The statistic presents data on the average amount of screen time parents allow their child a day in the United States as of January 2018. During the survey, ** percent of respondents stated that they allowed their child *********** hours of screen time per day.
Female teens aged 13 to 18 years had an average daily entertainment screen time of ***** hours and *** minutes in the United States in 2021. In comparison, male tweens had an average screen time of *** hours and ** minutes.
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This dataset simulates screen time patterns of 9712 Indian children aged 8 to 18 years, built using real-world trends and scientific studies conducted in India between 2023–2024. It combines urban and rural demographics, reflecting differences in device access, screen habits, and health outcomes.
Screen time is broken down by:
Age and gender
Primary screen device (e.g., smartphone, TV)
Time split between educational and recreational use
Whether screen time exceeds Indian Academy of Pediatrics (IAP) guidelines
Likely health impacts (e.g., poor sleep, eye strain, anxiety)
📊 Background & Motivation In recent years, screen exposure among Indian children has surged, particularly post-COVID. Studies show:
Adolescents average 4–5 hours/day on screens.
Over 70% exceed the healthy recommended screen time.
83% of rural teens report excessive usage.
High screen time correlates with sleep problems, obesity risk, and anxiety.
Baseline Characteristics by Average Screen-Time.
This graph displays the screen time that French people spend in average on digital screens (smartphone, tablet or computer) per day, in a survey from 2019. It shows that French people aged between 18 and 34 years old spent the most time on screens: in average, screen time in this age group amounted to 5 hours and 48 minutes per day.
According to a survey of media users in the United States fielded in December 2024, TV took up ** percent of time spent with entertainment screens by respondents over the age of 35 years. The surveyed Gen Z consumers spent ** percent of their entertainment screen time with TV, while they devoted ** percent of that time to gaming.
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It starts with a familiar flick of the thumb. A notification pops up during breakfast, a reel plays in the background while brushing teeth, and before we know it, half the morning has disappeared into a scroll. This isn’t just anecdotal, it’s a digital behavior woven into the daily routine...
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This table contains 2376 series, with data for years 2015 - 2015 (not all combinations necessarily have data for all years). This table contains data described by the following dimensions (Not all combinations are available): Geography (11 items: Canada; Newfoundland and Labrador; Prince Edward Island; Nova Scotia; ...); Age group (3 items: Total, 6 to 17 years; 6 to 11 years; 12 to 17 years); Sex (3 items: Both sexes; Males; Females); Children's screen time (3 items: Total population for the variable children's screen time; 2 hours or less of screen time per day; More than 2 hours of screen time per day); Characteristics (8 items: Number of persons; Low 95% confidence interval, number of persons; High 95% confidence interval, number of persons; Coefficient of variation for number of persons; ...).
As of June 2020, ** percent of parents to U.S. teens aged 14 to 17 years stated that their kids were spending more than four hours per day on electronic devices since the start of the COVID-19 pandemic. Only ** percent of responding parents stated that their teens had used electronic devices daily for more than four hours before the COVID-19 pandemic. Overall, the pandemic triggered a rise in the use of electronic devices among American children under 13 and teenagers with screentime now double that of what it used to be across all age groups. YouTube, Netflix and Instagram dominateIn an ongoing survey between 2015 and 2020 it was reported that the most popular video platforms among teens in the U.S. were Netflix and YouTube, and the pandemic has done little to shift that. Cable TV viewership continued to decline throughout 2020, while Hulu rose in popularity during this time. Meanwhile, despite a slight drop in viewership Netflix and YouTube retained their positions as the top two video services after the onset of the pandemic. YouTube and Instagram were also named the most popular social media channels among teens and young adults, as of the third quarter of 2020. Due to their booming popularity, it is no wonder that advertisers have been increasingly targeting these networks, with social media add spend having been on the rise each year since 2017. The biggest growth surge has come from mobile advertising, while spend on desktop advertising has remained nearly the same. Texting and phone calls most preferred during lockdownAs most of the world entered lockdown during the peak of the Coronavirus pandemic in April 2020, teens in the U.S. were asked which technologies they had used to virtually connect with friends and family during this time. 'Texting' was the most preferred method, named by over ** percent followed by phone calls. Meanwhile, video chat and social media came in third.
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This datas real-world trends in children's screen time usage. It includes data on educational, recreational, and total screen time for children aged 5 to 15 years, with breakdowns by gender (Male, Female, Other/Prefer not to say) and day type (Weekday, Weekend). The dataset follows expected behavioral patterns:
Screen time increases with age (~1.5 hours/day at age 5 to 6+ hours/day at age 15).
Recreational screen time dominates, making up 65–80% of total screen time.
Weekend screen time is 20–30% higher than weekdays, with a larger increase for teenagers.
Slight gender-based variations in recreational screen time.
The dataset contains natural variability, ensuring realism, and the sample size decreases slightly with age (e.g., 500 respondents at age 5, 300 at age 15).
This dataset is ideal for data analysis, visualization, and machine learning experiments related to children's digital habits. 🚀
According to a 2023 survey conducted in the United States, Gen Z respondents were spending the most time using their phones, over *** hours a day. By contrast, Baby Boomers recorded a daily screen time of roughly ***** hours and ** minutes. Many users feel addicted to smartphones As technology’s role in our everyday life increases, consumers tend to spend more and more time using electronic devices, whether it is for working and studying on laptops and tablets, watching TV or scrolling social media on smartphones. As a consequence, many users across all generations feel somewhat addicted to smartphones. According to a 2023 survey conducted in the United States, Gen Z users felt addicted to such devices the most, followed by Millennials. Taking a step back and nostalgia for early 2000s How can we combat the overwhelming urge to stay connected and take a step back from our always-on reality? In an effort to reduce screen time, many users, especially those in Gen Z, are expressing a sense of nostalgia for early 2000s technology, particularly dumb phones and wired headphones. For instance, during a 2024 survey in the United States, ** percent of Gen Z respondents stated they would be interested in purchasing dumb phones, followed by ** percent of Millennials - a trend that might involve more users in the future.
This graph displays the screen time that French people spend in average on digital screens (smartphone, tablet or computer) per day in a survey from 2019. It shows that more than half of responding French people declared that they spend from 2 to 4 hours on digital screens daily.
The total daily entertainment screen time of teens, 13 to 18 year olds, amounted to ***** hours and ** minutes in the United States in 2021. Nevertheless, this figure for teens show an increase from the figure recorded in 2015, when it amounted to *** hours and ** minutes.
According to a survey of parents in the United States conducted in September 2022, besides time granted for homework and educational purposes, ** percent of respondents who are currently employed reported allowing their children to use digital devices between *** and *** hours per day. The same number of respondents who are currently employed reported allowing children to have between *** and *** hours of daily screen time. Approximately ** percent of unemployed respondents reported granting over ***** hours of daily engagement with digital devices for their children.
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"Mobile phone usage is a global phenomenon, with billions of people worldwide using smartphones for communication, entertainment, and information. Average daily screen time varies across countries, with some nations spending over 5 hours per day on their devices."
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Background: Problematic smartphone use (PSU) has been associated with screen time in general, but little is known about the effect of different screen-based activities. We examined the associations of self-reported time spent on overall and specific screen-based activities with PSU and its addictive symptoms in Hong Kong Chinese adults.Methods: We analyzed data from 562 smartphone owners (56.5% female; 82.1% aged 25–64 years) in a population-based telephone survey in 2017. PSU was measured using Smartphone Addiction Scale-Short Version (range 10–60) which includes symptoms of daily-life disturbance, withdrawal, cyberspace-oriented relationship, overuse, and tolerance. Screen time was self-reported as average hours per day spent on the internet, online book/newspaper/magazine, online video, and social networking sites (SNS). Multivariable linear regression analyzed the associations of self-reported screen time with PSU severity and symptoms. Interaction effects of sex, age group, educational attainment, and monthly household income were examined.Results: Self-reported time spent on overall screen-based activities was associated with PSU severity (β = 1.35, 95% CI 0.15, 2.55) and withdrawal and overuse symptoms, after adjusting for sociodemographic and health-related variables. Independent association was observed for self-reported SNS time with PSU severity (β = 1.42, 95% CI 0.35, 2.49) and symptoms of withdrawal and cyberspace-oriented relationship, after mutually adjusting for time on other activities. The strongest association between self-reported SNS time and PSU severity was observed in younger than older adults (β = 4.36, 95% CI 2.58, 6.13; P for interaction = 0.004).Conclusions: The independent association of self-reported SNS time with PSU and core addictive symptoms highlighted the addiction potential of SNS use, particularly in younger users.
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ObjectiveThis study aimed to assess smartphone use time and total screen time among students aged 10–19 in Shanghai, China, and examine their effects on academic stress.MethodsBaseline and follow-up surveys were conducted in December 2017 and December 2018, respectively, using a cohort study design with 1,771 participants. Questionnaire surveys and physical examinations of participants were conducted by trained investigators and professional school physicians, respectively. The self-administered questionnaire mainly covered demographic information, academic stress, smartphone use time, total screen time, and other lifestyle behaviors.ResultsThe average smartphone use time of primary, middle, and high school students was 0.76 ± 0.90, 1.34 ± 1.29, and 2.39 ± 1.66 h/day, respectively; total screen time was 2.60 ± 2.63, 2.65 ± 3.39, and 3.52 ± 2.7 h/day, respectively (P < 0.001). The academic stress scores of primary, middle, and high school students were 9.25 ± 3.96, 11.97 ± 4.58, and 15.06 ± 5.10 (out of 30), respectively. The smartphone use time and total screen time were positively associated with academic stress score, with β values of 0.307 (95% CI: 0.164–0.450) and 0.171 (95% CI: 0.088–0.255), respectively. The longer the smartphone use time and total screen time, the higher the risk of abnormal academic stress, with OR values of 1.199 (95% CI: 1.103–1.303) and 1.104 (95% CI: 1.056–1.154), respectively. After stratifying by grade group, positive associations between smartphone use time or total screen time and abnormal academic stress were observed in primary and middle school students; for high school students; however, only smartphone use time had a positive association.ConclusionsThis study confirmed that the academic stress is widespread among students aged 10–19 in Shanghai, China. From a public health perspective, smartphone use time and total screen time should therefore be restricted for reducing academic stress and preventing related problems among adolescents in Shanghai, China, in school, family, and other environments.
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Abstract The main objective of this study was to identify the association between combined effect of physical activity, reduction of screen time and overweight in adolescents. The sample of this cross-sectional study consisted of 613 adolescents, aged 15-18 years living in a municipality in northeastern Brazil. Physical activity was measured using the short-version IPAQ (International Physical Activity Questionnaire), and screen time was verified through two questions about the time that, on average, interviewees watched television, played video games, used the cell phone or computer on a normal weekday and one weekend day. The predictive power and cutoff points of screen time and physical activity for the outcome of interest were identified using the Receiver Operating Characteristic (ROC) curves. Different logistic regression models were proposed, with excess weight as dependent variable. In all models, the combination of little physical activity and long screen time was used as reference. A 95% confidence interval (CI) was used. In boys, the combination of physical activity and short screen time on a weekend day was inversely associated with overweight (OR = 0.31; 0.12-0.85). The combined effect of physical activity and reduced time spent watching TV, computer screen and similar devices on a weekend day is inversely associated with overweight in boys.
As of May 2024, internet users in the United Kingdom (UK) spent over three hours daily on smartphones. Young consumers aged between 18 and 24 years reported spending over four and half hours of their online time on smartphones. The same audience spent around 40 minutes using tablets, and 46 minutes on computer devices each day while accessing the internet. The internet usage among individuals aged 65 and over was relatively lower, as they spent less than two hours daily using internet on smartphones, and even less than an hour on computer and tablet devices.
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The global Feature Phone Market size was USD XX Billion in 2023 and is likely to reach USD XX Billion by 2032, expanding at a CAGR of XX% during 2024–2032. The market growth is attributed to the rising number of individuals desiring to minimalize their digital lifestyle.
Growing awareness about personal wellness and the side effects of increased screen time on smartphones is leading to the adoption of feature phones. These phones come with small screens and keypads, with basic applications installed for necessary digital tasks. Feature phones enable people to meet their basic needs for mobile communication and internet connectivity while reducing time spent on social media, mobile gaming, and chatting.
Feature phones offer several advantages, that enable ease of use and longer durability. They are cost-friendly and fulfill nearly every basic requirement a phone should meet, including calling, messaging, sending & receiving payments, and simple browsing. With growing awareness about the benefits of backup simple feature phones, their demand is likely to surge in the market.
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The statistic presents data on the average amount of screen time parents allow their child a day in the United States as of January 2018. During the survey, ** percent of respondents stated that they allowed their child *********** hours of screen time per day.