The University of Manchester

01/14/2026 | Press release | Distributed by Public on 01/14/2026 02:03

Time spent on gaming and social media not to blame for teen mental health issues

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Teenage Caucasian boy sitting on bed holding smartphone with both hands, focusing intently on screen, demonstrating gadget addiction concept in casual home environment
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14
January
2026
|
08:00
Europe/London

Time spent on gaming and social media not to blame for teen mental health issues

Written by: Joe Stafford

A major new study from The University of Manchester has found little evidence that social media use or video gaming are causing mental health problems in young teenagers, challenging one of the most widespread concerns among parents and teachers today.

The research - published in the Journal of Public Health- isbased on the experiences of more than 25,000 pupils across Greater Manchester, and is one of the largest and most detailed studies of its kind. The team followed young people aged 11-14 over three school years as part of the #BeeWell programme, which focuses on understanding and improving young people's wellbeing.

For several years, headlines have warned that time spent on TikTok, Instagram or gaming platforms could be driving a rise in anxiety and depression among teenagers - but the Manchester researchers say their findings paint a much more nuanced picture.

"We know families are worried, but our results do not support the idea that simply spending time on social media or gaming leads to mental health problems - the story is far more complex than that," said lead author Dr Qiqi Cheng.

The study tracked pupils' self-reported social media habits, gaming frequency and emotional difficulties over three school years to find out whether technology use genuinely predicted later mental health difficulties. The researchers found no evidence that heavier social media use or more frequent gaming caused increases in symptoms of anxiety or depression over the following year - for boys or girls.

However, the study did uncover other interesting patterns. Girls who gamed more often went on to spend slightly less time on social media the following year, and boys who reported more emotional difficulties were more likely to cut back on gaming in the future - a pattern the researchers suggest could be linked to losing interest in hobbies when feeling low, or parents limiting screen time when they notice their child is struggling.

The research team also explored whether actively chatting on social media or just passively scrolling made a difference, but the overall picture remained the same - technology habits alone did not appear to drive mental health difficulties.

The authors emphasise that this does not mean online experiences are harmless. Hurtful messages, online pressures and extreme content can all have real impacts on wellbeing, but they argue that focusing simply on screen time misses the bigger picture.

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Our findings tell us that young people's choices around social media and gaming may be shaped by how they're feeling, but not necessarily the other way around. Rather than blaming technology itself, we need to pay attention to what young people are doing online, who they're connecting with and how supported they feel in their daily lives.

Professor Neil Humphrey, co-author
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The University of Manchester published this content on January 14, 2026, and is solely responsible for the information contained herein. Distributed via Public Technologies (PUBT), unedited and unaltered, on January 14, 2026 at 08:03 UTC. If you believe the information included in the content is inaccurate or outdated and requires editing or removal, please contact us at [email protected]