Lifestyle

Increase in the use of digital technology among adolescents

Lifestyle

The need for healthier online habits.

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Zadnje posodobljeno: 25.10.2024
Objavljeno: 25.09.2024

A new report from the World Health Organisation (WHO) Regional Office for Europe on the findings of the international Health Behaviour in School-aged Children (HBSC) study warns of an increase in problematic use of online social media among adolescents, from 7% in 2018 to 11% in 2022. This, together with the finding that 12% of adolescents are at risk of problematic video, computer and online gaming, raises concern about the impact of digital technology on the mental health and well-being of young people in Europe. The HBSC study, conducted in 2022, covered nearly 280,000 young people aged 11, 13 and 15 in 44 countries and regions across Europe, Central Asia and Canada, including Slovenia.

Key findings from the international study:

  • More than 1 in 10 adolescents (11%) show signs of excessive and compulsive use of social networks, as they find it difficult to control their use and experience negative consequences. More girls (13%) than boys (9%) have problematic use of social networks.
  • More than a third (36%) of adolescents are in contact with friends online almost all the time, with the highest percentage among 15-year-old girls (44%).
  • A third (34%) of adolescents play video, computer or online games on a daily basis, and more than 1 in 5 (22%) devote at least four hours of their time to gaming on any given day.
  • 12% of adolescents show signs of problematic video, computer or online gaming, more often among boys (16%) than girls (7%).

Data for Slovenia also show that between 2018 and 2022, the percentage of adolescents using various digital media increased, including problematic use of online social media and playing video, computer or online games.

The consequences of increased problematic use of social networks

Previous research has shown that problematic social network users report poorer mental and social well-being and higher rates of psychoactive substance use compared to non-problematic users and non-users. If this trend continues, it could have far-reaching consequences for adolescents’ development and their long-term health outcomes.

The devastating – and sometimes deadly – impact of social networking sites on the lives of adolescents has become abundantly clear in recent years,” said Dr Hans Henri P. Kluge, WHO Regional Director for Europe.it is clear that we need immediate and sustained action to help adolescents cope with the potentially harmful effects of social networking sites, which can lead to depression, bullying, anxiety and poorer school performance,” he added.

Helena Jeriček Klanšček, PhD, coordinator of the study in Slovenia, said: “The percentage of problematic use of online social networks is higher among girls (10.6%) than boys (7.1%) in Slovenia – similarly to other countries. Girls are also more likely to be in online contact with good friends (30.3%) than boys (22.3%).

Positive aspects of using social networks

Moderate use of social networks can also have positive effects. For example, adolescents who are frequent but not problematic users report stronger peer support and better social connections. A 17-year-old from Poland explained: “There are many benefits of social networks, especially if used in moderation. One of them is connecting and feeling a sense of belonging. Teenagers can meet others who share their passions and interests.”

Trends in playing video, computer or online games and their implications

34% of adolescents play video, computer or online games on a daily basis, and 22% spend at least four hours of their time a day playing games. Just over a tenth (12%) of adolescents are at risk of problem gaming. A previous HBSC study investigating problematic online gaming behaviour in five countries found associations with lower life satisfaction, more frequent psychological problems and lower peer support. Boys are more likely to play video, computer or online games on a daily basis and have a higher risk of developing problematic gaming habits than girls.

Data for Slovenia also show that boys play games on a daily basis in higher percentages than girls (35% vs. 11.9%) and show signs of addiction to games (13.3% vs. 4.8%).

Targeted interventions

Differences between boys and girls in playing video, computer or online games and in the use of social networks point to the need for targeted interventions that take into account gender-specific motivations and risk factors. Interventions should help young people develop video, computer or online literacy skills and promote healthy online habits, while supporting those at risk of problematic use.

Action plan

Our ultimate goal for young people is to build a solid foundation for life in the digital age. Digital literacy and well-being, supported by the right information at the right time and the right health and other supports, are key. By empowering young people to make informed decisions about their online activities, we help to protect and improve their overall well-being. This is key to ensuring a healthier, more balanced video, computer or online future for all communities, societies and countries.” said Dr Hans Henri P. Kluge.

The WHO Regional Office for Europe therefore proposes the following actions:

  • Invest in digital literacy education: Introduce evidence-based programmes in schools that include responsible use of social networks, online safety, critical thinking and healthy gaming habits.
  • Improve mental health services: Ensure access to confidential, impartial and affordable mental health services that address problems related to problematic use of digital technology.
  • Promote open dialogue: encourage conversations about the use of digital technologies, digital addictions in the family, schools and the community to reduce stigma and raise awareness.
  • Train educators and health professionals: provide specialised training for effective and inclusive digital literacy education and support for young people.
  • Conduct further research: investigate the root causes of the increase in problematic use of social networks, gaming and differences between different populations.
  • Enforce platform accountability: Ensure that social networking platforms respect age restrictions and put in place a regulatory framework that promotes responsible design of digital tools for young users.

 


Contact for the media:

Joseph Hancock, Research and Communication Officer, Health Behaviour in School-aged Children study, e-mail: hancock@hbsc.org

Ramy Srour, Public Relations Officer, WHO Regional Office for Europe, e-mail: srourr@who.int

NIJZ Communications Centre, e-mail: pr@nijz.si

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