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How being always-on impacts young audiences 

For media companies – who care about the audiences they serve – it is important to consider how best to optimize digital experiences to support young teens’ well-being

April 15, 2025 | By Rande Price, Research VP – DCN
Young Teens aged 11-13 engaging with digital devices to reflect young audiences and their activities

In today’s digital world, young audiences increasingly immerse themselves in screens, from smartphones to social media and video games. As technology becomes an integral part of the daily lives of young adolescents, it raises critical questions about its impact on their social interactions, mental health, and overall well-being. New University of South Florida research finds that young adolescents overwhelmingly possess smartphones and are using them for hours a day.  

While the Life in Media Survey does find negative correlations between certain online activities and their emotional health, it also makes some surprising discoveries. For example, contrary to the idea that smartphones lead to isolation, they find that smartphone owners tend to spend more time with friends in person than those without phones. However, for ethical media companies – who care about the audiences they serve – it is important to consider how best to optimize digital experiences to support young teens’ wellbeing.

The Life in Media Survey, a collaboration between the University of South Florida and The Harris Poll, explores digital media use and well-being among those aged 11-13. Although numerous researchers, educators, parents, and policymakers have advocated for reducing digital media usage among children, the USF study shows an increasing level of connectivity. A significant 78% of all participants possess their own smartphone, with 72% of 11-year-olds included in this group; additionally, 56% have their own tablet. 

Kids estimated that they spend an average of 4.4 hours on their smartphone and/or tablet on schooldays, 6.3 hours on non-schooldays. And for some of these kids, smartphones are disruptive given that 20% of kids reported that push notifications on their smartphones and other devices are always on. 

Social media, gaming and cyberbullying  

The study also shows that children who game daily or frequently use social media spend more time connecting online with friends. However, these connections can have negative effects. For example, cyberbullied kids spend more time online, potentially exposing them to harmful environments, which can exacerbate emotional distress. Balancing the benefits of technology with its risks remains a central challenge in shaping healthy digital environments for the next generation.  

The survey uncovers a link between cyberbullying and engagement with social media influencers. Cyberbullied kids are more likely to interact with influencers—whether by sending money, messaging them, or purchasing endorsed products. This interaction suggests that some bullied children may turn to influencers for emotional support or validation, using them as an escape from online bullying in other spaces. 

What kids think of technology’s impact 

While there are concerns about technology’s impact on children, many kids still express enjoyment in using digital devices, particularly social media. Around 74% of kids enjoy social media, whether they experience bullying online or not. However, the emotional impact of technology is more complicated. Cyberbullied kids are more likely to feel that technology interferes with their daily lives. This highlights the need for platforms to ensure a safer online environment for young audiences. 

One in three kids agreed with the statement “Social media causes more harm than good,” and about the same proportion disagreed with that statement (34% and 33%, respectively). Three in 10 kids (29%) say that they believe that A.I. causes more harm than good, and respondents were slightly more likely to agree with the statement if they’d previously used A.I. tools (32% vs. 28%). 

What young audiences are doing online

Streaming platforms are also a significant part of children’s media consumption. Three out of four children use Netflix and Disney+ (77% and 73%, respectively), while half or more use Amazon Prime Video, Hulu, and Spotify (68%, 56%, and 52%, respectively).  

When asked to list their most-used platform, more respondents selected YouTube than any other program, followed closely by TikTok (17% and 15%, respectively). Entertainment tops the favorite genres of online videos, with gaming listed by 35% of respondents, followed by music and comedy (29% and 23%, respectively, based on selecting up to two favorite genres). 

The research findings show that users spend almost four hours a day on their most-used app. Those who favor Netflix report using the app for an average of 4.0 hours a day, which is slightly higher than the average 3.6 hours reported by those who prefer YouTube, Roblox, and Instagram. The slight bump might be due to the longer-form content on Netflix. TikTok use averaged slightly lower, at 3.2 hours a day. 

The “more-and-more” phenomenon 

The data here points to a “more-and-more” trend, where kids who engage in one type of media activity, such as gaming or social media, are more likely to binge on another media activity. This phenomenon underscores the need to create content that spans multiple platforms. By doing so, they can capture and hold the attention of young audiences more effectively. 

The Life in Media Survey provides valuable insights into how digital media shapes young adolescents’ lives. While technology fosters connection and entertainment, it also brings risks related to cyberbullying, excessive screen time, and emotional well-being. For the media industry, this means developing content that engages young viewers and supports their mental health. By prioritizing positive and age-appropriate media experiences, the industry can help mitigate these risks while embracing digital media opportunities. 

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