Screens, Internet and Media
In 1981 the IBM PC was introduced, the first Space Shuttle was launched, households had wired telephones and the Atari 2600 was the most popular gaming console. Technology has evolved significantly since then. Personal computers in 1981 had word processors, spreadsheets, accounting software, database, programming applications and yes ,some limited games. What they didn’t have is the Internet and nonstop access to all forms of entertainment. Imagine the productivity gains when the typewriter was invented. But reimagine the typewriter in 1981 such that it had a 25” color television screen that could, in addition to spell check, simultaneously show live and recorded TV programs from hundreds of cable TV channels and allow users to chat with friends all over the world face-to-face. While impressive for 1981, and even if it was an inexpensive add-on, no one would have suggested that typewriters should have such televisions attached. Why? Because it would not make typing faster or better. It would be a distraction.
There are many voices shouting their concerns about excess or inappropriate screen, internet and media use by children. While research is just now emerging, one critical area of concern is the effects of screen time on very small children. Due to lack of evidence, few public health organizations are willing to commit to blanket time limits. At the same time, parents are looking for guidance on the amount of time and the types of content that are safe for their young children. Content for young children has exploded with media content ranging from mindless entertainment to direct product selling to children. Screens have, beginning with television, been used as a baby sitter for children. However traditionally television was not consumed by very young children. There are developmental considerations why this was so, however today's devices with a wide viewing field when used at short distances changes everything. These devices can capture a child's attention and it is important to know whether this is helpful or harmful to a child's development. Is it helping develop spatial visualization skills or is a two dimension screen problematic? While it is easy to see how children with physical disabilities can benefit from screen time, how does it affect those struggling with neurologically based developmental conditions? These are questions just now being studied. The amount of time children spend on screens for pure entertainment can be problematic for one simple reason - it might compete for time spent on activities that are much more valuable for child development, like outdoor play. While devices might be more convenient and less expensive then having a child participate in a youth soccer league, it is unlikely healthier or more enriching,
While sexual exploitation of children has been a risk since the dawn of the Internet, with the rapid expansion of Artificial Intelligence, these risks have grown significantly. While parents must step up to protect and monitor their child's online world, this is becoming a more and more difficult challenge. Thankfully there are individuals and firms that have stepped up to inform the public, advance legislation and and work with technology companies to develop new software and hardware to mitigate these risks.

Problematic and Addictive Video Gaming
On May 20, 1981, George Foulkes, Member of the British Parliament, introduced a bill titled "Control of Space Invaders and Other Electronic Games." In the bill it he stated:
“That is what is happening to our young people. They play truant, miss meals, and give up other normal activity to play "space invaders". They become crazed, with eyes glazed, oblivious to everything around them, as they play the machines. It is difficult to appreciate unless one has seen it for oneself.”
The bill did not pass in the Parliament. In 1989 Margaret A. Shotton released a book entitled Computer Addiction? A Study of computer dependency. One of the earliest books documenting some of the problems of dependency on technology. In her book she chronicled the struggles of some players of a text based Dungeons and Dragons type game played on computer terminals. This was before the Internet. This was before high resolution graphics. This was before 24/7 access to media. This was before powerful gaming systems could fit in our pocket. This was before eSports. This was before a $250Bn videogame industry.
Since 1989 a great deal of research and scientific consideration of problematic videogaming. By 2004 problematic videogaming was reported as the number one problematic computer use seen by mental health professionals in the United States for the age group 11-17 (Woog, 2004). Gaming Disorder has now been officially designated a mental disorder in the World Health Organization's International Classification of Diseases (ICD) 11th editi0n. Although a decade after the Diagnostic and Statistical Manual of Mental Disorders (DSM) 5th edition was released in the United States by the American Psychiatric Association, it remains only a topic for further study. This, despite the fact that individuals struggling with this disorder, just like 20 years ago, are regularly being seen by mental health professionals in the United States.
A more widespread problem than addiction (which affects up to 8.5% of children gamers in the US) is the cost associated with excess gaming. Children, particularly males, are spending an extraordinary amount of time playing video games and that time is taken away from other important life experiences. This results in reduced academic performance, isolation, anxiety, depression and ultimately, "failure to launch".
The nation of China, after dealing with these issues with their youth for decades, has enacted strict laws regarding videogaming and minors. Video games have to be approved by a regulating government agency before they are allowed to be made available in China. After attempting many less restrictive measures, children under the age of 18 now can only play online video games for a maximum of 3 hours per week - 1 hour each on Friday, Saturday and Sunday. China provides state run treatment centers for videogame addiction and has long considered this a mental health condition.
Woog, K. (2004) A survey of mental health professionals clinical exposure to problematic computer, (https://putgenieback.org/data/survey.pdf)
“That is what is happening to our young people. They play truant, miss meals, and give up other normal activity to play "space invaders". They become crazed, with eyes glazed, oblivious to everything around them, as they play the machines. It is difficult to appreciate unless one has seen it for oneself.”
The bill did not pass in the Parliament. In 1989 Margaret A. Shotton released a book entitled Computer Addiction? A Study of computer dependency. One of the earliest books documenting some of the problems of dependency on technology. In her book she chronicled the struggles of some players of a text based Dungeons and Dragons type game played on computer terminals. This was before the Internet. This was before high resolution graphics. This was before 24/7 access to media. This was before powerful gaming systems could fit in our pocket. This was before eSports. This was before a $250Bn videogame industry.
Since 1989 a great deal of research and scientific consideration of problematic videogaming. By 2004 problematic videogaming was reported as the number one problematic computer use seen by mental health professionals in the United States for the age group 11-17 (Woog, 2004). Gaming Disorder has now been officially designated a mental disorder in the World Health Organization's International Classification of Diseases (ICD) 11th editi0n. Although a decade after the Diagnostic and Statistical Manual of Mental Disorders (DSM) 5th edition was released in the United States by the American Psychiatric Association, it remains only a topic for further study. This, despite the fact that individuals struggling with this disorder, just like 20 years ago, are regularly being seen by mental health professionals in the United States.
A more widespread problem than addiction (which affects up to 8.5% of children gamers in the US) is the cost associated with excess gaming. Children, particularly males, are spending an extraordinary amount of time playing video games and that time is taken away from other important life experiences. This results in reduced academic performance, isolation, anxiety, depression and ultimately, "failure to launch".
The nation of China, after dealing with these issues with their youth for decades, has enacted strict laws regarding videogaming and minors. Video games have to be approved by a regulating government agency before they are allowed to be made available in China. After attempting many less restrictive measures, children under the age of 18 now can only play online video games for a maximum of 3 hours per week - 1 hour each on Friday, Saturday and Sunday. China provides state run treatment centers for videogame addiction and has long considered this a mental health condition.
Woog, K. (2004) A survey of mental health professionals clinical exposure to problematic computer, (https://putgenieback.org/data/survey.pdf)
Smartphones
A movement has formed to delay smartphone introduction to children. Schools and school districts are studying how to limit their availability at school and in the classroom. This section is intended to provide information and resources regarding this ongoing and growing issue. We appreciate your feedback.
Social Media and Youth
The understanding of potential harm to youth from social media is just beginning to emerge. Researchers are looking to the types of activities that appear harmful and the activities that are potentially helpful and supportive of young people. While research progresses there appears that the mental health of many has declined as a result of time on social media.
Riehm, K. E., Feder, K. A., Tormohlen, K. N., Crum, R. M., Young, A. S., Green, K. M., Pacek, L. R., La Flair, L. N., & Mojtabai, R. (2019). Associations Between Time Spent Using Social Media and Internalizing and Externalizing Problems Among US Youth. JAMA psychiatry, 76(12), 1266–1273.
Childhood Online Sexual Exploitation
Holding the tech companies accountable has been a challenge for legislators and although videogame, social media and AI developers have added parental controls, this is clearly not enough. Fortunately, there are technology companies at the forefront of efforts to keep kids safe online. And also thankfully there are a number of legislators dedicated to this cause and are not giving up.
Childhood Neglect by Screens
Resources
Children and Screens, Institute of Digital Media and Child Development-https://www.childrenandscreens.org
The Institute’s mission is grounded in four pillars: advance and support interdisciplinary research, inform and educate the public, influence sound public policy for child health and wellness, and enhance human capital in the field. These pillars are interconnected, and all are driven by research.
Healthy Screen Habits -https://healthyscreenhabits.org
The Institute’s mission is grounded in four pillars: advance and support interdisciplinary research, inform and educate the public, influence sound public policy for child health and wellness, and enhance human capital in the field. These pillars are interconnected, and all are driven by research.
Healthy Screen Habits -https://healthyscreenhabits.org
"Our mission is to empower families to create healthy habits for screen use, and to maintain technology as a tool– never as a replacement– for human connection." This non-profit organization accomplishes this mission through a multitude of resources provided on their website, through public speaking engagements and other forms of advocacy.
Phone Free Schools Movement -https://phonefreeschoolsmovement.org
Health Professionals
All kids deserve a phone-free school. Provide youth the freedom to excel academically and develop socially without the pressures and harms of phones and social media during the school day.
Wait Until Eighth - https://www.waituntil8th.org/
Wait Until Eighth - https://www.waituntil8th.org/
The Wait Until 8th pledge empowers parents to rally together to delay giving children a smartphone until at least the end of 8th grade.
Authors / Journalists
Jonathan Haight, PhD - https://www.anxiousgeneration.com/
Researcher and author of "The Anxious Generation" and founder of the movement to "motivate and empower teens, parents, educators, policymakers, and tech industry leaders to act collectively to free children and adolescents from a childhood spent largely alone on screens, and instead promote independence, free play, and responsibility in the real world."
Jean Twenge, PhD - https://www.jeantwenge.com/
Researcher and author of "Generations" and "iGen" and well known speaker of topics such as: Generations: The Real Differences between Gen Z, Millennials, Gen X, Boomers and Silents—and What They Mean for the Future - Parenting today’s super-connected teens - Understanding and improving GenZ’s mental health - Teaching the smartphone generation
Educators
Government / Public Policy
Senator Marsha Blackburn, US Senate - https://www.blackburn.senate.gov/
Authors / Journalists
Jonathan Haight, PhD - https://www.anxiousgeneration.com/
Researcher and author of "The Anxious Generation" and founder of the movement to "motivate and empower teens, parents, educators, policymakers, and tech industry leaders to act collectively to free children and adolescents from a childhood spent largely alone on screens, and instead promote independence, free play, and responsibility in the real world."
Jean Twenge, PhD - https://www.jeantwenge.com/
Researcher and author of "Generations" and "iGen" and well known speaker of topics such as: Generations: The Real Differences between Gen Z, Millennials, Gen X, Boomers and Silents—and What They Mean for the Future - Parenting today’s super-connected teens - Understanding and improving GenZ’s mental health - Teaching the smartphone generation
Educators
Government / Public Policy
Senator Marsha Blackburn, US Senate - https://www.blackburn.senate.gov/
Has been a key sponsor and champion of the bipartisan Kids Online Safety Act (KOSA), most recently reintroducing it in the 119th Congress (2025-2026) with Senator Richard Blumenthal, requiring platforms to prevent harms to minors like suicide promotion, eating disorders, sexual exploitation, and addictive algorithms, while also supporting legislation addressing child sex trafficking.
Senator Richard Blumenthal, US Senate - https://www.blumenthal.senate.gov/
Co-sponsored major federal legislation to protect children online, most notably the Kids Online Safety Act (KOSA) requiring platforms to prevent harms to minors like suicide promotion, eating disorders, sexual exploitation, and addictive algorithms, while also supporting legislation addressing child sex trafficking. He has also cosponsored updates to the Children's Online Privacy Protection Act (COPPA 2.0).
Health Professionals
Given the number of health professionals claiming to treat these issues on their profile (i.e. Psychology Today) , this listing is limited to those that appear to make this work a significant if not majority of their practice and work with children and their families. This is identified through advertising/marketing and their public websites.
Computer Addiction Treatment Program -https://www.computeraddictiontreatment.com/
Treatment for Tech Addiction -One of the Longest Running Treatment Programs for Screen Addiction Inpatient and Outpatient Programs - Adult and Adolescent.
Newport Academy -https://www.newportacademy.com/our-approach/clinical/device-management
Device Management at Newport Academy..
reSTART -https://www.restartlife.com/program/
Nation’s first and foremost Mental Health treatment program for Video Game Addiction Treatment, Blockchain Gaming, Screen-Time, Internet Gaming, Social Media Use.
Legal Resources
Treatment for Tech Addiction -One of the Longest Running Treatment Programs for Screen Addiction Inpatient and Outpatient Programs - Adult and Adolescent.
Newport Academy -https://www.newportacademy.com/our-approach/clinical/device-management
Device Management at Newport Academy..
reSTART -https://www.restartlife.com/program/
Nation’s first and foremost Mental Health treatment program for Video Game Addiction Treatment, Blockchain Gaming, Screen-Time, Internet Gaming, Social Media Use.
Legal Resources
The Lanier Law Firm - https://www.lanierlawfirm.com/social-media-addiction/
Social Media Addiction. If social media has negatively impacted your child, turn to The Lanier Law Firm to learn about your legal options
.
Parenting Support
Parenting Support
Technology Firms
Bark - https://www.bark.us/
Parental Control Applications, Bark Phone and Watch Devices
Gabb -https://gabb.com/
Protect your kids with phones & watches designed just for them.
Protect your kids with phones & watches designed just for them.
Manufacturer of personal computers for the prevention and treatment of problematic videogaming, social media, pornography, online gambling and other online screen addictions.
Thorn - https:://www.thorn.org
Nonprofit that builds technology and creates programs to fight child sexual abuse and exploitation online.
Researchers
Jean Twenge, PhD -https://www.jeantwenge.com/
Funding the Mission
Children and Screens, Institute of Digital Media and Child Development -https://www.childrenandscreens.org/research-grants/
