Indirect exposure to screens, such as having the TV on in the background, can distract children from exploring or playing with toys, reduce cognitive processing, interfere with memory and reading comprehension, and reduce the quality of parent-child time. Brexting – texting while breastfeeding – can cause babies to dysregulate and disrupt feeding. When parents with children under five use more technology, their children exhibit more sulking, frustration, whining, hyperactivity, and temper tantrums. This lack of eye contact and face-to-face interaction may cause attachment and self-regulation problems, which later could set the stage for increased risky behavior and relational problems.
Connection to a digital global village fails to increase neurotransmitters such as dopamine, oxytocin and serotonin compared to in-person interaction. Plugging into screens for hours every day leads to social isolation, depression, anxiety, meaninglessness, hopelessness and can increase suicide risk. These mood issues plague the iGeneration and represent statistically significant mental health problems unseen in previous generations.
2 Physical HealthA constant stream of novelty, more information, and eye-catching supernormal stimuli keep us constantly checking, looking for likes, and creating new posts for fear of missing out. This can result in a constant state of insufficiency: the feeling of never being done — because there is always another episode to binge on, another level of a game to reach, or a new app to play. Children may not get the same sense of completion they would get from finishing a book or completing a Lego project. Such a state of insufficiency and constant screen stimulation may drain the brain of resources, energy, and creativity.
Popcorn brain and techno-tantrums can result from the brain adapting to and craving constant technological stimulation. Exposure to multiple screens and switch-tasking between them results in children taking an average of three hours longer to complete homework. When children get bored too quickly and look for a screen to plug into, their brain loses the opportunity to develop networks for coping with uncomfortable emotions or tolerate slower-paced activities.
4 LearningThe more screen or TV exposure children experience when young, the more likely they will have problems with attention, cognitive ability, and language skills. The quick edits, flashing lights, and auditory cuts from gamified learning software may overstimulate the developing brains of preschool and elementary-age children. Instead of learning skills, children accrue watching skills.
As kids grow and enter school, their attention span increases, and their working memory capacity grows. However, early exposure to screens, continued exposure to multiple screens, and technology distractions interfere with sustaining attention and overload the working memory, derailing the learning process. Then, absorption of material, deep learning, imagination and creative problem-solving suffer. Unknowingly, parents are the guiltiest culprits of distraction by texting kids when they are in school. Unfortunately, each classroom distraction can yield up to a nine-minute loss in learning!
5 MotivationAs a result, more young people struggle with motivation. A lack of intrinsic drive yields feelings of purposelessness and meaninglessness and, in return, can lead to depression and increased suicide risk. Social media and video games that promote or glamorize high-risk behavior and first-person shooting increase the risk of eating disorders and substance use issues, decrease empathy, and lead to more aggressive attitudes and behavior. When media condition children to wonder, “What’s in it for me?” societies suffer from their disconnection and disillusionment.
Technology companies hire teen testers and hook them up to machines that monitor their brain waves and emotional reactions to identify and replicate stimulating programming code to lure children and adults into a world of mass-produced, addiction-for-profit supernormal stimuli. Between 9-15% of media users develop gaming addiction, and more acquire PIMU (Problematic Interactive Media Usage). When life pales in comparison to the adventures in video games or must compete with a constant stream of funny pet videos or the inescapable draw of a doom scroll, media users, their partners, their children, and their pets feel alienated, abandoned, and not as important as what is on the screen.
Solutions
AGE | NEEDS | LIMITS |
INFANTS up to 18 months |
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TODDLERS age 18-36 months |
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PRESCHOOL age 3-5 years |
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ELEMENTARY age 6-10 years |
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MIDDLE-HIGH SCHOOL Age 11-16 |
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