Children spending 4+ hours on screens face 61% higher depression risk

new Nature Portfolio study reveals that excessive screen time in children is associated with significantly detrimental mental health outcomes across several disorders: ADHD, anxiety, behavioural problems and even depression.

According to clinicians from Flow Neuroscience, a company behind the first FDA-approved non-drug, non-invasive depression treatment, the issue is even bigger than the study reveals, as these children are often overprescribed antidepressants and have limited treatment alternatives due to their age.

Based on data from over 50,000 US children aged 6-17, the study revealed that excessive screen time, categorized as four or more hours per day, is associated with increased odds of mental health issues, raising the likelihood of depression by 61%, anxiety by 45%, behavioural or conduct problems by 24% and ADHD by 21%.

“What is most concerning about these results is the high probability of depression,” says Dr. Hannah Nearney, M.D., clinical psychiatrist and UK Medical Director at Flow Neuroscience. “While there are effective treatments for depression, treatment from a young age can present challenges that may further negatively impact a patient’s life, partly due to the side effects associated with antidepressant use. Unfortunately, non-drug alternatives are often limited to talking therapy, leaving a gap in the provision of services and exposing vulnerable children to increased risk.”

According to the study, physical activity emerges as the most influential protective factor between screen time and mental health problems, accounting for up to 39% of that relationship.

In comparison, irregular bedtimes are culpable for up to 23,9%, and short sleep duration explains around 7,24% of the relationship between screen time and mental health issues.

“What’s most important is that we now know the main determinants and protective factors regarding a range of mental health issues in children. The odds can be significantly reduced with adjustments in behaviours such as physical activity, and expanding the tools we can use to combat these illnesses,” highlighted Dr. Nearney.

The data from the study also indicated that this problem will escalate, as nearly one in every three children spends too much of their time in front of screens, suggesting the behaviour is normalized.

Meeting guidelines for physical activity (which is more than 60 minutes per day) is already low, with only one out of five children achieving this standard. And just one out of four children maintains a consistent weekday bedtime routine.

Given the limitations and risks associated with prescribing SSRIs to children, including a small but measurable increase in suicidality, there is a growing need to explore alternative, non-pharmacological treatments.

In this context, the first FDA-approved non-drug treatment, based on transcranial direct current stimulation (tDCS), is expected to become available in the US later this year. However, it is not approved for children under 18.

“Due to long waiting times, not enough attention is given to children and adolescents with mental health problems such as depression. Too often, they’re pushed into the trial-and-error pathways with antidepressants, even at a young age. We hope that such tools as brain stimulation will become available for these young people too, but what we can do in the meantime is to follow the suggestion of studies like the latter one, and not only avoid screen time, but also regulate our sleep schedules, add physical activity to children’s daily lives, and explore other similar options,” highlighted Dr. Nearney.

Even though currently, children don’t have non-drug, at-home, FDA-approved tools for depression treatment, an increasing amount of research supports that such technologies as tDCS are safe for pediatric use.

In the meantime, this Nature study reframes youth mental health as largely a preventable behavioural challenge and shows that many risks stem from modifiable habits like screen use, physical activity, and sleep.

35% of gamers in Ireland say that online gaming is good for their mental health

Pure Telecom, the Irish high-speed broadband company, today announces the results of a survey, which found that 35% of gamers in Ireland believe that online gaming benefits their mental health by providing an outlet for stress relief. The research also found that male gamers are spending almost an hour more on their hobby per day than female gamers.

The survey of 1,006 adults in Ireland was conducted by Censuswide on behalf of Pure Telecom as part of its Connected Lives study. The survey explored the proliferation of online gaming in Ireland and its impact on people’s lives, spending and mental health. It found that 50% of Irish adults identify as online gamers – in other words, those who play video games that require an internet connection. This rises to 75% for those aged 18 to 24.

The survey revealed that the average gamer in Ireland spends €180.30 per year on online gaming. That includes money spent on new games, add-ons, in-game purchases and consoles. Again, this increases significantly for 18- to 24-year-olds, who spend an average of €291.50 per year. The research found that male gamers are also more likely to dig deep to fund their online gaming hobby than female gamers are, spending €260 versus €132.50 per year.

This theme continues with regard to the amount of time being spent on online gaming. On the average day, male gamers spend two hours and 20 minutes playing online games, compared to one hour 26 minutes for female gamers. The average among the entire online gaming community is one hour and 47 minutes per day – a stark increase from the average one hour 10 minutes per day in Pure Telecom’s 2022 survey findings.

Pure Telecom’s research also provided insights into why online gaming has such widespread appeal – and why adults are dedicating significant proportions of their days to it. In addition to the perceived mental health benefits, the survey found that 21% of gamers enjoy the social aspect of online gaming, while 19% believe it enhances their problem-solving skills. Despite these merits, gamers who say online gaming is their main hobby are in the minority, with just 16% saying this is the case.

Paul Connell, CEO, Pure Telecom, said: “The findings from our research demonstrate the significant and multifaceted impact that online gaming is having on our society. Online gaming is not only an outlet for entertainment, but also provides a space for people to build connections, have a chat with other gamers and look after their mental wellbeing. These findings are consistent with recent research* which shows that gamers can perform better and faster at cognitive challenges.

“Many of the most popular video games being played today rely on an internet connection. We see the effects of this in Pure Telecom, with download volumes spiking on days when there are big gaming releases. Knowing the growing popularity of online gaming, we are dedicated to providing the fastest broadband speeds available in Ireland so our customers can enjoy the multitude of benefits they experience from online gaming – uninterrupted.”

Jabra’s research reveals how audio volume affects performance and office vibe

9 in 10 (92%) UK workers say getting work done, being able to focus on work, and maintaining good mental health are equally important. But according to Jabra’s latest research, the role that audio plays on cognitive, emotional and physical wellbeing in the workplace cannot be undersold. Nearly three quarters (71%) of UK respondents say working in a loud environment makes them mentally tired, and that clear and high-quality sound enhances their ability to focus on tasks.  

The research was carried out amongst 2,000 knowledge workers across France, Germany, the United Kingdom and the United States. The findings revealed that improving neurodiversity in the workplace and creating an inclusive space can positively influence mental wellbeing and productivity, ultimately encouraging better mood and providing organisations with a competitive advantage.   

Office buzz or a productivity buzzkill? 

While organisations are continuing to push for employees to return to offices, half (50%) of UK respondents say they are stressed by noise at the office not allowing them to focus. 

Jabra’s research found that 47% say it was difficult for them to be productive at work when colleagues were taking calls at their desks without headphones. Meanwhile, 49% reported it was equally difficult to lead or participate in calls when colleagues are taking calls from their desks without headphones. To avoid noise and limit distractions, over half of UK workers (53%) say they are expected to take calls or online meetings away from their desks in a separate room and use professional headphones (66%).  

The findings show the impact noise has on overall productivity and performance. With 72% saying clear and high-quality sound enhances their ability to focus on tasks and projects, it is critical that leaders do all they can to provide the right technology and a conducive environment for employees returning to the office, to avoid the productivity buzzkill.  

Loud environment and its impact on mental wellbeing  

Poor audio quality has negative consequences on work and wellbeing, with 58% of UK workers saying poor quality audio during conference calls negatively impacts their wellbeing.  

The impact loud environments have on mental health and wellbeing is clear: nearly three quarters (71%) say working in a loud environment makes them mentally tired. Furthermore, six in ten respondents agree that working in a loud environment makes them physically tired (60%) and it is difficult for them to feel passionate about their work when working in such an environment (59%). 

Workers also believe higher-quality meeting audio can positively impact their interpersonal skills in the workplace through clearer communication (46%), improved collaboration (44%), and enhanced communication skills (39%).  

While noise has a negative impact on overall mental health and wellbeing, workers believe employers have a responsibility to address audio issues in a variety of ways. This ranges from providing noise-cancelling headphones as part of standard office equipment (36%) and allowing employees to work from home more frequently (39%). Over a third (34%) say their employer could also designate specific areas for different types of activities such as quiet zones or collaborative zones to ensure employees have the options available in the offices for optimal performance and mental wellbeing.  

Inclusive and neurodiversity in the workplace fuels business results 

Neurodiversity refers to the diverse number of ways a human brain processes information. It highlights there is no one-size-fits-all approach to how people approach a similar situation. The research findings show that this concept applies to the workplace too.  

Despite being a relatively new concept to UK workers, with 21% saying it was the first time they were hearing about the term “neurodiversity”, around 7 in 10 believed that neurodiversity in the workplace can improve business through increased creativity (72%) and collaboration (74%) – ultimately driving better business results (71%).  

It is clear from the research findings that audio levels have a varied effect on workers and can have a profound effect on overall health and quality of life. Improving neurodiversity in the workplace can be a way to boost work performance (61%), and employees are more empowered to “bring their whole self to work” in an inclusive workplace (60%). With a positive impact on both business and employees, nearly two thirds (64%) of UK workers agree that employers should invest more in creating an inclusive, neurodiverse workplace. Gone are the days where workplaces solely catered to a single type of employee, and an evolution is needed to ensure employers are catering to different individual needs within the workforce.  

Nigel Dunn, VP EMEA North at Jabra, said: “The way of work is constantly evolving, and with the return to the office, UK workers are struggling with the ability to focus in the workplace. Sound type, intensity and individual sensitivity play significant roles in how we function at work and have a huge impact on mental health and wellbeing, and productivity and performance. GN’s recent “Listen to This” campaign highlights the strong link between audio and our overall cognitive and mental wellbeing. UK leaders need to invest in creating an inclusive and neurodiverse workplace, combined with high-quality technology to ensure workers can bring their true and best selves to work and thrive professionally and mentally.”  

Please see here for the full report