Transcript
[MSICA] [SPEAKING] The impact of screens and devices in young people and adolescents is complex and multifaceted. There are some areas of young people's life where it is clear that the impact is more negative than positive. While there are other areas in which the evidence is more complex and ambivalent. Some areas where evidence is more well categric can be, for example, the sueo. There's pretty strong evidence that in more hours that young people use the cell phone during the day, the time of the start of the dream in the night and after that the total number of hours of the young is less, that is, those who use the screens more sleep less time than the ones who use the screens less. Or, for example, in mental health, while there are many studies and many evidence, and there is also varied evidence, there are many data and many information that reports that good, the indicators of anxiety, of depressin are higher to higher amount of screen use and self-esteem levels tend to be minor or the body image tends to be worse, body self-image, the longer the boys use screen or pass using devices digital. These cases in mental health, in sueo, the evidence seems to be quite strong that devices in general have more negative effects than positive. There are other areas, however, where the evidence is a little More ambiguous. For example, video games. A few years ago there was a EPA report, of the American Psychologist Association, where he explained that it was true that the longer time of play, longer time the kids spend playing video games of violent type, there are higher indicators of aggressiveness in young people, although the indicators are more related to the presence of aggressive thoughts and aggressive emotions, not necessarily aggressive behavior. I mean, playing violent video games not necessarily leads to the kids having more aggressive behavior. At the same time, video games are still games, then also offer opportunities for you the boys learn to cooperate, to compete, to solve problems. And those too can be some benefits of playing video games, as well as promoting the development of some cognitive skills, for example, attention. So, in the area of video games one can say that There are pros, and contras. And then, on the other hand, there is also the impact that may have, not just the use that kids make of screens and devices, but also the parents. There is some evidence, for example, that parents model behaviors in the use of devices in the kids, that is, if a father uses the cell phone in the table while having dinner with his family, That can also model the idea in the boys that it's okay. use the cell phone while sharing activities with others People. So, in that sense there will be a negative impact, but from the use that parents can make. There are also other studies that have been analysed, for example, to what extent do parents use the cell phone? It leads to boys competing with their cell phone at some point. for the care of the parents and this may lead them to perform some dangerous or more risky actions to call the care of the parents, because the parents are Naked by the cell phone. So, in short, there's more information about each of these but you cannot say that there are areas of technology that have a clearly negative impact on the mental health of The boys. There are other areas that can offer benefits, but also some damage, and also that the impact of devices in boys should be analysed not only in the use they make, but also the use they make environment. [MSICA]

Crecer en la Era Digital: Salud Mental, Tecnología y Prevención de Riesgos

Duration: 35 mins Publication Date: 30 Sep 2024 Next Review Date: 22 Jun 2028

Learning Series Description

Esta serie explora cómo niños y adolescentes se relacionan con la tecnología digital y analiza el impacto que las pantallas, las redes sociales y los videojuegos pueden tener sobre su bienestar y salud mental. A través de seis sesiones, los participantes examinarán tanto los beneficios como los riesgos asociados al mundo digital, incluyendo el grooming online. La serie presenta estrategias prácticas para promover un uso saludable de la tecnología, fortalecer factores protectores y prevenir situaciones de riesgo. Con un enfoque basado en la evidencia, ofrece herramientas útiles para profesionales, educadores y familias que acompañan a jóvenes en entornos digitales.

About this Learning Series

This learning series includes:

  • 35 mins of on-demand video
  • Access on desktop, tablet and mobile

Details:

  • Level: All Levels
  • Language: English
  • Subtitles: English

Adolescentes y pantallas: impacto en la salud mental

Duration: 5 mins Publication Date: 30 Sep 2024 Next Review Date: 30 Sep 2027 DOI: 10.13056/acamh.13897

Description

En esta segunda parte de la serie, Guido Entenberg analiza el impacto de los dispositivos digitales en la vida de los jóvenes. Se exploran temas como la multiplicidad de usos —desde la comunicación hasta el entretenimiento, la educación y la expresión personal— y la importancia de entender no solo cuánto tiempo pasan frente a las pantallas, sino cómo y para qué las usan. Además, se analiza el papel crucial de las redes sociales en la identidad adolescente y la migración constante hacia nuevas plataformas para mantener su espacio. Finalmente, se aborda el impacto de la tecnología en la educación, incluyendo los desafíos y políticas relacionadas con el uso de dispositivos en el entorno escolar.

Learning Objectives

A. Comprender los efectos del uso intensivo de pantallas sobre el sueño y la salud mental en adolescentes, con base en la evidencia actual.

B. Identificar los aspectos positivos y negativos del uso de videojuegos en el desarrollo emocional y cognitivo de los jóvenes.

C. Reconocer el papel del entorno familiar, especialmente el comportamiento parental, en la formación de hábitos digitales en los adolescentes.


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