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Home Exclusive Mental Health

New large study finds little evidence that social media and gaming cause poor mental health in teens

by Qiqi Cheng and Neil Humphrey
January 21, 2026
in Mental Health, Social Media, Video Games
[Adobe Stock]

[Adobe Stock]

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For years, the narrative surrounding teenagers’ use of digital technology has been one of alarm.

Time spent scrolling through TikTok or playing video games is widely seen to be driving the current crisis in youth mental health, fuelling rising rates of anxiety and depression.

But our recent study suggests that this simple story of cause and effect is not supported by the evidence.

After following more than 25,000 young people in Greater Manchester over three school years, we found little evidence that self-reported time spent on social media or frequent gaming causes mental health problems in early-to-mid adolescence. Instead, the relationship between digital technology use and teenagers’ wellbeing is far more nuanced than simple cause and effect.

While many previous studies have looked at a single snapshot in time, we used a longitudinal approach: observing the same young people over an extended period of time. We did this through the #BeeWell programme, which surveys young people annually. We tracked the same pupils across three annual waves, from year eight (when they were aged 12-13) to year nine (aged 13-14) to year ten (aged 14-15).

Another crucial point is that our analysis separated “between-person” effects from “within-person” effects. In other words, rather than just comparing the mental health of heavy users of social media or gaming to that of light users, we looked at whether a specific teenager’s mental health worsened after they started spending more time on social media (or gaming) than they usually did.

When we applied this rigorous method, the supposed link between digital technology use and later “internalising symptoms” – worry, low mood – largely vanished. For both boys and girls, an increase in time on social media or gaming frequency did not predict a later rise in symptoms.

How teens use social media

A common theory is that how we use social media matters more than how long we spend on it. Some argue that “active” use, like posting photos and chatting, is better than “passive” use, such as endless scrolling.

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However, our sensitivity analyses found that even when we distinguished between these two types of online behaviour, the results remained the same. Neither active nor passive social media use was a significant driver of later mental health problems in our sample.

While we found no evidence of digital technology use causing later mental health issues, we did find some interesting differences in how boys and girls navigate their digital lives over time.

Girls who spent more time gaming in one year tended to spend less time on social media the following year. This suggests that for girls, gaming and social media may compete for the same limited free time.

Boys who reported higher levels of internalising symptoms (like low mood) in one year went on to reduce their gaming frequency the next. This suggests boys may lose interest in hobbies they previously enjoyed when their mental health declines. This is known as “anhedonia”.

The gap between headlines and research

If the evidence is so weak, why is the concern so strong? Part of the issue is a reliance on simple correlations. If you find that anxious or depressed teens use more social media, it is easy to assume the social media caused their difficulties.

But it is just as likely that the mental health problems came first, or that a third factor, such as school stress or family difficulties, is driving both. By using a large, diverse sample and controlling for factors like socio-economic background and special educational needs, our study provides a clearer view of the real-world impact (or lack thereof) of teenagers’ digital technology use.

Our findings do not mean that the digital world is without risks. Our study looked at year-on year trends, so it does not rule out the possibility of negative effects of social media or gaming in the shorter-term – such as immediately after use. Furthermore, issues like cyberbullying, sleep disruption or exposure to harmful content remain serious concerns.

However, our findings suggest that limiting the hours spent on consoles and apps or measures such as banning social media for under 16s is unlikely to have an effect on teenagers’ mental health in the long term. Policymakers should take note. Worse, such blanket bans may obscure the real risk factors by offering a simple solution to a complex problem.

Instead, it’s important to look at the broader context of a young person’s life, including the factors that may lead to both increased digital technology use and internalising symptoms. If a teenager is struggling, technology use is rarely the sole culprit. By moving away from the predominant “digital harm” narrative, we can focus on the real, complex factors that drive adolescent wellbeing.The Conversation

 

This article is republished from The Conversation under a Creative Commons license. Read the original article.

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