adults,
4, 7, 10 the sometimes excessive
use of leisure technologies in youth
can adversely affect school, social,
health and well-being facets. While
I could not calculate all correlation
given the nature of the dataset, existing correlations provide some support
for these claims. The hours/day of use
of the Internet for leisure purposes
was significantly negatively correlated
with the frequency of meeting friends
informally, face-to-face (r = -0.025),
and with attending social functions
(r=-0.010). Thus, it can be viewed as a
correlate of reduction in face-to-face
social activities. The use of leisure
technologies was also positively correlated with the use of technology for
school work (r=0.198). Thus, it is possible that encouraging youth to use
technology for school work backfires,
as the mere presence of a computer
may allure them to spend more leisure
time on the Internet. Note the relatively small correlations imply the use of
technology for leisure purposes may
not be the only or prime cause for adverse outcomes in the social domain,
but it may be viewed as a potentially
contributing factor for such issues.
Time for Balanced Reflections
on Technology
For many years we have emphasized
the positive aspects of computing
technologies because we believed in
their contribution to humanity. Nev-
ertheless, there is a growing body of
evidence in support of a technology
duality view. That is to say, we have
started realizing and quantifying the
notion that many of the technologies
we develop can also be harmful, es-
pecially when used excessively. While
adults can typically understand and
deal with such issues, for example,
through self-regulation of leisure
technology use during work hours,
youth often cannot do so as effectively.
This difference stems from the idea
that their brains are still developing,
and the parts of the brain that drive re-
warding behaviors develop faster than
their brain regions that are involved in
self-control.
6 It is hence our responsi-
bility to better inform them, their fam-
ilies, and their educators regarding
possible risks that may be associated
with improper and excessive use of
leisure computing technologies. We
serve as one explanation for this de-
cline as it can isolate youth, build on-
line socialization habits, and reduce
youth’s motivation and ability to inter-
act face-to-face.
10, 12
Lastly, Figure 4 demonstrates a
general decline in well-being and self-worth perceptions that parallels the
increase in leisure technology use.
This can be explained via the increase
in use of social media, where everyone
else’s life seems perfect. Social media
users are exposed to a larger compari-
son set. If a child is comparing him- or
herself to the top people of an ever-ex-
panding set, then it is conceivable that
he or she might experience a growing
inferiority complex.
The parallels between these groups
of trends can of course be a coincidence. However, it is also possible
that, as per the many studies indicating possible negative effects of
technologies on adults and young
Figure 3. Trends in social activities in youth.
2012
4. 2
3. 7
4.00
3. 81
2. 74
1. 76
Error bars: 95% CI
( 1) Never
( 2) Fe w Times/Year
( 3) 1–2 Times/Month
( 4) Once a week
( 5) Almost Daily
( 1) Never
( 2) Once/Month or less
( 3) 2–3 Times/Month
( 4) Once a week
( 5) 2–3 Times/Week
( 6) 3+ Times/Week
With Friends Informally
How Often Go to Parties
or Other Social Affairs
How Often Go Out
with A Date
2. 92
2.09
3. 2
2. 7
2. 2
1. 7
2013 2014
Year
Fr
eq
u
e
n
cy
2015 2016
Figure 4. Trends in well-being and self-worth in youth.
2012
4. 4 4. 41
4. 22
3. 97
3. 87
Error bars: 95% CI
( 1) Disagree
( 2) Mostly Disagree
( 3) Neither Agree nor Disagree
( 4) Mostly Agree
( 5) Agree
I Take A Positive Attitude
Toward Myself
It Feels Good
to Be Alive
I Am Able to Do Things as
Well as Most Other People
4. 16
4.04
4. 2
4.0
3. 8
2013 2014
Year
Le
ve
l
of
A
g
reem
ent
2015 2016