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Updated: Jan 15, 2026

Transcranial Direct Current Stimulation for Online Gamers
Published on: November 9, 2019
How do social media use, gaming frequency, and internalizing symptoms predict each other over time in early-to-middle
Qiqi Cheng1, Margarita Panayiotou1, Turi Reiten Finserås2
1Manchester Institute of Education, The University of Manchester, Oxford Rd, Manchester M13 9PL, UK.
Background:
The effects of adolescent digital technology use (e.g. social media, gaming) on their mental health are a major public health concern, but existing evidence is of mixed quality and findings have been inconclusive.
Methods:
Separating within-person effects from between-person effects, a random-intercept cross-lagged panel model was applied to three annual waves of data (T1, T2, T3) on social media use, gaming, and internalizing symptoms among N = 25 629 adolescents (51% girls, average age 12 years, 7 months (SD = 3.58 months) at baseline) in Greater Manchester, England.
Results:
Longitudinal relationships varied by gender, such that more frequent gaming at T2 predicted less time spent on social media use at T3 in girls (but not boys), and more frequent internalizing symptoms at T2 predicted reductions in gaming frequency at T3 in boys (but not girls). There was no evidence that time spent on social media or gaming frequency predicted later internalizing symptoms among girls or boys. Sensitivity analyses that distinguished active versus passive social media use replicated these findings.
Conclusions:
The findings of this study do not support the widely held view that adolescent technology use is a major causal factor in their mental health difficulties.
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