
A groundbreaking study led by Swinburne University has uncovered intriguing insights into how different forms of screen time affect the focus of young adults. The research, which is the first of its kind, indicates that watching television and playing video games can enhance focus, while social media usage appears to have the opposite effect. This study focused on individuals aged 18 to 25 and utilized advanced brain imaging techniques to reach its conclusions.
Dr. Alexandra Gaillard, one of the lead researchers, explained the methodology and findings of the study. “Our study was the first to record brain activity during different forms of screen use on young adults using functional near-infrared spectroscopy (fNIRS). We found that different forms of screen use, including social media, are associated with distinct patterns in activity and mood states,” she stated. The research highlights that even a brief exposure to phone screens, as short as three minutes, can lead to changes in mood, energy, tension, focus, and happiness.
Understanding the Impact of Screen Time
The study’s findings are particularly significant in the context of the increasing prevalence of mood disorders worldwide. Dr. Gaillard emphasized the potential role of smartphones, which are ubiquitous and used extensively for entertainment. “Almost everyone owns a smartphone which they use for at least three hours a day for entertainment. Mood disorders are increasing in prevalence worldwide, and we shouldn’t rule out the possibility that phones are a contributor,” she noted.
According to the research, oxygenated hemoglobin (HbO) levels were found to increase more following social media use and gaming compared to TV viewing. In contrast, deoxygenated hemoglobin (HbR) levels increased more following gaming, suggesting a higher level of brain engagement.
“These findings suggest that interactive types of entertainment really do get the brain more engaged,” says Dr. Gaillard. “Interestingly, though, when it came to social media, people reported feeling less focused—and those who felt less focused also showed lower levels of brain activity.”
Gaming: A Surprising Ally for Focus
In an unexpected twist, the study revealed that gaming might actually boost focus. Dr. Gaillard explained that gaming showed a rise in deoxygenated hemoglobin, indicating that the brain was actively using more of the oxygen it was receiving. “In other words, gaming seemed to get the brain working harder in a good way,” she added.
This discovery challenges the often negative perception of video games, suggesting that they could have beneficial cognitive effects. The interactive nature of gaming might stimulate the brain in ways that passive activities like TV viewing do not.
Implications for Policy and Future Research
The timing of these findings is crucial, as they come just six months before the anticipated implementation of a teen social media ban. Despite the impending policy change, there are still no clear pathways for age-checking tools, nor is there a comprehensive understanding of how such a ban might impact different technologies and platforms.
Dr. Gaillard highlighted the importance of considering these findings when implementing policies that affect younger populations. “If this is the effect on a fully developed brain, we urgently need to consider the impacts on teenagers and children who are increasingly using these technologies,” she urged.
The study opens up new avenues for further research, particularly in understanding how different forms of screen time affect the developing brains of teenagers and children. As technology continues to evolve, it is essential for researchers and policymakers to stay informed about its potential impacts on mental health and cognitive function.
As the debate over the role of technology in our lives continues, this study provides valuable insights into how we might navigate the complex relationship between screen time and mental well-being. The findings underscore the need for a nuanced approach to technology use, one that recognizes both its potential benefits and its risks.