THE COMMON SENSE CENSUS: MEDIA USE BY TWEENS AND TEENS, 2021 43© COMMON SENSE MEDIA. ALL RIGHTS RESERVED.
In some ways, it was surprising to see a lack of change where
we might have expected it. For example, video gaming didn’t
increase dramatically during the pandemic, even though we
might have expected to see more homes getting gaming con-
soles and more time spent gaming. We also might have
expected more tweens and teens to get their own tablets or
smartphones during this time, but the survey does not indi-
cate that this happened.
We are beginning to see a modest trend toward the use of
social media at earlier ages; this is especially interesting given
the ongoing debates about the impact of social media on
young people’s well-being, and Facebook’s plan (now delayed)
to create an Instagram platform for kids (Santariano & Mac,
2021). The other new media product pushed by Facebook
(now operating under the corporate name Meta) is immersive
media, accessed through virtual reality. At this point, use of
the new medium has been slow to catch on; slower, in fact,
than the growth of podcasts. Time will tell whether Meta is
able to generate a demand for their new product(s), and if so,
the impact they have on the company’s young customers.
We know from previous research that many young people
used their digital devices during the pandemic to socialize with
friends online, learn about things they were interested in, and
create and share their own content (Rideout & Robb, 2021).
This work reminds us that we should be careful of demonizing
“screen time” as it’s clearly played an important role for many
tweens and teens during the pandemic.
But what we learn from the current survey is that while activi-
ties like content creation, video-chatting, and reading online
occur frequently among young people and are important and
meaningful to them, they also still constitute a tiny fraction of
overall screen use. In the end, the amount of time young
people devote to content produced by others still dominates
overwhelmingly, whether it is content they watch, read, play
with, or scroll through. Given the huge amounts of time chil-
dren give to media, it’s all the more important to elevate
quality media by creating and highlighting the shows, games,
apps, and books that engage, inspire, and provide positive
representations.
In our report on the 2019 wave of this survey, we wrote, “For
the first time, this wave of the survey indicates that the pace
of change in young people’s media lives may have slowed …
[W]e are now in a period of (perhaps temporary) relative sta-
bility. And that may give researchers, parents, and educators
a chance to catch up.” Little did we know the changes that
were in store for all of us in 2020, and what a central role
screens would play in our lives that year.
The primary purpose of this survey is to explore whether and
how the use of screen media for entertainment changed
among 8- to 18-year-olds from shortly before the coronavirus
pandemic hit the United States to a point about a year and a
half into the pandemic (in the fall of 2021), as schools and
other in-person activities were opening up again. What we
found is that the use of screen media did indeed increase
during this time, by about three-quarters of an hour a day
among tweens, and an hour and a quarter a day among teens.
How should we assess the size of the increase in screen use
among tweens and teens? In the two years from 2019 to 2021,
screen use increased far faster than it had in the previous four
years. In fact, the increase in screen use among tweens was six
times as large in the past two years as it had been in the four
years before that. While the pandemic was likely a major con-
tributor to changes in screen use, it’s also worthwhile to note
that platforms like TikTok have continued to swell in popular-
ity, and that may also be driving increased use. Would there
have been such dramatic shifts if the pandemic had not
occurred? It’s impossible to say, but it’s certainly possible that
multiple factors are contributing to increases in screen use.
And yet, despite the radical changes imposed on many young
people’s lives during the first year and a half of the pandemic,
there haven’t been dramatic changes in the overall patterns of
media use by tweens and teens. The amount of time they
devote to many of these activities has indeed risen; social
media use has begun to spread somewhat among younger age
groups; and online videos have cemented their place at the top
of young people’s media hierarchies. But the top activities
have remained the same—online videos, gaming, and social
media—and the general patterns between tweens and teens,
or boys and girls, have continued.
Conclusion