Skip to Content

Use of electronic screens and socioemotional problems in children: systematic review and meta-analysis of longitudinal studies

✍️ Electronic Screen Use and Children’s Socioemotional Problems: A Systematic Review and Meta-Analysis of Longitudinal Studies - Psychological Bulletin - 2025 (vol. 151, no. 5, pp. 513‑543)
21 February 2026 by
Use of electronic screens and socioemotional problems in children: systematic review and meta-analysis of longitudinal studies
Daniel Oberlé - Pratiques en santé Oberlé
| No comments for now

🔍💡 Screen use in children: this meta-analysis of 132 longitudinal studies confirms a vicious cycle between screen time and socioemotional problems, especially around video gaming.
🎯 For field teams: target gaming, protect sleep, physical activity, and family interactions rather than just counting screen minutes.

Source: 📜🔗LINK 

At the heart of the subject 

1. Analytical summary

Context, issues, and audiences

The document analyses the temporal link betweenscreen use(all devices combined) andsocioemotional problems(externalised and internalised problems) in children under 10.5 years at the start of the studies. It synthesises 132 longitudinal studies (292,739 children) published between 1972 and 2024, of which 117 are included in a structural meta-analysis (2,284 effects). The authors seek to determine whether screens cause socio-emotional difficulties, whether these difficulties lead to an increase in screen time, or whether the relationship is reciprocal. The context is one of massive and early exposure to screens, frequently exceeding international recommendations (no screen time before 2-3 years, then a maximum of 1 hour/day for younger children). The text is situated within a rich scientific and political debate (WHO, American Academy of Pediatrics, recent literature reviews) regarding the cognitive, emotional, and social risks associated with digital usage.

Operational contributions for the field

The meta-analysis highlights reciprocal effects but of low overall magnitude: screen use slightly increases the subsequent risk of socio-emotional problems (b ≈ 0.06), and these problems in turn slightly increase subsequent screen use (b ≈ 0.06). The effects become significantly more pronounced when it comes tovideo gaming: playing predicts socio-emotional problems (b ≈ 0.32) and socio-emotional problems predict an increase in gaming (b ≈ 0.44). The document shows that this "vicious circle" is modulated by age, level of exposure, type of content, and the nature of the disorders (internal/external). It suggests orienting recommendations not only on thedurationof exposure, but especially on thequality of content, the social context (co-viewing, parental support) and the maintenance of protective factors (sleep, physical activity, interactions). It thus provides a robust foundation to support nuanced prevention messages, aligned with the French action plans 'For a Reasoned Use of Screens'.​

2. Key points of the document

  • Highlight abidirectional relationshipbetween screen time and socio-emotional disorders (cross effects b ≈ 0.06 in both directions) (p. 513‑514, 523‑524).​

  • Identify thevideo gameas the most problematic use, with strong reciprocal effects between gaming and socio-emotional disorders (b = 0.32 and 0.44) (p. 523‑524).​

  • Show that negative effects accumulate over thelong term, particularly for follow-up periods exceeding 4 years (p. 523‑524).​

  • Emphasise that screensdisrupt protective behaviours(sleep, physical activity, family interactions), which constitutes a central mechanism (p. 515‑516).​

  • Point out themethodological limitationsof the studies (self-reported measures, selection bias, absence of pre-registration), while showing a relative robustness to publication bias (p. 521‑522, 526‑528).​

3. Action points for local stakeholders 

  • Strengthen parental support focused on thevideo game: identifying compulsive use, negotiating rules, substituting with other emotional regulation strategies (p. 523‑524, 527‑532).​

  • Structuring collective actions around theprotective factors(sleep, physical activity, family time without screens) rather than solely on ‘screen time’ (p. 515‑516, 531‑532).​

  • Integrate into family/children workshops a discussion on thecontent(violent, inappropriate, social) and thecontexts of use(alone, with family, online) as determinants of effects (p. 514, 523‑524).​

  • Use these results to locally support the French recommendations ‘no screens before 3 years’, with strong limitations thereafter, in connection with national plans on screens and recent reports from the Screen Commission (p. 514, 531‑532).​


4. Other references


ADDITIONAL RESOURCES

5. Cross-sectional analysis — values of Health Practices

  • Literacy: the document remains very technical, without tools directly adapted to audiences with low literacy, but its central messages (quality of content, role of context) are clearly formulated (abstract, discussion) (p. 513‑514, 531‑532).​

  • Empowerment: children and families are not involved in the production of data or recommendations; empowerment mainly appears indirectly, through the call to strengthen the capacities of parents and children to regulate usage (p. 515‑516, 531‑532).​

  • Participation: the text does not describe co-construction mechanisms with beneficiaries; it is an academic meta-analysis produced by researchers (p. 518-520).​

  • Community health: the collective dimension is addressed through social determinants (poverty, discrimination, living conditions) and the need for public policy actions, but without concrete community mechanisms (p. 514-516, 525-526).​

  • Ethics: the authors identify possible biases (measurement, selection, attrition) and justify exclusion choices (COVID, neurodevelopmental disorders) to limit confounding, which aligns with an ethical approach of caution (p. 517-521, 527-528).​

  • Human rights: the text emphasises social and racial inequalities in the effects of screens, highlighting increased risks for certain groups, which implicitly refers to issues of equity and inclusion (p. 525-526).​

  • Intersectorality: the discussion calls for the joint involvement of parents, researchers, and decision-makers, but provides little detail on the concrete modalities of cooperation with the educational, social, or associative sectors (p. 514, 531-532).​

  • Partnership: no formalised partnership model is described; cooperation occurs at the level of scientific production and guidelines (p. 518-520).​

  • Combating discrimination: the document shows stronger effects in samples where the proportion of non-white children is high, without developing specific strategies to combat discrimination or non-judgment in interventions (p. 525-526).​

Final summary (≈200 characters): The document partially responds to the values of Health Practices: it strongly highlights inequalities and mechanisms, but lacks participatory tools and community adaptations.

6. Assessment of the reliability of the resource

  • Scientific relevance: the meta-analysis includes 117 longitudinal studies (292,739 children), follows the PRISMA approach, uses meta-analysis in SEM, and clearly documents the inclusion criteria, sensitivity analyses, and risk of bias. The effects are adjusted for temporal stability, and robustness to publication bias is examined (funnel plots, Egger, robustness analyses).

  • Operational relevance: the text is very rich in illuminating prevention messages (importance of content, context, gaming, and protective factors), but does not offer tools that are directly ready for use in the field (protocols, materials, spotting grids).

7. MCQ —— Questions (without answers)

Question 1 (pp. 513-514, 523)

What is the main conclusion of the meta-analysis regarding the link between screen use and socio-emotional problems in children?

a) There is no significant link between screens and socio-emotional problems

b) Only time spent in front of the television is associated with socio-emotional problems

c) There is a bidirectional relationship, with small reciprocal effects

d) Screens systematically cause severe disorders in all children

Question 2 (pp. 523-524)

What type of screen use shows the most marked longitudinal effects on socio-emotional problems?

a) Video conferencing with grandparents

b) Video games / gaming

c) Online homework

d) Educational television content

Question 3 (p. 515‑516)

What major explanatory mechanism is highlighted to link screen use and socio-emotional difficulties?

a) An improvement in short-term memory

b) The accelerated development of digital skills

c) The displacement of protective behaviours such as sleep and physical activity

d) The systematic increase in intelligence quotient

Question 4 (p. 521‑522, 526‑528)

What methodological limitation of the included studies is particularly emphasised by the authors?

a) The total absence of quantitative measures

b) The almost exclusive use of self- or parent-reported screen time measures

c) The systematic use of objective measurement devices

d) The absence of longitudinal follow-up of more than six months

Question 5 (p. 523‑524, 531‑532)

What prevention orientation is proposed by the authors for future recommendations on screens?

a) To focus solely on reducing the number of devices per household

b) To ban all screens before the age of 18

c) To prioritise the quality of content and the social context, beyond just duration

d) To promote video games to improve self-esteem

Order of the correct letters chosen: c / b / c / b / c.

Part 2 — Commented correction

Question 1

✅ Correct answer: c) There is a bidirectional relationship, with small reciprocal effects.

📝 Explanation: the meta-analysis shows that screen use predicts a slight increase in socio-emotional problems (b ≈ 0.06), and that these problems in turn predict a slight increase in screen use (b ≈ 0.06). Source: pp. 513-514, 523.

Question 2

✅ Correct answer: b) Video games / gaming.

📝 Explanation: moderation analyses indicate much stronger effects for gaming than for other uses, with coefficients b ≈ 0.32 for the effect of video gaming on disorders and b ≈ 0.44 for the reverse effect. Source: pp. 523-524.

Question 3

✅ Correct answer: c) The displacement of protective behaviours such as sleep and physical activity.

📝 Explanation: the authors rely on the biopsychosocial model to show that screen time replaces protective activities (sleep, physical activity, social interactions), which undermines emotional regulation and mental health. Source: pp. 515-516.

Question 4

✅ Correct answer: b) The almost exclusive use of self- or parent-reported measures of screen time.

📝 Explanation: most studies use recall questionnaires, rarely validated, with only one study using objective measures; this exposes them to recall and reporting biases. Source: pp. 521-522, 526-528.

Question 5

✅ Correct answer: c) Prioritising the quality of content and the social context, beyond just the duration.

📝 Explanation: the discussion concludes that future recommendations should go beyond merely reducing screen time to incorporate the nature of content, the context of use (co-viewing, interactions), and the preservation of protective factors. Source: pp. 531-532.

8. Frequently Asked Questions 

  1. From what age are the children studied affected by the effects of screens?

    The included studies focus on children whose average or median age at the start is below 10.5 years, with follow-up extending into adolescence or adulthood. Source: pp. 518-519.

  2. Do screens cause socio-emotional problems or do they merely accompany existing difficulties?

    The meta-analysis shows a bidirectional relationship: screen use increases the subsequent risk of disorders, and existing disorders increase screen use, creating a vicious cycle. Source: pp. 523-524.

  3. Do all types of screens have the same impact?

    The effects appear to be generally comparable across types of devices (television, screens in general), but thetype of contentand thepurpose of use(notably gaming) strongly modulate the impact. Source: pp. 523-524.

  4. What is the actual magnitude of the observed effects?

    The coefficients are generally small (b ≈ 0.06), which is common in longitudinal studies; the authors remind us that accumulated over time, these effects can be clinically significant, especially for gaming. Source: pp. 523-524, 531-532.

  5. Are the impacts stronger in certain groups of children?

    The effects are more pronounced in children who are heavily exposed, in older children (6-10 years), and in samples with a higher proportion of non-white children, which raises questions of inequality and vulnerability. Source: pp. 523-526.

  6. Do the studies take into account factors such as socio-economic status or parenting style?

    Only a portion of the studies adjust for these factors, and about one fifth do not sufficiently incorporate the main confounders; the authors highlight this limitation and include it in the assessment of bias risk. Source: pp. 521-522.

  7. What are the implications for prevention messages to families?

    The authors recommend not to focus solely on the number of hours, but to work on maintaining sleep, physical activity, family interactions, and the quality of content, particularly targeting problematic video game use. Source: pp. 515-516, 531-532.

9. Rewriting in Easy Language 

Title

Screens and Children's Emotions

Easy Language Summary

  • Researchers have looked at many studies on children and screens.

  • They followed children for several years.

  • When children use screens a lot, they may have more emotional or behavioural problems.

  • When children already have problems, they often use screens more.

  • Video games cause more problems than other screens.

  • Screens take time away from sleep, sports, and family time.

Key Points in Easy Language

1. Screens and Problems

  • Screens can slightly increase emotional problems.

  • Children with problems often use screens to calm down.

2. Video Games

  • Video games are more linked to problems than television or videos.

  • The more a child plays, the more difficulties they may have in their relationships and emotions.

3. Screen Time

  • The risk is greater when screen time is very high.

  • The effects are more visible after several years.

4. What Protects the Child

  • Getting enough sleep protects the child.

  • Being active and playing sports protects the child.

  • Spending time with family without screens also helps.

5. General Advice

  • Do not only look at the number of hours of screen time.

  • Also consider what the child is doing on screens.

  • Check if the child is alone or with an adult.

10. Strategic Hashtags

#ScreenPrevention #ChildMentalHealth #HealthPromotion #VideoGame #HealthLiteracy #MediaEducation #HealthInequalities #PublicPolicies



Sign in to leave a comment