How Do Social Media Use, Gaming Frequency, and Internalising Symptoms Influence Each Other Over Time in Early-to-Middle Adolescence?

Read the full article

Listed in

This article is not in any list yet, why not save it to one of your lists.
Log in to save this article

Abstract

Background: The effects of adolescent digital technology use (e.g. social media, gaming) on their mental health are a major public health concern, but existing evidence is of mixed quality and findings have been inconclusive. Methods: Separating within-person effects from between-person effects, a random-intercept cross-lagged panel model (RI-CLPM) was applied to three annual waves of data (T1, T2, T3) on social media use, gaming and internalising symptoms among N=25,629 adolescents (51% girls, average age 12 years, 7 months (SD = 3.58 months) at baseline) in Greater Manchester, England. Results: Longitudinal relationships varied by gender, such that more frequent gaming at T2 predicted less time spent on social media use at T3 in girls (but not boys) and, more frequent internalising symptoms at T2 predicted reductions in gaming frequency at T3 in boys (but not girls). There was no evidence that time spent on social media or gaming frequency predicted later internalising symptoms among girls or boys. Sensitivity analyses which distinguished active versus passive social media use replicated these findings. Conclusions: The findings of this study do not support the widely held view that adolescent technology use is a major causal factor in their mental health difficulties.

Article activity feed