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Intensive screen use: at least 9 health risks

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The World Health Organisation have added a new type of screen addiction since January 2018: “gaming disorder”. They thus launched an information campaign regarding healthy screen use. More and more people are becoming addicted to surfing the web, going on social networks, watching television and playing video games, and it is starting from very early in childhood. So what are the risks associated with such intensive use of screens?

Too much screen time: what are the health risks?

Many people now consider themselves addicted to screen use, and are concerned about the growing place it has in the lives of their children.

Doctors and experts are now keen to inform the public of the health consequences of too much screen use, but also of the social and psychological consequences:

  • withdrawal
  • breakdown of emotional bonds
  • mood problems
  • hyperactivity
  • poor posture, leading to back problems or problems with the muscles and joints
  • sleep problems
  • eye problems
  • excess weight linked to a sedentary lifestyle
  • cardiovascular risks linked to a sedentary lifestyle, etc. 

However, “for psychiatrists and neuroscientists, screen use cannot be considered an addictive behaviour, according to Pierre-Marie Lledo, the director of the department of neuroscience in the Pasteur Institute.

He reminds us of the difference between intensive screen use and gaming disorder“, which is defined by the World Health organisation as a problem leading to “significant impairment in personal, family, social, educational, occupational or other important areas of functioning and would normally have been evident for at least 12 months.”

According to Pierre-Marie Lledo, the abstinence from screens “doesn’t lead to withdrawal symptoms or suffering, as is the case with drug addiction, and there is no risk of relapse”. 

He promotes “reasoned and reasonable” use of screens, with certain practical recommendations, such as the 3-6-9-12 rulewhich can be applied to children in relation to this matter.

In education, the use of computers has a different goal and is not intended as entertainment, but as a tool to support learning and development. By contrast to what happens in gaming disorder, such use of technology has positive effects on the brain and on social relationships.

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