Written evidence submitted by Youthworks Consulting (SMH0120)
The annual Cybersurvey, now in its 10th year, explores the online experiences of young people. The Cybersurvey has run annually for ten years, the last six of which it has run consecutively in Suffolk. Over 38,000 young people have responded. Dr Aiman El Asam leads our research partnership, currently studying vulnerable children and young people online. I am an author of three books on e-safety and a CPD accredited trainer.
The impact of social media and screen-use on young people has been the subject of many sensationalist headlines recently that suggest the impacts are all harmful. These include the impacts of social media on mental health or video games on aggression. This is not always based on robust evidence, as academics have recently argued[i].
Young people are emotionally affected by the impacts of bullying and being ostracised whether it is on or offline.[ii] It is not uniquely related to social media. Young people report that they are still more likely to be bullied offline than online. However being bullied or isolated by classmates or friends is likely to migrate online or onto mobiles where texting or misuse of images adds to the pain. The impact is magnified when it is face to face in school or on the way there, plus it follows the victim home and is a 24/7 invasion of their lives. Young people report that the impact of a written insult or taunt may be greater because it is not said in the heat of the moment but implies the perpetrator considered it and that there is likely to be an audience viewing it. In addition the victim can return to the hurtful message repeatedly becoming increasingly distressed or comparing themselves to others.
Cyberbullying increases at ages 14-15 to 35% whereas among the whole sample aged 10-16 years it is currently 22%. Emotional health is more volatile at this age, suggesting that more attention should be paid to teens’ emotional health and relationships education generally.[iii] Provision of Child Mental Health services have reduced markedly since 2013 when smartphones first became widely owned by young people. The lack of prevention and early intervention in child and adolescent mental health along with the loss of educational psychologists in many areas has had an effect which is often attributed solely to social media or smartphones. Wider economic and social issues should be considered alongside digital life when searching for reasons for the rise in mental health problems among young people.
The current tendency is to blame social media for everything, but this is lazy. It is after all a tool and can be used by young people in numerous ways both positive and negative. The majority use it to support one another, offer comfort and friendship when someone is distressed, social media provides a sense of being ‘connected’ and is used for relaxation by young people after school (over 2/3 of 14 year olds). But there is a sizeable minority who are very vulnerable offline. Research by El Asam and Katz shows that these young people are also significantly more vulnerable online than their peers. They come to harm in numerous different ways online, suggesting that a different approach is required to support them in more nuanced ways. These vulnerable groups are: Looked after children, Young Carers, Those with Physical disabilities, those with Mental Health difficulties, those with Special Needs and those with Communications difficulties whether it be speech difficulties of not having English as a first language[iv]
Any activity which causes young people to be sedentary for very long periods might be considered harmful to them if they have little physical activity or interaction with other children, however if a child were engrossed in a book most parents would be pleased. The issue is not so much how long a child spends online, although excessive hours are problematic, rather it is what they are actually looking at or doing when they are online. Doing something online with a parent or having screens used as a babysitting tool? It should be remembered that a young person can view pro-anorexia or pro- extremist content in a short time online.
There is a gap in evidence of the extent of harm caused to small children whose parents do not make eye contact with them because they are looking at their phones.
Current online safety education has not been evaluated. Some researchers suggest we may be delivering the wrong messages – i.e. scaremongering and then giving information has not proved successful in other areas of giving information to young people.[v] Less than 2/3 of young people say they always follow the online safety guidelines they were taught. This drops dramatically in the mid teen years, among 15 year olds to 38%.[vi]
Our research hopes to continue exploring the online lives of vulnerable young people and how they may be helped.
How should messages be delivered? How can outcomes be improved for young people who do report a problem? Too many report that the problem stayed the same or worsened after they told someone about it. There is a clear pattern showing that vulnerable young people who experience one category of risk online, can be predicted to experience or encounter other categories of risk. Further work would explore the tools needed by frontline services to prevent and respond.
There are those who propose that gaming is addictive (Zimbardo and Coulombe[viii]). This is contested for example by Dr Andrew Przybylski, based at the Oxford Internet Institute, quoted in The Guardian[ix] Recently, his work[x] has looked at the extent to which different doses of video game play might affect childhood wellbeing. “Essentially, compared to young people who don’t play video games at all, those who play about an hour per day tend to have higher levels of life satisfaction, lower levels of externalising problems (so they’re less likely to have issues with conduct and hyperactivity), whereas those who tend to play or more 3 hours per day tend to come off worse off on those measures” he says. “But these differences are very small – between 1 and 2 percent of a child’s functioning is in any way correlated with their video game play.”
As coding is in the curriculum I have seen code clubs for small children (Mama Codes) that foster greater agency and creativity, rather than passive consuming of online content. Children start off their introduction to online life through actively making and doing rather than passively viewing. They appear to feel more in control of their online lives as a consequence but this has not yet been measured.
A more nuanced message is needed. Simplistic messages and sensational media headlines risk taking attention away from some troubling risks and focusing on others. For example a focus only on social media tends to make families and frontline professionals overlook harmful content. It is possible for a vulnerable young person to come to immense harm online or on a mobile without using social media.
Increased measures are needed to improve the way all local agencies working with children and young people are trained and supported to deliver better responses to cases with an online component and to educate young people and families. We have found a wide variation in the ability of services to respond, weak assessment tools and poor data collection which hampers referrals, staff training and evaluation.[xi]
The complexity of the global nature of online life suggests that working together with other countries is the only solution to working with digital giants. National and local government should have responsibility for staff training and awareness as mentioned above, along with properly evidence advice to parents.
April 2018
[i] ‘Screen time: Research, Policy and Communication in a Digital Era’. January 16th 2018 conference organised by Dr Peter Etchells of Bath Spa Univerisity; Blum-Ross, Alicia and Livingstone, Sonia (2016) Families and screen time: current advice and emerging research LSE Media Policy Project, The London School of Economics and Political Science, London, UK; Etchells, P.J, Gage, S.H, Rutherford, A.D and Munafò, M.R (2016) 'Prospective investigation of video game use in children and subsequent conduct disorder and depression using data from the Avon Longitudinal Study of Parents and Children.' PLoS ONE, 11 (1). ISSN 1932-6203
[ii] Zwierrynska, K, Wolke, D. and Lorerya, T.S. (2013)Peer Victimisation in Childhood and Internalising Problems in Adolescence: A prospective longitudinal Study, J Abnorm Chi Psychol (2013) 41:309 323; Lereya, S.T et al, Being Bullied During Childhood and the Prospective pathways to Self-Harm in Late Adolescence. (2003) Journal of the American Academy of Child and Adolescent Psychiatry, vol 52, number 6 June 2013; Areseneualt, L et al, (2008)Being Bullied as an Environmentally Mediated Contirbuting Factor to Children’s Internalising Problems, Arch Pediatr Adolesc Med. 2008;162(2):145-150
[iii] The Suffolk Cybersurvey 2017 by Youthworks
[iv] El Asam, A and Katz, A. (2018) Vulnerable Young People and Their Experience of Online Risks. Human- Computer Interaction, February 2018
[v] Jones et al (2014) A Content Analysis of Youth Internet Safety Programs: Are Effective Prevention Strategies Being Used? Crimes against children research centre. University of New Hampshire
[vi] Katz, A. The Cybersurvey 2008-20017
[vii] The Suffolk Cybersurvey 2017, page27.
[viii] Zimbardo, P. and Coulombe, N (2011). ‘The Demise of Guys: Why Boys are Struggling and What We Can Do About It’ andZimbardo, Man (Dis)connected (2015) argue that certain aspects of modern technological life are becoming so much of a distraction for young men, that it’s impacting all walks of life.
[ix] https://www.theguardian.com/science/head-quarters/2015/may/11/the-professor-who-thinks-video-games-will-be-the-downfall-of-men-zimbardo
[x] Pryzbyklski, A. (2014) Electronic Gaming and Psychosocial Adjustment. American Academy of Pediatrics
[xi] Street, C. and Katz, A. Evaluating the response to online safety, young people and Cyberspace. A Needs Assessment for a local authority (2017) Youthworks.