Abstract

Adolescence is the peak period for loneliness. Now a ubiquitous part of the adolescent landscape, electronic screens may provide avenues for ameliorating feelings of loneliness. Conversely, they may act as risk factors for the development of such feelings. Although cross-sectional studies to date have investigated the relationship between screen use and loneliness, longitudinal studies are needed if causal and directional associations are to be investigated. Utilising an accelerated longitudinal design and online survey we collected four waves of data from 1919 secondary school adolescents aged 10–15 years over two years. Random intercept cross-lagged panel models tested whether changes in five types of screen use (i.e., total screen time, social media use, gaming, passive screen use, and web use) are associated with changes in loneliness in the subsequent time-point, or changes in loneliness are associated with changes in screen use in the subsequent time-point. We found significant reciprocal associations between screen use and loneliness, with the strongest associations between social networking and electronic gaming and quality of friendships. These findings highlight that any significant increase in an adolescent’s screen use may be a potential indicator of changes in quality of friendships or feelings of isolation.

Highlights

  • Higher isolation loneliness scores were associated with increases in later gaming and passive screen time estimates; in contrast, all forms of screen use except passive screen time were associated with subsequent increases in isolation loneliness scores

  • In a longitudinal study with four waves of data, crosslagged associations were found between screen use and loneliness

  • The strongest associations were found between quality of friendships and both time spent social networking and electronic gaming, two screen use activities especially concerning to families

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Summary

Introduction

Highlights ● This is one of the only longitudinal studies to examine the reciprocal effects of adolescent screen use and loneliness and vice versa. ● Increases in friendship quality are followed by a subsequent decrease in time spent on screen activities and vice versa. ● Impact of change in screen use on quality of friendships, and vice versa, occurs in a relatively short time, but may not be sustained over a period as long a year. ● Longitudinal associations exist between screen use and loneliness, the strongest being between quality of friendships, and both time spent social networking and video gaming.

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