In recent years, the pervasive presence of digital screens has transformed the landscape of childhood and adolescence, provoking intense scrutiny about the implications of screen exposure on young people’s mental health. A groundbreaking study led by researchers at Columbia University and Weill Cornell Medicine has now added crucial nuance to this conversation, revealing that it is not simply the total amount of screen time but the addictive patterns of certain screen uses—particularly social media, video games, and mobile phones—that correlate with adverse mental health outcomes among preteens. Published in the prestigious journal JAMA on June 18, 2025, this longitudinal investigation challenges previous assumptions and opens a new frontier in understanding how digital engagement shapes youth mental wellbeing.
The research tracked nearly 4,300 children beginning at the age of eight, systematically evaluating their interactions with various screen media modalities over a four-year period. Instead of focusing on raw screen hours, the study’s innovation lies in detecting and mapping addictive use trajectories, characterized by excessive engagement to the point that screen use interfered with school performance, familial responsibilities, or social activities. These trajectories vary markedly depending on the type of screen engagement, shedding light on the complexities behind youth’s digital experiences and their psychological repercussions.
Addictive use of mobile phones emerged as particularly prevalent, with approximately half of the cohort exhibiting consistently high addictive behaviors from early childhood into adolescence. Another quarter of participants developed escalating addictive patterns over time. Social media use demonstrated somewhat parallel trends; about 40% of the children engaged with social platforms at either a high level or showed increasing addictive tendencies across the study duration. Contrastingly, video game use manifested in distinct stable trajectories, delineated by groups with either persistently high or low involvement but lacking a significant “increasing” subgroup. These divergent patterns underscore that the psychological impact of screen media cannot be generalized but must be analyzed through the lens of specific usage types and their developmental trajectories.
Crucially, the research connects these addictive screen use patterns with deteriorations in mental health conditions among youths, including heightened anxiety, depression, and aggression. Most alarmingly, children demonstrating either consistently high or intensifying addictive behaviors were found to have a two-to-threefold increased risk of suicidal ideation and suicide-related behaviors relative to their low addictive use counterparts. This stark contrast was not mirrored by total screen time, suggesting that the sheer quantity of time spent before screens is less relevant than the compulsive, uncontrollable nature of use.
Lead psychiatrist J. John Mann highlights the clinical significance of these findings, emphasizing that children exhibiting addictive patterns of screen engagement often experience intense cravings that make self-regulation profoundly difficult. Such addictive use may mimic other behavioral addictions, casting screen reliance as a potential mental health disorder. Mann advises parents and caregivers to be vigilant regarding signs of such addictive use and to proactively seek professional evaluations and interventions when necessary. This marks an important shift towards viewing certain patterns of screen engagement not merely as lifestyle choices but as potential clinical conditions needing structured therapeutic approaches.
The study departs from prior literature that largely concentrated on total screen time as the key metric of concern, which has frequently influenced public policy and parental guidance. Yunyu Xiao, the study’s first author and a population health specialist at Weill Cornell Medicine, underscores the importance of recognizing addictive use trajectories as more predictive of mental health risks than generalized screen exposure. This reconceptualization demands that policymakers and mental health practitioners move beyond one-size-fits-all time limits and tailor interventions to identify and mitigate compulsive behaviors related to social media and mobile phone use.
Furthermore, the research elucidates the dynamic nature of addictive use development, pointing out that some children transition from low to high-risk profiles through adolescence. Such evolution underscores the necessity for repeated, longitudinal assessments rather than cross-sectional snapshots to effectively identify children at risk over time. This approach could revolutionize preventive strategies by enabling early detection of worsening patterns and timely implementation of supportive measures.
Underlying the study is an extensive analysis of children’s self-reports regarding their emotional and functional experiences with screen use. Questionnaire items reflecting psychological dependence—statements like “I play video games so I can forget about my problems,” or “I feel the need to use social media apps more and more”—served as proxies to gauge addictive tendencies. This methodological innovation allows for a multidimensional understanding of screen use, capturing not only quantity but qualitative aspects reflecting loss of control and problematic engagement.
Importantly, while the study identifies addictive screen use as a significant risk factor, it stops short of prescribing absolute screen elimination as a solution. Mann points out that it remains unclear whether complete removal of screen access is necessary, and cautions that only partial restrictions might inadvertently reinforce addictive behaviors by triggering cravings without sufficient satiation. This nuanced insight stresses the importance of developing carefully calibrated intervention strategies informed by addiction science and tested through rigorous clinical trials.
The comprehensive data source underpinning this research is the Adolescent Brain Cognitive Development (ABCD) Study, a large-scale longitudinal project designed to track neurological and psychological development in United States youth. By leveraging this robust dataset, the researchers not only characterized addictive trajectories but also linked these temporal patterns with concrete mental health outcomes, including suicidal ideation and behaviors—a critical public health concern.
Funding for this landmark research was provided by multiple agencies and organizations including the National Institutes of Health, the American Foundation for Suicide Prevention, Google, as well as the Artificial Intelligence/Machine Learning Consortium to Advance Health Equity and Researcher Diversity (AIM-AHEAD). This multidisciplinary support reflects the urgent need for integrating computational tools, clinical expertise, and public health priorities to address the burgeoning crisis of youth mental health in a digital age.
In summary, this pivotal study redefines the dialogue on youth screen use by shifting the focus from quantity to quality and addictive nature of engagement. It provides compelling evidence that addictive behaviors related to social media and mobile phone use significantly elevate risks for anxiety, depression, aggression, and suicidal thoughts and behaviors. As society grapples with the mental health implications of ubiquitous digital environments, these findings necessitate a recalibration of prevention strategies, clinical assessments, and policy frameworks aimed at safeguarding the psychological wellbeing of the next generation.
Subject of Research: Addictive patterns of screen use and their impact on mental health and suicidal behaviors in children and adolescents.
Article Title: Addictive Screen Use Trajectories and Suicidal Behaviors, Suicidal Ideation, and Mental Health in US Youths
News Publication Date: 18-Jun-2025
Web References: https://jamanetwork.com/journals/jama/fullarticle/10.1001/jama.2025.7829
Keywords: Mental health, Suicide, Children, Adolescents, Addictive screen use, Social media, Mobile phones, Video games