• Get involved

Youth and technology: 5 ways we're changing the world

August 10, 2018.

technology youth today essay

Scarlet Clemente

Intern, Digital and Online team, UNDP

As a user of digital platforms and a professional in the communications field, I see how quickly and effectively technology has opened doors, connected people from remote communities with the same interests, and provided new opportunities to women, vulnerable groups and especially to young people.

Technology has helped immensely to boost access to large amounts of information and has supported changes that have transformed our lives forever. The innovative potential of young people, combined with the power of technology, is already proving to be a powerful force on the road to achieving the Sustainable Development Goals.

Today, youth actively contribute to the creation of new jobs, economic empowerment of vulnerable groups, the promotion of better health systems and access to inclusive and quality education.

Here are five stories where avant-garde technology, creative ideas and young and passionate visionaries intertwine to give life to development initiatives that are changing the world.

1. Green thinking

RecLeb - Recycle the Smart Way is a project developed by Khalil, a 23-year-old electrical and computer engineer, aiming to the high levels of pollution in Lebanon resulting from improper waste management.

RecLeb will help residents classify their solid waste through a mobile web platform, promoting "green thinking" among the community and healthy environments for young people .

2. Enterprising solutions

Hayfa Sdiri is a 19-year-old Tunisian social activist, blogger and founder of Entr@crush . This is an online platform designed for young entrepreneurs, where people with similar ideas and interests converge: young entrepreneurs, investors and sponsors.

This non-profit initiative, initially developed by five members and with almost no seed capital, promotes entrepreneurship and innovation and Sustainable Development Goal (SDG) 8, which promotes inclusive and sustainable economic growth and decent work for all.

The platform has brought together young entrepreneurs willing to provide their knowledge for free, teaching virtual learning courses on a variety of topics that serve future entrepreneurs. For women who live in remote areas, this platform is a way to gain new skills and set up businesses, without the need to travel to the cities.  

A young man with a prosthetic arm paints on a mural.

3. Preventing violence

Putting an end to physical and verbal violence and sexual harassment in commercial establishments in Brazil, together with reducing the gender gap in information technology, was the goal of the creators of the application Não me calo (I will not shut up, in English).

This app classifies commercial premises according to the number of incidents reported by users and identifies those areas of higher risk for being harassed or assaulted.

At the same time, Não me calo encourages diners to make complaints and request the owner of the premises and government representatives to take measures to improve security in the place.

4. Robot-assisted participation

Badia is a messaging robot designed to shorten the communication gap between government authorities and citizens. It was developed by Montassar, a 25 year-old architect and university professor in Tunisia.

This entrepreneur has devised an innovative solution to address the lack of citizen participation in his hometown of Sidi Bouzid. The chatbot answers questions from residents on issues related to the local budget, promoting the flow of information and citizen participation.

5. Multi-dimensional thinking

Supporting the entry of youth who have suffered some disability during migratory processes or as a result of violence in the labour market was the vision of the young doctors, engineers and industrial designers in Honduras who gave life to an orthopaedic prosthesis model produced with 3D printing technology.

The prototype, which has been developed using only the printer, a laser cutter and a computer with design software, offers a better quality of life of people with disabilities and a big step towards achieving the SDGs.

These are just a few of the millions of young people who are helping to bring about change around the world. Promoting the wellbeing of the most vulnerable people and communities is a challenge that young people have taken on with passion and commitment. They just need support and opportunities from governments, civil society and the private sector, and the involvement of their own communities. Providing access to education and financing, boosting their creativity and innovation and simply believing in their ideas will help them make their projects and visions a reality. With this kind of support, youth can play a huge role in bringing about the world we want by 2030 – a world of peace, prosperity and inclusion, leaving no one behind.  

Young people's relationship to technology? It's complicated

Women holding their mobile phones are silhouetted as they walk on an overpass at a business district in Tokyo, Japan, November 5, 2015. REUTERS/Yuya Shino - GF20000046605

Several youth suggested that without the phone, they lacked the confidence to solve basic problems. Image:  REUTERS/Yuya Shino

.chakra .wef-1c7l3mo{-webkit-transition:all 0.15s ease-out;transition:all 0.15s ease-out;cursor:pointer;-webkit-text-decoration:none;text-decoration:none;outline:none;color:inherit;}.chakra .wef-1c7l3mo:hover,.chakra .wef-1c7l3mo[data-hover]{-webkit-text-decoration:underline;text-decoration:underline;}.chakra .wef-1c7l3mo:focus,.chakra .wef-1c7l3mo[data-focus]{box-shadow:0 0 0 3px rgba(168,203,251,0.5);} Kate C Tilleczek

technology youth today essay

.chakra .wef-9dduvl{margin-top:16px;margin-bottom:16px;line-height:1.388;font-size:1.25rem;}@media screen and (min-width:56.5rem){.chakra .wef-9dduvl{font-size:1.125rem;}} Explore and monitor how .chakra .wef-15eoq1r{margin-top:16px;margin-bottom:16px;line-height:1.388;font-size:1.25rem;color:#F7DB5E;}@media screen and (min-width:56.5rem){.chakra .wef-15eoq1r{font-size:1.125rem;}} Fourth Industrial Revolution is affecting economies, industries and global issues

A hand holding a looking glass by a lake

.chakra .wef-1nk5u5d{margin-top:16px;margin-bottom:16px;line-height:1.388;color:#2846F8;font-size:1.25rem;}@media screen and (min-width:56.5rem){.chakra .wef-1nk5u5d{font-size:1.125rem;}} Get involved with our crowdsourced digital platform to deliver impact at scale

Stay up to date:, emerging technologies.

Young people are now fully ensconced in the digital age as it whirls around and within them .

This is the epoch of the Anthropocene — the age of humans, wherein a technological worldview and human tools hold the central place in re-shaping the earth and its people . It’s also a time when 1.8 billion youth make up the largest generation of 10 to 24 year olds in human history with 50 per cent of the world’s population under 30 years of age .

I have investigated the lives of young people for nearly three decades. I am interested in how young people are living today when our planet has been driven to fragility by consumption trends intimately related to the rise of mass production made possible through technologies.

Digital technologies have been too frequently adopted into schools with use and guideline policies that haven’t considered long-term environmental , health or ethical impacts: today, equity concerns have moved beyond worrying that poorer children don’t have devices to grappling with what it means if wealthy developers are raising children tech-free .

Researchers focused on the Global South have highlighted how access to technology has been driven by commercial interests and data about outcomes is generated by people who stand to profit . Those who care for youth must find new ways to determine if there are any potential benefits for youth when living immersed in digital technology — particularly because interventions to distribute more technology can compound rather than remove existing inequalities .

With my Young Lives Research Lab team based at York University, I conducted a five-year study of youth and the digital age by analyzing 185 narrative accounts we collected from young people (ages 16-24) in Canada, Australia and Scotland . From these accounts, it’s clear to me they don’t think technology is the panacea for well-being it was once argued to be .

Left to their own devices

Today, when digital surveillance is higher than ever, there is a hollowing out of learning, a shallowness that comes with abuses of privacy and surveillance and from a loss of cherished human contact .

Young people say that digital tools and ways of living are morphing beyond recognition. They live a deep modern techno-paradox and are left to their own devices (pardon the pun) to sort it out. They worry about what digital media is doing to the children they observe.

Naomi, one youth particiapant, highlighted a feeling of vulnerability:

“Most of their apps and social media apps are geared towards our age group because I feel like you can do the most … I don’t know why, it feels like they want to make us do damage. I don’t know who ‘they’ even is , but I feel like we’re just the most vulnerable crowd for them to zone in on, and for them to get as much as they possibly can out of us for their benefit.”

Earth stood still

As part of our youth study, my collaborator Ron Srigley designed and analyzed an inquiry whereby youth lived without their phones for a week. Ron’s chapter in Youth in the Digital Age: Paradox, Promise, Predicament reported the findings from this empirical inquiry.

Youth described a loss of human contact, finding more freedom and focus and having a chance to consider ethical and moral problems of living on mobile phones, apps and media. One comment was typical:

“My mom thought it was great that I did not have my phone because I paid more attention to her while she was talking.”

One youth noticed that simply walking “by strangers in the hallway or when I passed them on the street” caused almost everyone to take “out their phone right before I could gain eye contact with them.”

Several youth suggested that without the phone, they lacked the confidence to solve basic problems or feared for their safety:

“Believe it or not I had to walk up to a stranger and ask what time it was. It honestly took me a lot of guts and confidence to ask someone.”

“Another thing I didn’t like about not having a cellphone that made me kind of scared at times was if someone were to attack me or kidnap me … I really wouldn’t be in any position to get help for myself …”

Youth reported a heightened awareness of a sense of acute conflict of missing instant online connection.

One person said living without their phone was “like the Earth stood still.”

Upgrades to people

In both the “no-phone experiment” and the other in-depth interviews, youth expressed both a deeply ingrained and taken-for-granted connection to their phones, while simultaneously feeling despair about a foreboding sense of technology taking over human lives .

As Easton stated:

“I think humans are going to become the new technology, and companies are going to be selling upgrades to people.”

Or, as Piper recounted:

“It’s good that technology is advancing fast because then maybe it will help some for a good cause. But also then there’s the downside of … how do you control it?”

Digital lives and wellness

Have we lost sight of the emotional, spiritual and physical well-being of youth?

Young people in our research asked that adults better attend to the myriad ways in which the digital age affects the well-being of youth. They showed how digital media affects all aspects of their lives in which well-being is measured such as health, education and social relationships .

More interesting is that they said new analyses about the depth and paradox of young digital lives is required if we are to fully understand youth wellness .

Have you read?

Why we need to rethink our relationship with technology, could wearable tech change our relationships with doctors.

As one result of what I heard from the youth in our study, I am now involved in a global research network concerned with youth and the Anthropocene . This network is investigating what it’s like to be young now and how young people navigate wellness in this fragile time.

Researchers in this network have connected with the help of digital media — while raising concerns about the technological and capitalistic worldview from within which these tools are born.

It is time to ask whether and how societies will support youth wellness in the Anthropocene and digital age. To do this well, we must engage and listen to young people.

Don't miss any update on this topic

Create a free account and access your personalized content collection with our latest publications and analyses.

License and Republishing

World Economic Forum articles may be republished in accordance with the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International Public License, and in accordance with our Terms of Use.

The views expressed in this article are those of the author alone and not the World Economic Forum.

Related topics:

The agenda .chakra .wef-n7bacu{margin-top:16px;margin-bottom:16px;line-height:1.388;font-weight:400;} weekly.

A weekly update of the most important issues driving the global agenda

.chakra .wef-1dtnjt5{display:-webkit-box;display:-webkit-flex;display:-ms-flexbox;display:flex;-webkit-align-items:center;-webkit-box-align:center;-ms-flex-align:center;align-items:center;-webkit-flex-wrap:wrap;-ms-flex-wrap:wrap;flex-wrap:wrap;} More on Emerging Technologies .chakra .wef-17xejub{-webkit-flex:1;-ms-flex:1;flex:1;justify-self:stretch;-webkit-align-self:stretch;-ms-flex-item-align:stretch;align-self:stretch;} .chakra .wef-nr1rr4{display:-webkit-inline-box;display:-webkit-inline-flex;display:-ms-inline-flexbox;display:inline-flex;white-space:normal;vertical-align:middle;text-transform:uppercase;font-size:0.75rem;border-radius:0.25rem;font-weight:700;-webkit-align-items:center;-webkit-box-align:center;-ms-flex-align:center;align-items:center;line-height:1.2;-webkit-letter-spacing:1.25px;-moz-letter-spacing:1.25px;-ms-letter-spacing:1.25px;letter-spacing:1.25px;background:none;padding:0px;color:#B3B3B3;-webkit-box-decoration-break:clone;box-decoration-break:clone;-webkit-box-decoration-break:clone;}@media screen and (min-width:37.5rem){.chakra .wef-nr1rr4{font-size:0.875rem;}}@media screen and (min-width:56.5rem){.chakra .wef-nr1rr4{font-size:1rem;}} See all

technology youth today essay

Microchips – their past, present and future

Victoria Masterson

March 27, 2024

technology youth today essay

‘Microfactories’ could be the future of manufacturing

technology youth today essay

Open Transaction Network: What is it and what does it mean for the incoming era?

Satwik Mishra, Neeraj Jain and Rajeesh Menon

March 22, 2024

technology youth today essay

Nvidia unveils new chip, and other technology stories to read

Sebastian Buckup

technology youth today essay

Technology’s tipping point: Why now is the time to earn trust in AI

Margot Edelman

March 21, 2024

technology youth today essay

Open Transaction Network: Could this shift in technology transform the global economy?

U.S. flag

An official website of the United States government

The .gov means it’s official. Federal government websites often end in .gov or .mil. Before sharing sensitive information, make sure you’re on a federal government site.

The site is secure. The https:// ensures that you are connecting to the official website and that any information you provide is encrypted and transmitted securely.

  • Publications
  • Account settings

Preview improvements coming to the PMC website in October 2024. Learn More or Try it out now .

  • Advanced Search
  • Journal List
  • Int J Environ Res Public Health

Logo of ijerph

Positive Effects of Digital Technology Use by Adolescents: A Scoping Review of the Literature

Aaron haddock.

1 Frances L. Hiatt School of Psychology, Mosakowski Institute for Public Enterprise, Clark University, Worcester, MA 01610, USA

2 School of Education, University of California, Riverside, Riverside, CA 92521, USA

Nicole O’Dea

Associated data.

The data presented in the study is available upon request from the first author.

This study examines the research literature published from 2012 to 2022 on the relationship between increases in adolescent consumption of digital technologies and its impact on multiple areas of development, with a focus on how adolescent immersion in an increasingly ubiquitous digital world engenders positive outcomes in terms of brain, cognitive, and social-emotional development. The literature search yielded 131 articles, 53 of which were empirical studies of the relationship between increases in consumption of digital technology and brain development, cognitive development, or social-emotional development among adolescents. Overall, these studies identify positive outcomes for adolescents who use different types of digital tech, including the internet, social media, and video games.

1. Introduction

Today’s youth are growing up in a world in which digital technology is ubiquitous and integrated into nearly every aspect of life. Basic human activities, including those related to education, socialization, and recreation, increasingly take place on digital platforms which have spawned new modes of engagement (e.g., socialization via social media, recreation, and learning via video gameplay). According to a recent research report based on a nationally representative survey among a random sample of tweens (8- to 12-year-olds) and teens (13- to 18-year-olds) in the United States, digital media use among teens, which varies across multiple demographic variables (e.g., gender, race/ethnicity, and household income), is on the rise, up nearly 17 percent since the onset of the COVID-19 pandemic [ 1 ]. It is estimated that, on average, adolescents today spend roughly eight and a half hours a day engaged with digital media, not including their use of digital technology for schoolwork [ 1 ]. The largest increases in digital media use have been in watching online videos, using social media, and browsing websites. Of these activities, both tweens (8- to 12-year-olds) and teens (13- to 18-year-olds) report that watching videos on YouTube is their favorite form of digital media activity, followed in order of preference by Snapchat, TikTok, Instagram, Discord, Facebook, Twitter, Pinterest, Reddit, and Tumblr [ 1 ]. On average, teens spend close to an hour and a half a day on social media [ 1 ]. Around a quarter of teens play video games on a console or computer daily, but nearly half report playing mobile games daily [ 1 ]. In terms of time spent, teens spend the most time watching videos, followed by gaming on various platforms, social media, and browsing websites. In terms of gender differences, boys use more screen media than girls and enjoy video games more; girls enjoy social media more than boys do. In a nationally representative sample of 743 teens in the United States, 97 percent of boys said they play video games compared to 83 percent of girls [ 2 ]. About 20 percent of teens regularly listen to podcasts. In the 21st century, digital engagement via various technological devices, platforms, and tools has become necessary for youth to accomplish key developmental tasks.

The saturation of the environment with digital media has prompted adjustments to established theoretical paradigms and birthed the field of media ecology, which examines how interactions with technology in the media environment shape, affect, facilitate, and impede human development. Importantly for this review, media ecology looks specifically at the impact on adolescent development when key developmental activities and interactions are mediated by digital technologies [ 3 , 4 ]. To accomplish this, media ecology draws on research in developmental psychology and Bronfenbrenner’s bioecological model of human development, a foundational paradigm for the fields of developmental psychology, applied psychology, pediatrics and childhood studies [ 5 , 6 ].

The bioecological model of human development views individuals as biosocial beings placed at the center of nested systems that reciprocally interact to inform developmental outcomes [ 6 , 7 ]. At the core of this theory is the focus on proximal processes, or the reciprocal interactions between the developing individual and persons, objects or symbols within the immediate ecological context [ 8 , 9 ]. Human development is thus characterized as a product of the transactional relationship between the developing individual as an active agent and drivers of development across ecological contexts [ 10 ]. Bronfenbrenner’s bioecological model consists of five nested systems. The microsystem is the immediate environment in which the youth lives and includes any immediate relationships or organizations they interact with (i.e., caregivers, other immediate family members, school, or other places of care). Surrounding the microsystem is the mesosystem, which is essentially the different parts of the microsystem working together for the sake of the youth. For example, the mesosystem captures the interrelationships between the technologies youth engage with across home and school contexts. The exosystem includes other individuals and places that youth may not interact with directly but still influence development, including caregivers’ workplaces, extended family members, and the larger community context. Further, the macrosystem or outermost system of this model embodies sociocultural factors and ideologies that inform the ways in which youth development is supported across contexts [ 10 ]. This might include perceptions of tech engagement and misconceptions about influence that in turn dictate the extent to which youth engage with tech in the first place. Finally, the outermost system, or the chronosystem, captures the historical development of each system and the developing youth over time. This system is particularly important to consider given the historical advances in tech and the shifting discourse on digital tech effects on youth development.

Scholars are now updating the original bio-ecological framework to reflect how digital technology’s deep impingement into the microsystem and mesosystem impacts human development [ 11 , 12 ]. For example, Johnson and Puplampu [ 13 ] introduced the concept of the ecological techno-subsystem (see Figure 1 ). As a feature of the microsystem, this subsystem accounts for different types of technology and the interactions they support between the developing individual and others in their system (i.e., family, peers, teachers). This theoretical shift utilizes an ecological perspective to hone in on youth development while drawing from media ecology [ 14 ]. Media ecology focuses on the ways in which all types of media shape the psychosocial characteristics of individuals, recognizing the environment that media technologies provide for interaction and identity development [ 12 , 14 ]. Like the intent of this scoping review, a major question stemming from media ecology is how and why various forms of digital engagement facilitate or impede processes of development and in turn, developmental outcomes. Focusing on media ecology as part of the innermost nested subsystem of influence, the role of technology use in development becomes a critical element of consideration that warrants holistic exploration [ 12 ].

An external file that holds a picture, illustration, etc.
Object name is ijerph-19-14009-g001.jpg

Ecological Techno-Subsystem.

As a generation known as “digital natives”, [ 12 , 15 ] youth have choice and control in the type and frequency of which they engage with technology across ecological contexts that is unparalleled. The need to account for an additional zone that “mediates [the] bidirectional interaction between the child and the microsystem” in the most immediate developmental context underscores the profound influence of digital technology on child development in the 21st century.

The Current Study

There is a growing body of research literature that identifies positive outcomes for youth who use different types of digital technologies, including the internet, social media, and video games. This study provides a scoping review of the extant literature examining adolescent consumption of digital technology and its impact on brain, cognitive, and social-emotional development, with a particular focus on how their immersion in an increasingly ubiquitous digital world engenders positive outcomes across these outcomes of interest.

2. Materials and Methods

In keeping with the research literature on digital engagement and media effects, this literature review employs the concept of digital media as a superordinate term that encompasses the broad category of types of digital technologies, applications, devices, platforms, and tools. Information and communication technologies (ICT) is another term frequently found in the literature that is synonymous with digital media. Similarly, Crone and Konijn [ 16 ] simply use the term media to describe the “media-saturated world, where media is used not only for entertainment purposes, such as listening to music or watching movies, but is also used increasingly for communicating with peers via WhatsApp, Instagram, SnapChat, Facebook, etc”. (p. 1).

This literature review employs the term digital engagement to capture youth’s “quotidian digital and online activity” and “the digital world”. Like digital media, digital engagement is “a broad concept of digital participation, which is not dependent on a specific technological device, platform, or tool” [ 17 ] (p. 102). An important aspect of adolescents’ and young adults’ digital engagement is captured by the concept of socio-digital participation (SDP) [ 18 ], which refers to participation in socio-digital activities via socio-digital technologies, defined as “the integrated systems of novel technological tools, social media, and the internet that enable constant and intensive online interaction with information, people, and artifacts” [ 19 ] (p. 16). Importantly, social-digital engagement is conceptualized as a participatory social practice reflective of adolescents’ lived experiences—and not merely acts of technology usage [ 19 , 20 , 21 ]. Typically, adolescents’ digital engagement activities are friendship-driven, interest-driven, or a combination of these digital engagement practices [ 21 ].

Search Strategies

PRISMA is an evidence-based minimum set of items for reporting in scoping reviews, systematic reviews, and meta-analyses. In alignment with the PRISMA guidelines [ 22 ], the authors conducted a scoping review to source all literature with relevance to technology engagement and youth development. Articles were identified for possible inclusion from five relevant databases PsycINFO, PubMed, Google Scholar, PLoS, and PsychARTICLES; additional searches were conducted using Academic Search Premier, a large database that includes 8500 journals that cut across a range of scientific disciplines. Search terms included: Adolescen*, brain development, cognitive development, college and career readiness, communication skills, digital media, digital technolog*, learning, neuroplasticity, social development, social emotional, technology, youth. All searches included one search term related to technology (i.e., digital technolog*, digital media, technology) and a term related to a developmental outcome of interest (e.g., brain development, cognitive development). Terms were combined using AND when searches were intended to be inclusive of all terms (i.e., adolescen* AND digital technolog* AND cognitive development), while terms that can be interchanged were combined using OR (e.g., adolescen* OR youth). Results were limited to articles that were peer- reviewed and published between 2012–2022.

The authors conducted an initial screening of all identified articles using the following inclusion criteria: (a) empirical study or review of the literature, (b) examines the effects of the use of digital technologies (i.e., internet, social media, video games) on at least one developmental domain of interest (i.e., brain development, cognitive development, social-emotional development, mental health/well-being). The initial search yielded 131 articles, of which 73 were excluded due to the criteria described above (see Figure 2 ). Fifty-three articles were fully reviewed between three of the authors. Inclusion decisions were made using a consensus approach where each article was discussed between at least three authors in a group format and then determined by the group to be included or not. Table 1 provides a summative overview of the selected articles organized by developmental domains of interest.

An external file that holds a picture, illustration, etc.
Object name is ijerph-19-14009-g002.jpg

PRISMA Flow Diagram for Scoping Review.

Overview of Selected Articles.

4. Findings

The discourse on the impact of digital media on youth is an extension of an age-old cultural concern and debate over the impact of new forms of technology on youth [ 23 ]. As Orben [ 24 ] has traced, concern and, at times even panic, over the influence of technology on youth has a long history. For example, in the Phaedrus, written circa 370 BCE, Plato recorded Socrates’ concern that the invention of writing and reading would ruin young people’s ability to use their memory and make them seem well educated and wise when in fact they were ignorant and unwise. In more recent centuries, tech fears have ranged from the novel giving rise to reading addiction, reading mania, and risky, immoral behavior in the 18th century to concerns about the negative influence of radio, television, smartphones, video games, and social media in the 20th and 21st centuries.

Although research on media effects has established that youth’s engagement with digital media can drive both positive and negative outcomes [ 3 , 25 , 26 ], the public perspective has focused more on its potential harm than benefits. Despite the focus on the negative impacts of technology on child development, the evidence linking digital engagement and negative outcomes is frequently overstated, focused on extreme users, and supported by studies lacking requisite nuance and complexity to discern specific effects [ 27 , 28 ]. Since the literature is largely based on correlational self-report data instead of sophisticated experimental designs, the direction of effects between digital media use and negative outcomes remains unclear [ 29 , 30 ]. When factors such as the type and quality of digital engagement, the social and developmental context, age, and individual differences are taken into consideration, digital engagement can function as a resource or a demand [ 31 ]. While it is a commonly held belief that digital engagement displaces important alternate activities, like sleep, interacting with friends and family, reading, and physical activity, the extant research has not substantiated this concern [ 27 , 32 , 33 , 34 ]. Conversely, the empirical evidence indicates that digital media facilitates peer communication, connection, and closeness (e.g., Davis [ 35 ]) and that engagement with tech at moderate levels is likely not deleterious [ 26 , 36 , 37 ] and may be promotive in a digital world (e.g., Giovanelli et al. [ 38 ]). For example, Lenhart et al. [ 39 ] found that social media use and collaborative gaming can facilitate friendships, social engagement, positive peer relations, and the provision of social support.

Digital media use is, according to Giedd [ 23 ], “in fact exquisitely aligned with the biology of the teen brain and our evolutionary heritage” (p. 128). Grounded in research on the neurobiological changes occurring during adolescence, Giedd clarifies how teens’ digital engagement is driven by changes in the brain’s reward system during puberty (dopamine, serotonin, GABA), teens’ efforts to accomplish key developmental tasks (e.g., Borca et al. [ 40 ]), and core features of the developing brain. fMRI studies on the adolescent brain demonstrate that, during adolescence, forming social connections becomes particularly salient and highly rewarding, which is reflected in their sensitized socio-affective brain circuits (Somerville, 2013). Given humans’ evolutionary history and the importance of strong connections with others, teens experience an existential drive for human connection, acceptance, and identification with groups (e.g., Crone & Dahl [ 41 ]; Blakemore & Mills [ 42 ]). Similarly, our evolutionary psychology predisposes humans to explore the environment, seek out adventure, and master threats—especially during the adolescent years when all social mammals exhibit increases in sensation seeking and risk taking. Adolescents also find experiences that enhance their affective development, or their emotional capacity to experience, recognize, and express a range of emotions and respond to others’ emotional cues, particularly reinforcing [ 41 ]. Developing the skills and aptitudes needed to transition to adulthood is highly motivating and rewarding for teens; whether these experiences take place in environments that are real or simulated matters little to the teen mind (e.g., Przybylski et al. [ 43 ]). Teens also exhibit a strong desire for information driven by evolutionary survival pressures and the human brain’s need for massive amounts of data from the environment for maturation (i.e., brain plasticity) and improved decision making. Thus, when it comes to digital technologies, what adolescents seek and find especially rewarding are opportunities to (1) face and overcome challenges, (2) connect and identify with a group, (3) grow emotionally, and (4) gain immediate access to actionable information.

4.1. Digital Tech & the Brain

While the research linking technology use and changes in the brain is still in its infancy, studies are emerging that indicate that digital engagement may positively (and negatively) influence human brains and behavior. For instance, studies utilizing brain imaging techniques have documented how intensive digital engagement can lead to changes in the brains of children and adolescents and affect brain functions, such as cognition, language, and visual perception (e.g., Firth et al. [ 44 ]; Hutton et al. [ 45 ]; Winnick & Zolna [ 46 ]).

4.1.1. Video Games

Several studies have examined the connection between playing video games and brain structure using structural magnetic resonance imaging (sMRI). In one such study involving 152 adolescent participants in Germany, Kühn et al. [ 47 ] found a positive association between the reported amount of time spent playing video games (of any type) and cortical thickness in the prefrontal areas of the left hemisphere (i.e., dorsolateral prefrontal cortex and frontal eye field). They concluded that the thickness of the dorsolateral prefrontal cortex was related to executive control and the thickness of the front eye field was related visual-spatial attention and visual-motor integration.

Additionally, some studies have employed functional magnetic resonance imaging (fMRI) to examine the connection between playing video games and brain activity. For example, Mosaila et al. [ 48 ] used fMRI scans to compare the performance of 167 adolescents and young adults in Finland, who varied in terms of how frequently they played video games, on a task with selective attention and working memory demands. Results showed that those who reported playing video games more frequently displayed enhanced working memory functioning and task-difficulty-dependent modulation in a network of frontal and parietal brain areas in both hemispheres.

4.1.2. Social Media/Internet

Studies have also documented specific brain regions engaged to build and maintain online social networks that are different from those used for offline social networks along with changes in the cortical volume of the brain stemming from engagement with peers via social media. Kanai et al. [ 49 ] found that, among participants in England, variation in online social network size strongly predicted gray matter volume and density in particular regions of the brain associated with social cognition, including navigating social networks and maintaining positive peer relationships, but not areas associated with understanding others’ actions, intentions, and perspectives. Kanai et al. [ 49 ] also found that online social network size was associated with areas of the brain responsible for remembering name-face associations. While this study was unable to determine the direction of the relationship between brain structure and participation in online social networks and whether friendships drive observed brain changes, scholars have pointed to these findings as evidence of adolescents’ and emerging adults’ sensitivity to the interpersonal dynamics involved when engaging with peers on social media.

4.2. Digital Tech & Cognitive Development

Cognitive development is best defined as the processes through which individuals acquire and organize new information or knowledge in order to apply it to novel situations [ 50 ]. Youth cognitive development is a salient domain when considering technology engagement. Often, engaging with technology like video games involves developing and sustaining problem-solving skills [ 51 ] and honing in on skills that enhance spatial recognition [ 52 ]. Below, we summarize findings that emphasize a positive relationship between tech engagement and both problem- solving and spatial skill development.

4.2.1. Social Media/Internet

Fitton and colleagues [ 53 ] examined the relationship between internet use and cognitive and psychosocial development among a cohort of adolescents in the United States (N = 128). Authors conducted semi-structured interviews to gather insight on youths’ use of technology, level of comfort engaging with it, and how they feel it influences their own development. Overall, technology was perceived by youth as an integral part of their daily lives and a positive influence on their development. Specifically, they emphasized noticeable increases in skills and competencies related to recognizing information that they need and finding it on their own. With that, they recognized enhanced abilities in acquiring knowledge and creative thinking.

4.2.2. Video Games

Uttal and colleagues [ 52 ] conducted a meta-analysis of studies that focused on trainings that aimed to improve spatial skills. Spatial skills of interest included: (1) spatial perception, or the ability to determine spatial relationships in relation to an individual’s own location even with distraction; (2) mental rotation, or the ability to visualize the movement of an object without any physical movement in order to make judgements; and (3): spatial visualization, or the ability to carry out a series of manipulations of stimuli that is spatially present [ 52 ]. Upon close examination of 217 studies involving diverse youth, authors concluded playing video games can be an effective training intervention to enhance spatial skills, where video game players across studies performed significantly better in tasks that require spatial attention and skill. Authors note, however, that the effectiveness of video game play as a spatial training intervention is based on personal characteristics, type of video game, and the duration and frequency of training sessions.

Kühn and colleagues [ 47 ] took a closer look at spatial skills by conducting a randomized comparative effectiveness trial with a sample of young adults in Germany (N = 48). The intervention arm, or video game training group, received instructions to complete various spatial tasks whereas the control group was instructed to freely explore during play. The training group engaged in video game training for at least 30 min a day for a span of two months using Super Mario 64, a widely known platformer game. Brain scans were conducted for both groups after the two- month training period. Results demonstrated significant differences between groups in brain imaging, showing an increase in gray matter in areas of the brain that are important for spatial navigation, strategic planning, and working memory. Overall, results supported the notion that video game training can be used to augment gray matter in the brain that are responsible for cognitive abilities.

4.3. Digital Tech & Social-Emotional Development

Social-emotional development is characterized by learning how to understand, manage, and express emotions in the context of learning about and building relationships with others [ 54 ]. Engaging with technology often involves a social context. Building on the social-emotional development literature, the Collaborative for Academic, Social, and Emotional Learning (CASEL) [ 55 ] has provided the most widely utilized definition of social and emotional learning (SEL): “SEL is the process through which all young people and adults acquire and apply the knowledge, skills, and attitudes to develop healthy identities, manage emotions and achieve personal and collective goals, feel and show empathy for others, establish and maintain supportive relationships, and make responsible and caring decisions”. Studies outlined below emphasize aspects of social-emotional development that are enhanced by tech engagement. For a research-based review of potential ways technology can be leveraged to support SEL (see Slovák & Fitzpatrick [ 56 ]).

4.3.1. Digital Media

Przybylski and Weinstein [ 26 ] studied links between digital screen time (i.e., video games, computers, smartphones, films and other media) and mental well-being (i.e., happiness, life satisfaction, psychological functioning, and social functioning) in a sample of 120,115 15-year-olds in the United Kingdom. Female participants reported more engagement with smartphones, computers, and the internet, whereas male participants reported significantly more engagement with video games. Results indicated that moderate digital engagement (e.g., on a weekday, spending less than 1 h and 40 min playing video games or less than 1 h and 57 min using a smartphone) across device types is positively associated with mental well-being and does not appear to displace other activities that foster mental well-being. As the authors conclude, the study results suggest that, when used in moderation, digital technologies may “afford measurable advantages to adolescents” (p. 213), including providing opportunities for communication, creativity, and development.

It should be noted that the relationship between digital engagement and well-being among adolescents is still unclear and appears to vary by individual differences and the quantity and quality of digital media use. Studies have documented a variety of associations, including small, negative associations [ 28 , 57 , 58 ], no association [ 59 ], positive associations [ 60 , 61 , 62 , 63 ], and mixed results [ 64 , 65 , 66 ].

4.3.2. Social Media/Internet

Studies have documented how adolescents’ social media use enhance social development and enhance relationships and social connections. For example, Reid et al. [ 67 ] found that social media platforms facilitate teens’ access to and interactions with others different from themselves, which increases understanding and empathy. In a study of 200 adolescents and emerging adults in Israel, Ziv and Kiasi [ 68 ] found that Facebook use provided users with a positive community that supported their psychological well-being; these effects were particularly pronounced for users with lower social skills who may have struggled more with in-person interactions. In a quantitative 7-day diary study of 162 adolescent Facebook users in Germany, Wenninger et al. [ 63 ] documented the positive association between targeted communication activities on social media that evoke reciprocity, like chatting and exchanging feedback via comments and likes, and positive emotions. As previously noted, this is in part because the adolescent brain is particularly sensitive to forming and maintaining social connections and developing an identity in relation to others.

4.3.3. Video Games

Przybylski [ 69 ] examined the relationship between video game engagement and psychosocial adjustment (i.e., prosocial behavior, life satisfaction, and internalizing and externalizing problems) in a sample of 4899 10–15-year-olds from England, Northern Ireland, Scotland, and Wales. Analyses found small (<1.6% of variance) yet statistically significant positive associations between low levels of video game play and psychosocial adjustment. When compared to non-video game players, light video game play (i.e., less than one hour per day) was associated with positive psychosocial adjustment, including higher life satisfaction and prosocial behavior and lower levels of problems with peers, conduct problems, and emotional symptoms. No significant differences were detected for moderate levels of video game engagement (i.e., 1–3 h per day) when compared with nonplaying peers. However, heavy video game play (over 3 h daily) was associated with more negative psychosocial adjustment—indicating a possible dosage effect. Results suggest that playing video games responsibly provides youth with opportunities for socialization, identity development, and cognitive challenges that are facilitative of social-emotional development in a manner similar to more traditional forms of play.

In 2017, Adachi and Willoughby [ 70 ] reviewed the literature on the link between playing video games and positive youth outcomes, such as well-being, intrinsic motivation, learning, optimal functioning, and positive peer relationships. The review focuses on studies that apply self-determination theory (SDT) to explain how video games may create contexts that satisfy basic psychological needs (i.e., competence, autonomy, and relatedness) and, in turn, effectuate positive outcomes. Citing numerous studies published between 2000 and 2016, the authors argue convincingly that playing video games afford experiences of independence, interdependence, cooperation, exploration, and challenge that in turn foster enhanced autonomy, competence, human relatedness, and well-being. The review also establishes a link between playing video games and developing problem-solving skills (e.g., identify the problem, generate and evaluate possible solutions) that hold the potential to not only improve adolescents’ game play but also their peer relationships. This link is further buttressed by research on how playing online video games cooperatively with diverse youth enhances intergroup relations and feelings of social connection.

EmoTIC is an example of a game-based social-emotional program with demonstrated impact on adolescent social and emotional development [ 71 ]. The intervention has a science-fiction theme and is delivered via a digital app. Users participate in four classroom group sessions and complete twelve individual home activities focused on acquiring foundational SEL concepts (e.g., emotional skills, social skills, enhancing self-knowledge and self-esteem, and assessing growth. Results showed that adolescents in Madrid, Spain between the ages of 11 and 15 ( n = 119) who completed the program improved on several measures, including self-esteem, feelings of well-being, emotion regulation, and prosocial behavior.

4.4. Digital Tech & Mental Health/Well-Being

Youth mental health and well-being is an all-encompassing term that represents a balance of emotional, psychological, and social wellness [ 72 ]. It involves the ways in which youth handle stress, practice healthy habits, and maintain social engagement. Mental health and well-being are particularly important for youth as they are at the cusp of developmental milestones that heavily rely on mental, social, and emotional wellness.

4.4.1. Video Games

Video games possess the unique ability to enable adolescents to experiment with and “try on” different identities and experiences not available in their current life situation or developmental phase. In a study of emerging adults (nationality not provided) by Przybylski et al. [ 43 ], researchers found that when games facilitated alignment between players’ ideal-self characteristics and game-self characteristics, players experienced higher levels of intrinsic motivation and well-being. These results suggest that digital engagement experiences that enable adolescents and young adults to simulate and experience ideal aspects of themselves (e.g., helping others, graduating from college, having a desirable career) may enhance motivation to engage in the experience while offering virtual exposure experiences that promote self-exploration and goal identification and adoption.

Barr & Copeland-Stewart [ 73 ] examined video game play and youths’ overall well-being during the COVID-19 pandemic. Using an online survey with closed and open-ended questions, authors measured game play habits and aspects of mental health and well-being among a large sample of youth (N = 781) during the pandemic. Results indicated that youth engaged in more frequent game play for longer segments of time, describing their extended engagement as an “escape from the pandemic”. This finding correlated with increased socialization during the lockdown advisory and decreased anxiety and depression. Further, respondents reported feeling as though engaging in video game play provided more feelings of control and agency during a particularly challenging time. Overall, this article emphasizes that video game play can provide support and relief that contributes to improved mental, social, and emotional wellness.

4.4.2. Social Media/Internet

Multiple studies have demonstrated that most people use social media to support, maintain, and enhance offline social relationships [ 74 , 75 , 76 ]. For instance, in a nationally representative survey of teens in the United States (743 youth between the ages of 13 and 17) by the Pew Research Center, 31 percent of teens said that social media has had a mostly positive impact, especially when it comes to connecting and staying in touch with friends and family [ 2 , 77 ]. Respondents also emphasized how their use of social media enabled them to meet and connect with others with similar interests, explore their identity and express themselves, garner peer support, and learn new things. Eighty one percent said social media makes them feel more connected to their friends; 69 percent said it helps them interact with a more diverse group of people; and 68 percent said it makes them feel as if they have people who will support them through tough times. Overall, teens associated social media use with positive emotions, including feelings of inclusion and confidence [ 2 ].

Kanai et al. [ 49 ] found that variability in the size of users’ offline social networks was correlated with variability in the size of users’ online networks. Building on this finding, Davis [ 61 ] examined the impact of digital media use and online peer communication on friendship quality in 2079 adolescents in Bermuda. Analyses revealed a positive association between more frequent online communications with friends and friendship quality. In discussing the findings, Davis noted that studies support the view that, despite the negative public perception, the existing evidence suggests that online peer communication is largely positive and serves to enhance peer relationships.

In a systematic review of the literature, which included large numbers of adolescents and emerging adults, Erfani and Abedin [ 78 ] found social media use led to increased well-being and had positive effects on users’ social support, communication, and connectedness. Meta-analyses have also found that connecting with others via social media enhances both social support and users’ perceived social resources [ 79 , 80 ].

There are some potential limitations concerning the results of this study. It is possible that the search terms used were not inclusive of all possible variants and the databases searched were not inclusive of all relevant journals, thus resulting in the exclusion of relevant studies. However, it is important to note that scoping reviews are not intended to be exhaustive [ 81 ]. In addition, it is possible that the synthesis literature included in this review suffers from the prevalent issue of non-independence of observations (i.e., overlap among primary-level studies). However, non-independence “may be fairly minimal” in reviews that draw from a broader body of literature that includes sources representing many different disciplines [ 82 ].

4.5. Conclusions

In sum, this scoping review of the empirical research literature on the relationship between digital engagement and positive youth development found evidence of specific positive effects on adolescent brain development, cognitive development, social-emotional development, and mental health and well-being. These included improvements in executive control, visual-spatial attention, visual motor integration, problem solving, working memory, strategic planning, and information gathering; increases in social-emotional learning, intrinsic motivation, socialization, social support, social connection, and creativity; and enhancements to autonomy, competence, communication skills, and well-being.

4.6. Recommendations for Leveraging Digital Tech Use to Promote Positive Outcomes for Adolescents

Given the documented impact of digital engagement on adolescent development, tech-based interventions demonstrate promising potential across domains of youth development. There is clearly a unique opportunity to leverage technology in a manner that will positively engage teens and intervene with them to help them learn about themselves, advocate for themselves, and explore careers. However, as evidenced by the scoping review, there is a limited number of articles that focus primarily on positive outcomes. The following recommendations are based on the findings of the scoping review, behavior change design principles, and insights from startup product development.

4.6.1. Employ an Intervention Design Process

When developing tech-based interventions, begin by carefully defining the problem to be solved, the outcomes of interest, the target users, and the target users’ relevant contexts. Then, explore a variety of potential solutions. When exploring solutions, consider (a) possible intervention designs and (b) possible tech-based delivery methods. The findings of this literature review are particularly pertinent to this phase of the design process and will help clarify which types of solutions are likely to be most effective. This can be visually represented in an outcome logic map or logic model. Program evaluators employ logic models to define the specific outcomes an intervention is intended to achieve, the activities (i.e., mechanisms of action) that will facilitate achievement of the targeted outcomes, and how the intervention’s results will be measured. When applied to tech-enabled interventions, it is especially important to clarify how the intervention will be implemented and used.

Employ a customer discovery approach to determine how best to meet potential users’ needs [ 83 ]. Interview target users to understand their perspective, motivations, priorities, values, goals, and identities. Explore their reasons for engaging with the intervention being developed. Ask them what tech product features and intervention components they think will help them achieve the target outcomes (e.g., increased self-knowledge, career exploration). If the intervention aims to change behavior, consider using the Behavior Change Wheel as a product design framework. Based on in-depth research on 19 behavior change frameworks, the Behavior Change Wheel helps product designers identify solutions that enhance users’ capability, opportunity, and motivation to change or engage in a particular behavior. See Michie, Atkins, & West’s practical guide to intervention design, The Behaviour Change Wheel: A Guide to Designing Interventions [ 84 ] and Bucher’s Engaged: Designing for Behavior Change [ 85 ].

4.6.2. Convene a Youth Advisory Board

If teens are the target users, engage teens at every phase of the design process to create a teen-centric intervention that connects their motivations with the target outcomes. Convene a diverse and inclusive teen advisory board to get their perspectives and solicit their guidance on what teens need, want, and will use. Once a beta version of the intervention is ready, relentlessly collect feedback from teens on what works and what needs to be changed.

Have the teen advisory board work closely with subject matter experts and technologists to ensure the interventions and experiences integrate into their lives and use language they will respond to. Like other popular forms of digital engagement, interventions will work best if they meet youth where they are at in familiar and fun ways.

Highlight teens involvement with the creation of the intervention and provide opportunities for teens to promote it.

4.6.3. Create Authentic and Engaging Digital Experiences

Youth are particularly sensitive and responsive to authentic social media messaging. Social media campaigns and initiatives will be most effective if developed and deployed by youth with the support of subject matter experts. Rallying authentic youth engagement (e.g., “likes”, “retweets”, etc.) and promotion of the campaign or message is key. For example, a social media campaign aimed at inspiring youth to consider pursuing a technical career as a possible alternative to college could begin by convening a teen advisory board charged with discovering, for example, teens’ questions about the decision to pursue a technical career. The youth advisory board’s process of gathering this information (e.g., through social media queries, focus groups, surveys, interviews, etc.) could be shared in creative social media posts, videos, and photos and serve to promote the campaign and create a community around the initiative online. This will build trust and buy-in.

Digital interventions that leverage social media should take into consideration the social norms of the platform. There is evidence to suggest that teens are increasingly reluctant to explore, experiment with, and express their identity or emerging identities on mainstream social media platforms like Facebook and Instagram, but continue to do so on YouTube and fanfiction sites and in microblogging communities [ 86 ]. Therefore, interventions that aim to facilitate identity exploration and development in the service of greater self-awareness and self-knowledge should keep this in mind and create online spaces where teens feel understood, experience camaraderie, and can be genuine and engage in authentic self-exploration [ 61 , 87 ]. Ideally, an online social network will engender positive growth, provide teens with social support, and connect them with the peers, experts, and professionals that will help them achieve their goals and the intervention’s target outcomes.

Tech-based interventions to facilitate self-knowledge, self-awareness, and identity development should provide youth with opportunities to explore different identities, including idealized versions of themselves, and contexts that are not currently accessible. For instance, a video game or virtual reality experience could enable users to try out different careers in a variety of roles (e.g., programmer, team leader, copywriter, marketing director). An app could help teens imagine their future self in college or a career coupled with an opportunity to set short- and long-term goals and create a detailed action plan aligned with their values. The app-based action plan could guide and support users as they take concrete steps toward their goals, offer timely tips and encouraging feedback, and celebrate and reward users when they reach important milestones on their journey.

If the digital intervention leverages a social component, provide users with choice. The research is clear that online social support can be beneficial for teens; however, not all users want to engage in a social aspect or have their activities be made public. Nevertheless, provide all users with the option to witness the social engagement of others, even if they do not participate. Research has shown that witnessing the online social engagement of others can be nearly as beneficial as active participation [ 85 ].

4.6.4. Leverage the Best Features and Most Popular Forms of Digital Engagement

Teens range freely across digital media platforms and tools. Design tech-enabled interventions that leverage the best features of gaming, social media, online videos, streaming, and digital content creation devices. Take teens’ favorite forms of digital media activity into consideration; among teens in the U.S., research indicates watching videos on YouTube is their favorite form of digital media activity, followed in order of preference by Snapchat, TikTok, Instagram, Discord, Facebook, Twitter, Pinterest, Reddit, and Tumblr [ 1 ].

Leverage technological innovations to support SEL. For example, use mobile devices to provide youth with just-in-time prompts (e.g., to label emotions and practice emotion regulation skills when high levels of stress are detected by physiological sensors), reminders (e.g., to engage in activities that promote well-being or facilitate social connection), and scaffolding and support (e.g., how to use problem solving skills; prompts to track experiences to facilitate self-reflection and/or discussions at a later time). Use social media sites to support reflection, sharing of experiences, and social-emotional self-awareness. Online social networks can also be used for online support groups that provide, for instance, information on and support around college and career exploration or mental health. Natural language understanding technology is already being used by mental health professionals to monitor therapy sessions and glean evidence-based insights; a similar approach could be applied in everyday life to foster social-emotional development and communication skills.

While virtual reality’s (VR) ability to create powerfully immersive experiences continues to hold incredible promise for SEL, skill building, and mental health promotion and treatment [ 88 ], currently less than 20 percent of youth have access to VR headsets [ 1 ].

4.6.5. Use Video Games to Build Community, Provide Exposure Experiences, Explore Identity, and Enhance Perspective Taking

Video game play among youth is particularly high and thus provides a unique opportunity to engage their interests in a way that promotes development and engages them within the community. Offering opportunities for youth to engage in game play within the community, for example, in-person or virtual tournaments, provides youth with a platform that not only supports their cognitive development and psychosocial wellness, but also maintains social connection during the extended pandemic period. There is also evidence to suggest that interactive media experiences can facilitate perspective taking, communication skills, and collaboration.

When designing video game-based interventions, provide the player with enough challenge to make the game engaging, but not so challenging that the player feels the task is insurmountable. Game-based interventions that provide players with novel opportunities to embody and experience ideal aspects of themselves (i.e., how they would like to experience themselves) will enhance intrinsic motivation to play the game along with enjoyment [ 43 ].

4.6.6. Understand the Environment in Which Digital Interventions Are Implemented

Considering how technology now mediates interactions between the developing individual and others in their microsystem (i.e., family, peers, teachers), when designing tech-based interventions it is important to consider the role it will play in teens’ techno-subsystem. For example, how will this intervention integrate with what teens are already doing in their daily lives? How may the reciprocal interactions with other important individuals in the teens’ microsystem facilitate or impede intervention effectiveness? How might influential peers, parents, and mentors be recruited to support and amplify the aims of an intervention? Tech-based interventions that easily integrate with existing influential relationships in the youth’s microsystem will be most engaging and effective.

In light of changes in the brain occurring during adolescence, the most naturally engaging and effective digital interventions will: (a) be fun, engaging, and social; (b) foster emotional growth; (c) give teens agency over their education; (d) enable identity exploration and experimentation; (e) engage other influential people in teens’ developmental context; (f) help teens draw connections between their core values, priorities, and short- and long-term goals, (g) empower exploration and mastery of their environment; (h) facilitate achievement of key developmental tasks; and (i) provide immediate access to actionable information.

Funding Statement

This research was funded by American Student Assistance (ASA).

Author Contributions

Conceptualization, A.H., N.W., R.Y. and N.O.; methodology, A.H., N.W., R.Y. and N.O.; formal analysis, A.H., R.Y. and N.O.; investigation, A.H., N.W., R.Y. and N.O.; writing—original draft preparation, A.H., N.W., R.Y. and N.O.; writing—review and editing, A.H., N.W., R.Y. and N.O.; visualization, R.Y. and N.O.; supervision, A.H. and N.W.; project administration, A.H. and N.W.; funding acquisition, N.W. and A.H. All authors have read and agreed to the published version of the manuscript.

Data Availability Statement

Conflicts of interest.

The authors declare no conflict of interest. The funders had no role in the collection, analyses, or interpretation of data; in the writing of the manuscript; or in the decision to publish the results.

Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations.

COMMENTS

  1. The Technology Influence on Youth - 639 Words | Essay Example

    For example, sitting in a constantly uncomfortable posture while checking social networks leads to the deterioration of the neck and back, provoking chronic pain in these areas. Moreover, bright light contributes to the damage of vision and sleep disorders, such as lack of sleep or even insomnia. Online interactions affect a teen’s emotional ...

  2. Essay on Impact Of Technology On Youth - aspiringyouths.com

    500 Words Essay on Impact Of Technology On Youth The Role of Technology in Learning. Technology has changed the way young people learn today. In the past, students had to rely on books and teachers to find information. Now, with a few clicks on a computer or taps on a phone, they can get answers to their questions instantly.

  3. Youth and technology: 5 ways we're changing the world

    Here are five stories where avant-garde technology, creative ideas and young and passionate visionaries intertwine to give life to development initiatives that are changing the world. 1. Green thinking. RecLeb - Recycle the Smart Way is a project developed by Khalil, a 23-year-old electrical and computer engineer, aiming to the high levels of ...

  4. The impact of digital technology use on adolescent well-being

    The literature implies that the relationship between technology use and adolescent well-being is more complicated than an overall negative linear effect. In line with meta-analyses on adults, effects of digital technology use in general are mostly neutral to small. In their meta-review of 34 meta-analyses and systematic reviews, Meier and ...

  5. Young people's relationship to technology? It's complicated

    This is the epoch of the Anthropocene — the age of humans, wherein a technological worldview and human tools hold the central place in re-shaping the earth and its people. It’s also a time when 1.8 billion youth make up the largest generation of 10 to 24 year olds in human history with 50 per cent of the world’s population under 30 years ...

  6. Impact Of Technology On Youth Essay - PaperAp.com

    The sample essay on Impact Of Technology On Youth Essay deals with a framework of research-based facts, approaches and arguments concerning this theme. To see the essay’s introduction, body paragraphs and conclusion, read on. Instructor: Impact Of Technology On Youth Essay. How Technology Impacts Young People

  7. Technology and Today's Youth Essays - 2328 Words | Bartleby

    Technology and Today's Youth Essays. Decent Essays. 2328 Words. 10 Pages. 12 Works Cited. Open Document. Technology affects everyone! Whether positive or negative, we are all affected, how it manifests itself into problems for youth will be studied and debated for years. Balancing technology throughout the educational process and keeping with ...

  8. Positive Effects of Digital Technology Use by Adolescents: A ...

    The discourse on the impact of digital media on youth is an extension of an age-old cultural concern and debate over the impact of new forms of technology on youth . As Orben has traced, concern and, at times even panic, over the influence of technology on youth has a long history. For example, in the Phaedrus, written circa 370 BCE, Plato ...

  9. (PDF) Technology : Impact on the Youth and Society - ResearchGate

    This article investigates the negative implications of technology in terms of data storage, identity, security, the future of our hyper-connected youth, and the repercussions of data breaches ...