental scaffolding, embedding social cues and repetition may ameliorate acquiring language abilities. Screen time in the youngest population might be also considered in terms of harm reduction interventions targeting parents’ education. Simply forbidding the use of screens may evoke parental guilt and further the emergence of vicious circle mechanisms. Supporting parental engagement in play and other interactions with children is crucial. Informing care givers on the content that has minimal or no harm potential for the youngest children may prevent the usage of age-inappropriate and deleterious programming.
- Playing computer games may improve executive functions in children, especially games that were designed for that purpose. However, studies show that yielding positive results in this field can be achieved already by low to moderate screen exposure.
- The data on the links between motor development and screen media use is inconclusive. However, there is emerging evidence of a potential to facilitate the development of fine motor skills in children by using touchscreens. Although it is of equal importance that screens cannot substitute the real-life object manipulations and interactions. They may serve as an additional tool exploited under certain conditions: parental monitoring and moderation, time limitations, exposure to active programming (i.e., games, educational applications) and preventing any inappropriate content.
- Excessive screen media use is correlated with delays in gross motor skill development in younger children and less physical activity in older children and adolescents. This, in turn, poses a risk to obesity, cardiovascular disorders and other diseases of civilization. However, certain applications or games may encourage children and adolescents to engage in more physical activity. Digital media may serve as a provider of positive role models or the opportunity to exercise (exergames)
- Caregivers should be vigilant not to offer screen devises as a reward, soother or a replacement for surveillance. Such an attitude was associated with poor emotional development and problems with self-regulation.
- Adolescents seem to reflect acquired social skills and off-line functioning in their online activities. This warrants targeting vulnerable individuals to prevent further isolation or victimization. Time-focused approaches in research may be futile in this age group, especially when experiences with lockdowns and school closures during the COVID-19 pandemic are taken into consideration. We would suggest future research to include interviews or examinations of pediatric participants in order to account for possible background problems with social functioning and negative experiences in real life.
- We support the view that future studies examining the impact of screen media use in the pediatric population should account for multiple contextual, individual and environmental factors exceeding a one-directional quantity—focused measurements. Scholars may employ new objective tools such as the Comprehensive Assessment of Family Media Exposure (CAFE) to incorporate cultural and socioeconomic factors, as well as assess content and duration of media use [125]. Ideally, more research of experimental methodology would enable scholars to draw causative conclusions.
- Digital Health Interventions encompass a variety of tools designed to help maintain or regain health. This includes specific applications, video games and exergames targeting symptoms of chronic diseases, neurodevelopmental disorders and mental health problems. The body of research is emerging and steadily growing, yielding preliminary, promising results. However, these applications should present evidence from objective, experimental trials before claiming their positive influence on health interventions or compliance.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Puzio, D.; Makowska, I.; Rymarczyk, K. Raising the Child—Do Screen Media Help or Hinder? The Quality over Quantity Hypothesis. Int. J. Environ. Res. Public Health 2022, 19, 9880. https://doi.org/10.3390/ijerph19169880
Puzio D, Makowska I, Rymarczyk K. Raising the Child—Do Screen Media Help or Hinder? The Quality over Quantity Hypothesis. International Journal of Environmental Research and Public Health. 2022; 19(16):9880. https://doi.org/10.3390/ijerph19169880
Chicago/Turabian StylePuzio, Diana, Iwona Makowska, and Krystyna Rymarczyk. 2022. "Raising the Child—Do Screen Media Help or Hinder? The Quality over Quantity Hypothesis" International Journal of Environmental Research and Public Health 19, no. 16: 9880. https://doi.org/10.3390/ijerph19169880
APA StylePuzio, D., Makowska, I., & Rymarczyk, K. (2022). Raising the Child—Do Screen Media Help or Hinder? The Quality over Quantity Hypothesis. International Journal of Environmental Research and Public Health, 19(16), 9880. https://doi.org/10.3390/ijerph19169880