Tech & Teens: insights from 15 studies on the impact of digital technology on wellbeing
As part of Safer Internet Day 2025, the Interdisciplinary Research Team on Internet and Society (IRTIS), a member of the EU Kids Online network, presents a new report with key findings from 15 comprehensive studies examining the impact of digital technology use on adolescent wellbeing.
Research overview
From 2020 to 2025, researchers from IRTIS at Masaryk University in the Czech Republic conducted a series of in-depth studies exploring how smartphones, social networks, and online gaming influence adolescents' psychological, social, and physical wellbeing. Through longitudinal studies, experiments, and intensive data collection via mobile phones, these studies offer unique insights into the varying effects of digital technology use.
Key findings indicate that these effects are influenced by individual characteristics such as gender, age, media use frequency, and usage patterns. The results highlight the complexity of the relationship between technology use and adolescent wellbeing, where some adolescents experience positive outcomes, and others face challenges.
Key insights
Digital media use
David Smahel, head of the research team, emphasises that there are no universal effects when it comes to digital media. The impact largely depends on how media is used. For instance, adolescents engaging with violent content experience different effects compared to those using the internet for learning and information. Social media can be both beneficial and harmful depending on the context of its use. Adolescents also differ in their capacity to manage online experiences, with some handling online risks well and others struggling with the consequences.
Smartphone use and stress
One study focused on the relationship between smartphone use and stress, revealing that increased smartphone use was linked to higher stress levels in about 20% of adolescents. Moreover, these negative effects were more pronounced in individuals with specific patterns of smartphone use. Adolescents using their phones consistently throughout the day reported higher stress levels. Michaela Šaradín Lebedíková, the study's author, suggests that discussions should focus not only on screen time but on the nature of engagement. Strategies to regulate stressful aspects of phone use, such as reducing notifications, could help minimise stress.
Social gaming and wellbeing
Another study examined the link between social gaming, depressed mood, and loneliness. While changes in social gaming did not significantly affect depressed mood overall, increased social gaming was associated with a slight decrease in loneliness, with notable gender differences. For boys, playing more social games was linked to lower levels of depressed mood and loneliness. However, for girls, increased social gaming was associated with higher levels of depressed mood and loneliness. David Lacko, the study's author, suggests that these differences may stem from distinct motivations for gaming among boys and girls.
Technology use and sleep
The researchers also investigated how smartphone use before bed influences sleep quality. Contrary to expectations, adolescents who used their smartphones more than usual before bedtime tended to go to sleep slightly earlier and sleep slightly longer. However, increased use of other media, such as computers and laptops, led to later sleep times. These findings suggest that the effects of technology use on sleep are complex and depend on the type of media used.
Conclusions
The overall findings of these studies demonstrate that the effects of digital technology use on adolescent wellbeing vary across different domains. While most studies found little impact on social wellbeing, gender differences emerged in physical wellbeing, particularly concerning body perception. These findings challenge the notion of a uniform effect of technology on adolescents and underscore the importance of considering individual differences. The researchers caution against broad generalisations or strict technology bans, advocating for a nuanced understanding of how digital technologies interact with adolescents' characteristics and usage patterns.