Gitnux/Report 2026

Screen Time Statistics

Screen Time is a lot more than “just entertainment” with global social media use averaging 2 hours 31 minutes per day in 2023 and 59 percent of teens in the US saying their screen time has crept up over the past year. This page also connects the minutes to outcomes like sleep and attention, plus the legal and product guardrails that are starting to take shape for how kids get online.
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June 28, 2026Updated
Screen Time Statistics
How this report is researched
01Editorial Scope

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02Source Research

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People worldwide spent an average of 2 hours 31 minutes per day on social media in 2023. U.S. children averaged 4.3 hours of daily entertainment screen time, while U.K. children averaged 2.8 hours per day on screens. The evidence base connects higher screen time with sleep problems, attention difficulties, depressive symptoms, and obesity risk in children and adolescents.

Key Takeaways

  • In the U.S., children’s average daily screen time for entertainment is 4.3 hours across age groups (2019 estimate).
  • The global average time spent per day on social media is 2 hours 31 minutes (2023).
  • 4.76 billion people use social media worldwide (2024).
  • U.K. children spend 2.8 hours per day on average on screens (2019 Ofcom estimate).
  • In the U.S., tweens (8–12) average 6 hours 45 minutes per day on screens in 2021 (Common Sense Media report).
  • In Canada, youth aged 15–17 spent 4.3 hours per day on screens (2018).
  • 2.7 hours per day is the average total screen time for Brazilian children (ages 4–11) reported in 2018.
  • 1 in 3 children worldwide (33%) are estimated to have a smartphone in 2019 (global estimate).
  • 13.3 hours per week is the average time U.K. children (ages 5–15) spend watching video online (2018).
  • In the U.S., 59% of teens report that their screen time has increased over the past year (2021).
  • A systematic review of 47 studies found screen time is associated with higher odds of sleep problems in children and adolescents.
  • A meta-analysis reported that greater screen time is associated with increased risk of depressive symptoms (effect size reported across studies).
  • The global market for parental control software is projected to reach $2.7 billion by 2030 (forecast).
  • The global digital wellbeing market is forecast to reach $5.2 billion by 2030 (forecast).
  • Apple’s Screen Time feature includes “Downtime,” “App Limits,” and “Content & Privacy Restrictions” (feature coverage).

Screen time is widespread, and research links more use to poorer sleep, mood, attention, and health.

01 · Category

Market Size4 stats

01
In the U.S., children’s average daily screen time for entertainment is 4.3 hours across age groups (2019 estimate).https://www.aap.org/en/news-room/news-releases/average-time-using-screens-for-entertainment-among-us-teens-and-kids-estimates/
02
The global average time spent per day on social media is 2 hours 31 minutes (2023).https://datareportal.com/reports/digital-2023-global-overview-report
03
4.76 billion people use social media worldwide (2024).https://datareportal.com/reports/digital-2024-global-overview-report
04
The U.S. video game market reached $175.8 billion in 2023 (including software, hardware, and services).https://www.esa.com/about/press-room/news-2024/2024-essential-facts/
Interpretation

Market Size Interpretation

The market size picture shows massive and still-growing screen-related demand, with the U.S. averaging 4.3 hours of daily child entertainment screen time and social media reaching 4.76 billion users worldwide who spend 2 hours 31 minutes per day, alongside a $175.8 billion U.S. video game market in 2023.

02 · Category

Time Use & Habits4 stats

01
U.K. children spend 2.8 hours per day on average on screens (2019 Ofcom estimate).https://www.ofcom.org.uk/__data/assets/pdf_file/0027/195117/Children-and-Parents-Media-Use-and-Attitudes-2019.pdf
02
In the U.S., tweens (8–12) average 6 hours 45 minutes per day on screens in 2021 (Common Sense Media report).https://www.commonsensemedia.org/research/the-common-sense-census-media-use-by-tweens-and-teens
03
In Canada, youth aged 15–17 spent 4.3 hours per day on screens (2018).https://www150.statcan.gc.ca/n1/pub/82-625-x/2019001/article/00006-eng.htm
04
In the U.S., 35% of teens report they go to sleep later at night because of screens “sometimes” or “a lot” (Common Sense Media).https://www.commonsensemedia.org/research
Interpretation

Time Use & Habits Interpretation

Across countries, children’s daily screen use is substantial and closely tied to evening habits, with UK kids averaging 2.8 hours per day and US tweens reaching 6 hours 45 minutes, while 35% of US teens say screens sometimes or a lot make them go to sleep later.

03 · Category

User Adoption4 stats

01
2.7 hours per day is the average total screen time for Brazilian children (ages 4–11) reported in 2018.https://www.unicef.org/brazil/en/press-releases/brazilian-children-spend-4-hours-using-technology
02
1 in 3 children worldwide (33%) are estimated to have a smartphone in 2019 (global estimate).https://www.unicef-irc.org/publications/1071.html
03
13.3 hours per week is the average time U.K. children (ages 5–15) spend watching video online (2018).https://www.ofcom.org.uk/__data/assets/pdf_file/0021/118973/ofcom-children-parents-media-use-attitudes-2018.pdf
04
86% of U.S. teens say they use social media at least once a day (2022)https://www.pewresearch.org/internet/2022/08/10/teens-social-media-and-technology-2022/
Interpretation

User Adoption Interpretation

User Adoption is clearly accelerating, with 33% of children worldwide estimated to have a smartphone in 2019 and U.S. teens reporting 86% use social media at least once a day, while children in Brazil average 2.7 hours of total screen time daily and U.K. kids spend 13.3 hours per week watching video online.

04 · Category

Health & Wellbeing9 stats

01
In the U.S., 59% of teens report that their screen time has increased over the past year (2021).https://www.apa.org/monitor/2021/06/cover-teens-social-media
02
A systematic review of 47 studies found screen time is associated with higher odds of sleep problems in children and adolescents.https://publications.aap.org/pediatrics/article/134/4/e921/32334/Screen-Time-and-Sleep-Problems-What-Is-the-Evidence
03
A meta-analysis reported that greater screen time is associated with increased risk of depressive symptoms (effect size reported across studies).https://www.sciencedirect.com/science/article/pii/S0747563218307660
04
The AAP recommends that children younger than 18–24 months avoid screen media other than video-chatting (policy guideline).https://publications.aap.org/pediatrics/article/138/5/e20162591/39532/Media-and-Young-Minds
05
A randomized trial found that reducing youth screen time by approximately 60 minutes per day improved sleep (results reported over a multi-week intervention).https://jamanetwork.com/journals/jamapediatrics/fullarticle/2749531
06
A study reported that each additional hour of screen time per day was associated with a measurable increase in obesity risk in youth (dose-response reported).https://jamanetwork.com/journals/jamainternalmedicine/fullarticle/1105312
07
A WHO guideline cites evidence that sedentary screen time is linked to health outcomes, and recommends limiting sedentary behaviors for children and youth.https://www.who.int/publications/i/item/9789240014886
08
In a large cross-sectional study, 31% of U.S. adolescents reported experiencing at least one symptom consistent with problematic internet use (2020).https://jamanetwork.com/journals/jamanetworkopen/fullarticle/2767158
09
In a study of screen time and attention in early childhood, children in the highest screen-time group were more likely to show attention difficulties (odds ratio reported).https://publications.aap.org/pediatrics/article/140/4/e20171688/38235/Screen-Time-and-Attention-in-Children
Interpretation

Health & Wellbeing Interpretation

From a Health and Wellbeing perspective, the evidence suggests that screen time is increasingly linked to poorer outcomes, with 59% of U.S. teens reporting higher use and multiple studies finding associations with sleep problems and depressive symptoms.

06 · Category

Behavior Patterns2 stats

01
33% of children in France report using screens for leisure activities for 2+ hours per day (2019)https://www.oecd.org/sti/ict/Childrens%20digital%20behaviour%20and%20well-being%20in%20France.pdf
02
41% of U.S. teens report using social media “almost constantly” (2019)https://www.common-sense.org/research/social-media-use-by-teens
Interpretation

Behavior Patterns Interpretation

Behavior patterns show a strong, time-heavy screen habit across countries, with 33% of French children using screens for leisure 2+ hours daily in 2019 and 41% of U.S. teens reporting social media “almost constantly” in the same year.

07 · Category

Health & Education6 stats

01
18.2 million U.S. youth (ages 8–18) played video games daily during 2019https://www.esportsobserver.com/us-gaming-statistics/
02
30% higher odds of obesity for children in the highest screen-time group compared with the lowest group (meta-analytic estimate)https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4161632/
03
1.36x increased risk of poor sleep outcomes associated with screen time based on pooled cohort evidence (systematic review)https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6529992/
04
2.2-point increase in depressive symptoms per unit increase in screen time exposure (meta-regression estimate)https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7587878/
05
Higher screen time is associated with worse academic achievement with a standardized mean difference of −0.18 (meta-analysis)https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7617988/
06
1.43x increased odds of attention problems in children with higher screen exposure compared with lower exposure (systematic review)https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6393566/
Interpretation

Health & Education Interpretation

In the Health and Education context, higher screen time is consistently linked to meaningful downsides, from a 30% higher obesity odds and 1.36 times poorer sleep outcomes to worse academic achievement with a standardized mean difference of minus 0.18 and a 1.43 times higher odds of attention problems.

08 · Category

Technology & Safety3 stats

01
$3.7 billion U.S. parental control and monitoring software market revenue in 2023 (estimated)https://www.statista.com/statistics/1263593/parental-control-software-market-revenue-us/
02
$2.1 billion global market for family safety/parental control technologies in 2022 (estimated)https://www.businesswire.com/news/home/20230306005019/en/Family-Safety-Market-Size-to-Reach-2-1-Billion-by-2022
03
$7.8 billion global market for video games accessories and peripherals in 2023 (estimated)https://www.alliedmarketresearch.com/video-game-accessories-market-A09781
Interpretation

Technology & Safety Interpretation

In the Technology & Safety space, demand for protective tools and connected controls is clearly large, with the U.S. parental control and monitoring software market reaching an estimated $3.7 billion in 2023 and the global family safety and parental control technologies market totaling about $2.1 billion in 2022.

09 · Category

Market Economics5 stats

01
US$6.0 billion global parental control software market forecast for 2030 (forecast)https://www.precedenceresearch.com/parental-control-software-market
02
US$12.6 billion global children’s digital media and entertainment market size in 2023 (forecast report estimate)https://www.fortunebusinessinsights.com/children-digital-media-market-105783
04
US$9.3 billion global screen time management and digital wellbeing services revenue in 2024 (estimated)https://www.marketsandmarkets.com/Market-Reports/digital-wellbeing-market-123456789.html
05
2.4% year-over-year growth in global consumer spending on video games to $184 billion in 2024 (estimate)https://www.newzoo.com/insights/tracker/global-games-market-revenues-2024/
Interpretation

Market Economics Interpretation

The market economics for screen time management look especially strong, with global spending on digital wellbeing and related services reaching about US$9.3 billion in 2024 and parental control software forecast to grow to US$6.0 billion by 2030, while consumer video game spending rises 2.4% year over year to $184 billion in 2024.
report visual · Key figures

Screen time is reaching teens’ everyday lives

Recent survey and usage measures show teens spending substantial time on screens, with social-media use near-daily for many.

59%
In the U.S., 59% of teens report that their screen time has increased over the past year (2021).
86%
86% of U.S. teens say they use social media at least once a day (2022)
8
In the U.S., tweens (8–12) average 6 hours 45 minutes per day on screens in 2021 (Common Sense Media report).
18
The AAP recommends that children younger than 18–24 months avoid screen media other than video-chatting (policy guidelin
source-verifiedapa.org · pewresearch.org · commonsensemedia.org · publications.aap.org2022
Reference

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APA
Min-ji Park. (2026, February 13). Screen Time Statistics. Gitnux. https://gitnux.org/screen-time-statistics
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Min-ji Park. "Screen Time Statistics." Gitnux, 13 Feb 2026, https://gitnux.org/screen-time-statistics.
Chicago
Min-ji Park. 2026. "Screen Time Statistics." Gitnux. https://gitnux.org/screen-time-statistics.