Links between social media, video games, and worsening mental health may be overstated, and may overlook potential benefits, new research suggests.

A new study by the University of Manchester found no evidence that heavier social media use or more frequent gaming increased symptoms of anxiety or depression over the following year.

Researchers said these findings challenge the widespread assumption that time spent on these technologies is inherently harmful, and highlight the need for more nuanced perspectives that consider the context and individual differences in their use.

“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 the lead author of the study, Qiqi Cheng.

The study, published in the Journal of Public Health, analysed data from 25,000 students aged 11 to 14 during three school years, tracking their social media habits, gaming frequency, and symptoms such as anxiety and low mood.

The research team examined whether differences in social media use – active, such as chatting or passive, or doomscrolling – made a difference, but found that the overall picture was the same. Use patterns alone did not seem to drive mental health difficulties.

Potential negative effects of social media are disproportionately emphasised, the study said, with potential benefits such as social connection, sharing experiences, and engaging in self-expression less explored.

Mental health struggles: cause or consequence?

The team from the University of Manchester also looked at previous research on the topics, which has often claimed direct links between social media use, gaming, and mental health struggles.

They noted that, while contemporary research focuses on how social media and gaming can contribute to anxiety and other mental health conditions, it can overlook the possibility that the relationship also runs in the opposite direction.

Adolescents with symptoms of anxiety or depression might turn to social media for reassurance-seeking or mood regulation or engage in gaming to distract themselves from emotional distress, the researchers said.

“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,” said Neil Humphrey, a co-author of the study.

He added that, instead of blaming technology itself, attention should turn to what young people are doing online, who they are connecting with, and how supported they feel in their daily lives.

The study has some limitations as it relies on self-reported data and uses a 12-month gap between measurements, which may miss important shorter-term consequences.

The researchers note that adolescent engagement with social media and gaming, as well as their emotional states, is known to vary significantly on a daily, or even hourly, basis.

Growing mental health problems among teenagers

The mental health of children and young people is worsening over time, according to the latest estimates by the World Health Organization’s (WHO) European office.

Over 30 million, approximately one in seven, children and adolescents aged 0-19 years old are living with a mental health condition across the WHO European region.

The health agency warns that the impact is so high that mental health and substance use conditions are the leading cause of disease burden between the ages of 0 and 29.

Among adolescents, prevalence is even higher, with over one in five living with a mental health condition – a number that has increased by around one third over the past 15 years.