This narrative review synthesized evidence from 52 systematic reviews and meta-analyses to assess how general vs. problematic digital media use (social media, gaming, internet) relates to cognitive, emotional, social, and physical well-being in children and adolescents.
Problematic media use was consistently linked to adverse outcomes across all well-being domains. General screen time showed mixed effects, shaped by content, motives, context, and individual traits — not simply by the amount of time spent.
- Narrative review design means inclusion criteria are less rigorous than a systematic review, with potential for selection bias. - Relies entirely on secondary sources; no primary data collected. - Sample diversity in underlying studies was not assessed — prior work flags underrepresentation of minority youth in this literature.
Ask patients and families about *how* and *why* screens are used, not just how long — problematic patterns (compulsive use, use to escape distress) carry the clearest risk signals. Targeted CBT-based interventions exist for problematic internet and gaming use and should be considered for at-risk youth rather than blanket screen-time limits.
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