How Early Digital Experience Shapes Young Brains During 0-12 Years A Scoping Review
How Early Digital Experience Shapes Young Brains During 0-12 Years A Scoping Review
To cite this article: Dandan Wu, Xinyi Dong, Danqing Liu & Hui Li (16 Nov 2023): How Early
Digital Experience Shapes Young Brains During 0-12 Years: A Scoping Review, Early Education
and Development, DOI: 10.1080/10409289.2023.2278117
a
Department of Early Childhood Education, The Education University of Hong Kong; bShanghai Institute of Early
Childhood Education, Shanghai Normal University; cSchool of Education, Macquarie University
ABSTRACT
Research Findings: Early digital experience (e.g. screen time and digital use) is
believed to impact children’s brain development, functionally and structurally,
but this impact has not been systematically reviewed. In this scoping review,
we synthesized and evaluated 33 collected studies on children’s digital use
(ages 0–12) and their associated brain development published between
January 2000 and April 2023. The synthesis of the evidence revealed that (1)
digital experience does have positive and negative impacts on children’s
brains, structurally and functionally; (2) it could cause structural and functional
changes in children’s frontal, parietal, temporal, and occipital lobes, brain
connectivity, and brain networks; and the most vulnerable area is the pre
frontal cortex and its associated executive function, and (3) early digital
experience has both positive and negative impacts on children’s brain struc
ture longitudinally. Practice or Policy: Educators and parents should be aware of
the potential effects of digital experience on children’s brain development and
provide appropriate guidance, mediation, and support for children’s digital
use. Policymakers should establish and implement evidence-based policies
and regulations to protect children’s digital well-being.
Digital devices are ubiquitous in young children’s daily lives and play a significant role in their early
learning and development (Cao & Li, 2023; Dong et al., 2020, 2022; Wang et al., 2023). However, the
impact of early digital experience on brain and behavioral development is controversial and has raised
public concerns (World Health Organization, 2019) and research interests (Browne et al., 2020;
Chassiakos et al., 2016; Kucirkova et al., 2018). The existing evidence has reported mixed and some
times contradictory findings about its impact on executive function (EF), which refers to a set of
cognitive processes that support goal-oriented behavior and adaptive responses to novel situations
(Bustamante et al., 2023; Li et al., 2023). Some (Huber et al., 2018) suggested that active screen time (e.
g., using interactive apps) could enhance EF, whereas some (McHarg et al., 2020) found that passive
screen time (e.g., watching TV) could impair it. Furthermore, a recent meta-analysis of the existing
behavioral evidence by Bustamante et al. (2023) found no significant results about its impact on EF,
which challenges common sense and anecdotal evidence. These contradictory findings have jointly
demonstrated a critical research gap: most existing studies focused on EF with behavioral approaches,
lacking the impact on brain structure and brain function with neuroimaging evidence. This research
gap has left a significant knowledge gap, preventing us from understanding how digital use shapes
young brains and informing researchers, policymakers, and educators in their professional practice.
Therefore, a scoping review is needed to synthesize the neuroimaging evidence of the relation between
digital use and brain development in early childhood, taking into account the possible moderating
CONTACT Hui Li [email protected] Department of Early Childhood Education, The Education University of Hong Kong, 10 Lo
Ping Road, Tai Po, New Territories, Hong Kong SAR
© 2023 Taylor & Francis Group, LLC
2 D. WU ET AL.
effects of relevant characteristics. This review will address these fundamental questions and contribute
to theoretical development, practical improvement, and policymaking in this field.
properties of neurons, can occur in four ways: homologous area adaptation, map expansion, cross-
model reassignment, and compensatory masquerade (Grafman, 2000). Structural plasticity refers to
the fact that the brain is malleable and can be changed in both circuit and network through learning
activities, environmental influences, and training (Davidson & McEwen, 2012; Fuchs & Flügge, 2014;
Goh & Park, 2009; Li et al., 2014; McEwen, 2018; Shaffer, 2016; Zhao & Li, 2010; Zimmerman et al.,
2020). Both functional and structural neuroplasticity could be regarded as activity-dependent plasti
city, which arises from cognitive functions and personal experience, including early digital experience.
Corresponding to “structural plasticity” and “functional plasticity,” early experience can shape
brains structurally and functionally (Grafman, 2000). For instance, Li et al. (2014) systematically
reviewed the existing studies on second language learning and bilingual experience and found
structural brain changes in young children, including increased gray matter (GM) density and white
matter (WM) integrity. Moreover, even short-term language learning or training could cause struc
tural changes in young children’s brains (Li et al., 2014). These empirical studies jointly implied that
daily experience could shape the brain in a certain way, which drove us to rethink the impact of digital
experience in early childhood. Recently, Bustamante et al. (2023) conducted the first meta-analytic
synthesis of existing evidence on the relation between overall screen time and EF in young children.
However, they found no significant association between them or any moderators. These null results on
the impact of digital experience on brain functions might not reflect the truth; instead, it might be
caused by a small sample size (as only 15 articles were found even with no time limitation of search)
and limited effect size (Bustamante et al., 2023). In addition, they only focused on the impact on EF
with primarily behavioral data, leaving the brain structures and functions unexplored. Accordingly,
there is a need to conduct a scoping review of the overall impact of digital experience on brain
development.
educators, and other stakeholders who are concerned about children’s digital use and suggest future
directions for integrating neuroimaging technology into early childhood studies. The following
research questions guided this study:
(1) Whether or not there is an impact of digital experience on children’s brain structures and
functions? If yes, is it a positive or a negative effect?
(2) What brain areas are affected by the digital experience?
(3) Is the impact of digital experience short-term or long-term?
Method
This study has adopted the framework of a scoping review proposed by Arksey and O’Malley
(2005): 1) identifying the research question, 2) identifying the relevant studies, 3) studying the
selection, 4) charting the data; and 5) collating, summarizing and reporting results. Through
these five stages, this study was expected to identify the types of neural technologies being used
in the investigation of the relevant studies, the categories of the impact of digital use on
children’s brains (structural vs. functional; positive vs. negative), the affected brain areas being
focused among the existing literature; as well as the length of time of which the specific kind of
impact lasts.
Selecting Studies
For this scoping review, we used a set of criteria to ensure that only full-text, peer-reviewed journal
articles were included. Table 1 presents the inclusion and exclusion criteria adopted in this study:
EARLY EDUCATION & DEVELOPMENT 5
Based on the inclusion and exclusion criteria, the first and last authors screened the defined 1422
papers, respectively. Title and Abstract screening led to the exclusion of 57 articles, with 1307
remaining. Age criteria led to the exclusion of 110 articles, Children with SEN criteria led to 692
exclusions of findings, no digital use criteria led to 45 exclusion of results, and no impact on brain
criteria led to 460 exclusions, with 26 remaining. By hand-searching the reference list, seven additional
articles were included, resulting in 33 articles included at the end. The two screeners agreed on 33 out
of 33 of the paper screenings, and no disagreement was found. Therefore, the reliability of this paper
screening was 100%, which means perfect agreement on the screening result.
After this step, the 33 remaining articles were assessed for eligibility. Full-text article screening was
conducted independently by each of the four authors, and disagreements were resolved through Zoom
meeting discussions among the four authors. As a result, 33 articles were finalized for inclusion in the
review. The entire process of selecting the relevant studies is detailed in the Prisma Flow diagram in
Figure 1.
6 D. WU ET AL.
Results
Demographic Information of the Studies
Altogether, 33 articles met the inclusion criteria of this study (see Tables 2 and 3). All the studies were
published in the past 18 years (and the first was published in 2005), with four-fifths (84%) published in the
past decade (2010-present). This subsection presents a descriptive overview of the demographic information
of these studies.
Countries
Most studies (14 out of 33; 42.42%) were conducted in the United States. Eight were in Europe
(24.24%): two from Germany, two from Spain, two from Israel, two from the Netherlands, and one
Table 2. Demographic information of the 33 studies reviewed.
Table 2. (Continued).
Table 2. (Continued).
Collection Type of
Author/year Method of Digital Type of
(Country) Data Experience Assessment(measure/specific task) Impact Outcomes Limitations
Matsuda & Experiment Games two commercially available video games, functional Negative impact: Face data exclusions due to motion
Hiraki, 2006 namely Video game playing commonly leads to artifacts; Lack of comprehension of
(Japan) Super Smash Bros. Melee (Nintendo Co. a reduction in DPFC activity compared experimental instructions
Ltd., Kyoto, Japan) and Tetris (Success to the resting state, regardless of age,
Co. Ltd., Tokyo, Japan) encompassing both adults and children
beyond infancy stages.
Baumgartner et Experiment Screen-Based five different roller coaster simulations functional Mixed Impact: Unanswered neurophysiological questions
al. (2006) Media Use Strong spatial presence experiences in on spatial presence
(German) an arousing and noninteractive VR world
are associated with markedly increased
activity in parietal/occipital areas of the
brain together with decreased activity in
frontal structures involved in the
executive system of the brain;
Autonomic somatic reactions are
increased along with activation in brain
structures known to be involved in the
somatic and visceral representation of
the body state and emotion processing.
Shimada and Experiment Screen-Based a female demonstrator manipulating an functional Negative Impact: NIRS data acquisition limitation;
Hiraki (2006) Media Use attractive noncommercial toy (when the The sensorimotor activity was more uncertainty statistical analyses; did not
(Japan) demonstrator tapped lateral parts of a pronounced in response to an action of use better NIRS wavelengths; exist
box, a gadget installed inside the box others than to object movement in the contamination of the motor activity
sprung out) presented either through a live setting, while it was not observed in
TV monitor or were live the TV setting.
Han et al. (2007) Experiment Virtual Visual movie clips depicted human beings in real functional Positive Impact: Lack of functional role of MPFC activation
(China) Scenes visual scenes; cartoon clips depicted Cartoon clips elicited activation in the in children watching cartoon clips
artificial characters in virtual visual bilateral MT and posterior STS, bilateral
scenes superior parietal lobule, and MPFC.
Murray et al. Experiment Screen-Based the televised violent functional a small sample focusing only on one type
(2006) Media Use videotape segments of violence; lack of a matched
(USA) nonviolent comparison task; did not
consider additional factors influencing
EARLY EDUCATION & DEVELOPMENT
Table 3. (Continued).
Research Design Research Results
Collection Type of
Author/year Method of Digital Type of
(Country) Data Experience Assessment(measure/specific task) Impact Outcomes Limitations
D. WU ET AL.
Cantlon et al. Experiment Screen-Based a single 20.3-min montage of clips from functional Mixed Impact:
(2013) Media Use children’s educational television shows The right IPS appears to be more mature
(USA) Sesame Street video than the left IPS in children. In early
childhood the IPS responds in a content-
specific manner to numerical
information presented naturalistically
and that both the amplitude and
temporal pattern of the neural response
are related to children’s school-based
math performance.
Takeuchi et al. Survey Video a self-report questionnaire of the structural Mixed Impact: inconclusive functional relevance of certain
(2013) Viewing duration of TV or video viewing Cross-sectional and longitudinal areas
(Japan) and analyses indicate increased rGMV in the
Editing frontopolar and medial prefrontal areas;
Cross-sectional analyses show increased
rGMV and rWMV in areas of the visual
cortex.
Longitudinal analyses suggest increased
rGMV in the hypothalamus/septum and
sensorimotor areas.
Both cross-sectional and longitudinal
analyses indicate a decrease in VIQ.
Mondéjar et al. Experiment Games an adaptation of the Trail Making Test functional Positive Impact: lack of the long-term effects of
(2016) (TMT); High activation in the frontal area in the videogames on executive function (EF)
(Spain) the interference test. An adaptation of videogame phase of evaluation. evaluation; did not focus on utilizing
the well-known test of Stroop(1935); the Greater significance is given to the supervised learning techniques and
Washers test, an adaptation of the activation of theta waves when the expanding the participant population
Tower of Hanoi (TOH). player is demanded to give a new
answer in the frontal activation and in a
generalized way in most users. The
activation in terms of beta waves when
remembering a necessary answer to
continue in the game in the frontal area
and in some point on an occipital level.
(Continued)
Table 3. (Continued).
Research Design Research Results
Collection Type of
Author/year Method of Digital Type of
(Country) Data Experience Assessment(measure/specific task) Impact Outcomes Limitations
Takeuchi et al. Survey Games a self-report questionnaire of the duration structural Negative Impact: not an intervention study; did not gather
(2016) of VGP during weekdays Longer VGP is associated with greater data on socioemotional measures and
(Japan) MD in extensive regions and lower specific effects of certain types of
verbal intelligence, both cross- videogames
sectionally and longitudinally. A higher
PIQ was associated with lower MD in
extensive regions in the brain, and
higher FSIQ and VIQ were both
associated with lower MD in the left
thalamus, left hippocampus, left
putamen, left insula, left Heschl gyrus
and associated white matter bundles.
Pujol et al. Both Games a parent-reported questionnaire of both Mixed Impact: limited coverage of all domains; did not
(2016) indicating which games were most In the gaming group, the weekly time assess the formal reliability and accuracy
(Spain) frequently played in spent gaming was steadily associated of parent-reported digital game time;
the previous year; Difficulties with higher scores. Video gaming was lack of the long-term effect and analyses
Questionnaire (SDQ) of child behavioral associated with higher functional stratified by game content or type
problems; A neighbor- connectivity in the putamen and
hood socioeconomic status vulnerability caudate nucleus maps. In the cognitive
index; child version of the Attentional domain, video game use was associated
Network Test(ANT) with faster motor response to visual
stimulation. Video gamers did not
demonstrate more problematic
behavior than nongamers. At a neural
level, structural and functional brain
changes associated with gaming use
were most evident with respect to basal
ganglia circuitry.
(Continued)
EARLY EDUCATION & DEVELOPMENT
13
14
D. WU ET AL.
Table 3. (Continued).
Research Design Research Results
Collection Type of
Author/year Method of Digital Type of
(Country) Data Experience Assessment(measure/specific task) Impact Outcomes Limitations
Bergen et al. Experiment Games a simplified computer program that functional Positive Impact: lack of the effects of video game play on
(2017) required the performance of two During the choice condition compared brain wave activation
(USA) different types of responses for the to the color condition, there were larger
“space visitors” (correct color responses N2 and P3 amplitudes in the parietal
or imaginative choice responses) lobe (Pz), indicating increased neural
activity related to decision-making.
The age of the child played a significant
role, with younger children showing
more frontal lobe activity during mixed
choice conditions, suggesting higher
cognitive load and difficulty with set
shifting. Older children exhibited a more
positive inflection in the parietal lobe,
indicating greater allocation of mental
resources to decision-making. There
were developmental differences in how
children responded to the two
educational game conditions,
highlighting variations in cognitive
processes and strategies employed
during gameplay.
(Continued)
Table 3. (Continued).
Research Design Research Results
Collection Type of
Author/year Method of Digital Type of
(Country) Data Experience Assessment(measure/specific task) Impact Outcomes Limitations
Li et al. (2017) Experiment Games & study materials included a fantastical game functional Positive Impact: did not yoke participants in video and
(China) Video Dr. Panda in Space, which was played on Viewing fantastical events consumed game conditions to control for
Viewing an iPad; more cognitive resources and resulted in differences; lack of the role of presence
and Go-No-Go task disruption of inhibitory control. In in touch screen and smaller mobile
Editing contrast, there was no such disruptive devices; lack of the long-term effect
effect after participants interacted and
touched fantastical events via a touch
screen device. Viewing real events did
not have a negative effect on their
inhibitory control compared to
interacting with them. The posttest
increase in children’s Coxy-Hb for
viewing but not interacting suggests
that there may be a compensation
mechanism when interacting with
fantastical events. Both the form and
content of mobile devices can produce
effects on children’s cognitive skills.
Horowitz-Kraus Both Screen-Based a parent-reported screen time activities functional Negative Impact: did not explore the effects of screen time
and Hutton Media Use questionnaire; the Test of Nonverbal Time spent reading was positively and reading environments, and
(2017) Intelligence; a vocabulary task from the correlated with higher functional interrelationships with the
(USA) Peabody Picture Vocabulary Test(PPVT); connectivity between the seed area and neurodevelopment
the Woodcock-Johnson Tests of left-sided language, visual and cognitive
Cognitive Abilities control regions. Reported screen-time
hours were negatively correlated with
functional connectivity between the
visual word form area and the regions
related to cognitive control such as the
right Brodmann areas. Higher reported
screen time was correlated with
decreased functional connectivity
between the visual word form area and
the regions related to language and
EARLY EDUCATION & DEVELOPMENT
cognitive control.
(Continued)
15
16
Table 3. (Continued).
Research Design Research Results
Collection Type of
D. WU ET AL.
Collection Type of
Author/year Method of Digital Type of
(Country) Data Experience Assessment(measure/specific task) Impact Outcomes Limitations
Takeuchi et al. Survey Internet and WAIS-III; WISC-III; a self-report structural Negative Impact: not an intervention study
(2018) Pad Use questionnaire of the frequency of Cross-sectional rGMV/rWMV analysis:
(Japan) internet use The frequency of internet use did not
significantly correlate with rGMV or
rWMV of any of the brain areas.
Longitudinal rGMV/rWMV analysis:
The frequency of internet use in the pre-
experiment showed a significant
negative correlation with the change in
rGMV/rWMV of a widespread anatomical
cluster. A higher frequency of internet
use was associated with decreased
verbal intelligence and smaller volume
increases in widespread brain areas after
a few years.
Paulus et al. Survey Screen-Based a youth-report screen media activity structural Mixed Impact: did not allow drawing causal inferences;
(2019) Media Use questionnaire; a parent-reported CBCL; a Those individuals with higher SMA- did not use a higher resolution
(USA) youth performance NIH Toolbox related GFA 1 and GFA 4 scores had approach; lack of better control of these
significantly higher externalization variables; did not consider engagement
scores; With higher SMA-related GFA 4 in other recreational activities or school-
scored lower on fluid abilities; With related screen media activity
higher SMA-related GFA 1 and higher
SMA-related GFA 4 had lower
crystallized abilities. Those individuals
with higher SMA-related GFA 2 had
higher fluid abilities and showed better
performance on crystallized abilities.
(Continued)
EARLY EDUCATION & DEVELOPMENT
17
18
Table 3. (Continued).
Research Design Research Results
Collection Type of
D. WU ET AL.
Collection Type of
Author/year Method of Digital Type of
(Country) Data Experience Assessment(measure/specific task) Impact Outcomes Limitations
Li et al. (2019) Experiment Virtual Visual a reality judgment task functional Mixed Impact: did not investigate additional social-brain
(China) Scenes The fNIRS data also revealed higher areas; did not explore the different
prefrontal activations in children than in neural bases of children and adults; a
adults while watching and judging the small age-range sample
reality of events, especially in the mPFC
and rPFC.When judging the real events
or the events performed by real
characters, the children showed higher
prefrontal activations. Positive
correlations were revealed between
children’s mPFC activations and their
judgment accuracy on RR events.
Hutton et al. Survey Screen-Based a parent-reported ScreenQ35 survey; EVT- structural Negative Impact: did not use objective measures
(2020) Media Use 2; CTOPP-2; GRTR Increased use of screen-based media in
(USA) the context of the AAP guidelines was
associated with lower microstructural
integrity of brain white matter tracts
that support language, executive
functions, and emergent literacy skills,
controlling for child age and household
income. Screen use was also associated
with lower scores on corresponding
behavioral measures, controlling for
age.
Zivan et al. Both Screen-Based a parent-reported Conners and BRIEF; the functional Negative Impact: lack of EEG data before the intervention
(2019) Media Use Naming subtest and the Matrix task The EEG functional connectivity of the
(Israel) from the WPPSI; Sky Search and Score theta band compared to the beta band,
subtests, from the TEA-Ch battery a pattern that was previously found to
be related to attention deficits. In
contrast to passive attendance to the
screen, children listening to stories told
by the interactive experimenter
engaged the children using eye contact
EARLY EDUCATION & DEVELOPMENT
Table 3. (Continued).
Research Design Research Results
Collection Type of
Author/year Method of Digital Type of
(Country) Data Experience Assessment(measure/specific task) Impact Outcomes Limitations
Rodriguez- Survey Screen-Based a parent-reported Screen time structural No Impact: did not allow drawing causal inferences;
D. WU ET AL.
Ayllon et al. Media Use questionnaire No association was found between did not consider other environmental
(2019) individual or aggregate screen time confounders; did not use objective
(Netherlands) variables and global DTI metrics. measures
Li et al. (2020) Experiment Virtual Visual animated shows with frequent fantastical functional Negative Impact: lack of a control group; differences
(China) Scenes events It indicated that viewing frequent between the two stimulus videos
fantastical events led to overloaded
processing, which in turn impaired
Chinese preschoolers’ EF task
performance.
Wetzel et al. Experiment Internet and play the game Memory either with a functional Positive Impact: did not disentangle potential influencing
(2021) Pad Use human opponent in reality or with a Results demonstrate increased activity factors; cannot rule out that the absence
(German) virtual opponent on a tablet PC and to on the level of the auditory cortex in vs. presence of the experimenter
ignore a task-irrelevant sound sequence response to task-irrelevant sounds when between conditions influenced the
children play with a tablet PC compared results
to playing the same game with a human
partner. It indicates enhanced
processing of all sound types
independent from their novelty.
Li et al. (2021) Both Internet and DCCS Tasks; HLEP developed from HLEI functional Negative Impact: fNIRS data acquisition limitation; a small
(China) Pad Use Researchers tend to suggest that this sample size; did not consider gender as
“heavy-user” activation pattern might a variable; lack of longitudinal data
be abnormal and very likely unhealthy,
demonstrating the negative impact of
tablet use on young children’s executive
function.
Chaarani et al. Both Games a child self-report Screen time functional Positive Impact: did not consider game genre as a
(2022) questionnaire; The VGs performed better on both fMRI moderating variable; did not allow
(USA) stop signal task (SST); tasks compared with the NVGs. drawing causal inferences
n-back task Although the CBCL scores were elevated
in children who play video games for 3
or more hours a day, the results raise the
intriguing possibility that video gaming
may provide a cognitive training
experience with measurable
neurocognitive effects.
(Continued)
Table 3. (Continued).
Research Design Research Results
Collection Type of
Author/year Method of Digital Type of
(Country) Data Experience Assessment(measure/specific task) Impact Outcomes Limitations
Hutton et al. Survey Screen-Based EVT-2; CTOPP-2, rapid object naming structural Negative Impact: a sample with largely of higher income and
(2022) Media Use subscale; PIPA; GRTR The overall CT is expected to have maternal education; did not discern
(USA) largely peaked, though not yet in mechanisms; lack of a range of
higher-order areas. Despite limited cognitive-behavioral measures at the
statistical power, particularly when formative age
controlling for maternal education,
significant (ROI-based) and/or
marginally significant (whole-brain)
associations were identified between
higher screen-based media use and
lesser CT involving both primary and
higher-order areas.
Zhao et al. Survey Screen-Based a youth self-report SMA questionnaire structural No Impact: lack of longitudinal data; lack of direct
(2022) Media Use The JIVE analyses identified one joint measurement of types, patterns of SMA,
(USA) component that was characterized by a sleep activity and performance on
covariation pattern common across cognitive tasks
surface areas and GM volumes in key
brain regions comprising a previously
described thalamus-PFC-brainstem
circuit. The identified joint component
was associated with total screen time
and externalizing behaviors but not with
total sleep problems, internalizing
behaviors, and crystalized intelligence.
Lewin et al. Both Screen-Based all Daily Screentime questionnaires; functional Negative Impact: did not allow drawing causal inferences;
(2023) Media Use Go/No-Go task Children with greater screen time lack of longitudinal data; did not use
(USA) exhibit less robust neural processes for objective measures of children’s screen
inhibitory control. use
Law et al. Both Screen-Based a parent-reported Screen time functional Negative Impact: did not use objective measures of
(2023) Media Use questionnaire; Increased screen time in infancy is children’s screen use; did not include
(Singapore) NEPSY-II: naming inhibition, shifting, associated with impairments in contextual influences
and working memory; cognitive processes critical for health,
a teacher-reported CBCL & BRIEF-2 academic achievement, and future work
EARLY EDUCATION & DEVELOPMENT
success.
(Continued)
21
22
Table 3. (Continued).
D. WU ET AL.
Collection Type of
Author/year Method of Digital Type of
(Country) Data Experience Assessment(measure/specific task) Impact Outcomes Limitations
Chen et al. Survey Screen-Based a child self-report Screen time functional Negative Impact: lack of access to the processed inhibitory
(2023) Media Use questionnaire; The longer screen activity is associated task-based cortical network to
(USA) a parent-reported Sports and Activities; with a delayed development of the subcortical regions data
Involvement Questionnaire; inhibitory control system in the brain
SAP scores; and longer screen exposure may amplify
BAS scores provided by the ABCD the negative effect of reward sensitivity
dataset on ICN development. It showed a
negative change in the frontostriatal
connectivity in individuals with
relatively increased daily screen time.
The delaying effect of screen exposure
on the development of ICN is a general
phenomenon that exists in children
during preadolescence.
Zhao et al. Survey Screen-Based a parent-reported CBCL; structural Negative Impact: did not consider different screen
(2023) Media Use a self-reported SMA questionnaire Compared to individuals with low- modalities beyond total screen use and
(USA) frequency and moderate-frequency additional potential influences; lack of
SMA, those with high-frequency SMA Age-dependent effects; lack of
demonstrated a slower expansion in longitudinal data; did not understand
subcortical regions. This global the brain correlates of gender difference
structural co-development pattern
provided a proxy measure of
imbalanced brain structural
development (mainly in GMV and
cortical thickness) among cortical and
subcortical regions.
EARLY EDUCATION & DEVELOPMENT 23
40
15 30
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Figure 2. Country and sample size.
from England. Altogether, 11 studies were from Asia-Pacific areas (33.33%): five from China, five from
Japan, and one from Singapore (Figure 2).
Participants
A total of 30,100 participants were included in these studies, ranging from infants aged six months
(Study #3) to adults aged 23.87 years old (Study #20 includes both children and adults). Most of them
were cross-sectional studies (29/33; 87.88%) and focused on children aged from 6 to 286.47 months.
Four studies (Studies #7, 9, 16, 20) collected longitudinal imaging data from children (aged 64.8 to
20 10
15 8
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220.8 months) and adults. About 87.88% of the studies had a sample size between 1–3000, 9.09% had
around 3001–6000 participants, and 3.03% had a large sample between 6000–10000 (see Figure 2).
Research Designs
Figure 3 shows that 16 studies adopted the experimental design, 10 were survey studies, and the other
seven included both experiment and survey studies.
Neuroimaging Technologies
Figure 3 lists the neuroimaging technologies used by the 33 studies. In particular, nine studies adopted
Magnetic Resonance Imaging (MRI), seven employed Functional Magnetic Resonance Imaging (fMRI),
nine used Electroencephalogram (EEG), five took Functional Near-Infrared Spectroscopy (fNIRS), one
reported Near-Infrared Spectroscopy (NIRS), and two deployed Diffusion Tensor Imaging (DTI).
Technically, NIRS and fNIRS share the same neuroimaging technology, the term “NIRS” was used
in the early times, and then it was replaced by fNIRS to emphasize functional scans. In this study, we
followed the authors’ choice of terms to maintain the original meaning of their studies’ nature.
Digital Media
The primary digital media were screen-based media use (51.51%), followed by Games (21.21%),
Virtual Visual Scenes (12.12%), Video Viewing and Editing (9.09%), Internet and Pad Use (6.06%).
Figure 4. Neuroimaging findings of the impact of digital experience on brain functions. Note. Red represents the positive impact,
blue reflects the negative impact, and purple refers to the mixed impact. The authors created with MedPeer (www.medpeer.cn).
EARLY EDUCATION & DEVELOPMENT 25
Positive Impact
The EEG/ERP Evidence. Two EEG/ERP studies also reported the training and priming effects of
digital experience on children’s brain function. In particular, Study #8 (Mondéjar et al., 2016) found
that the frontal lobe (EF) was very active in the game phase, indicating that the brain relies more on the
skills located in the frontal lobe. They also noticed that theta waves, related to new learning, increased
in the frontal lobe and most users when they had to use a different game mechanic. Beta waves, which
are related to memory recall, also increased in the frontal lobe and some parts of the back of the brain
when they had to remember an answer to continue in the game. Study # 11 (Bergen et al., 2017)
explored the impact of video game play on brain development by comparing how younger and older
children responded to two educational game conditions: mixed and single. They found that younger
children had more brain activity in the frontal lobe, which is related to attention, when they played the
mixed game. This means that they had to pay more attention to the mixed game. This shows a
developmental difference in how children react to different educational game conditions.
The fNIRS Evidence. Study #12 (Li et al., 2017) found that viewing fantastical events elicited higher
activation in the dorsolateral prefrontal cortex, which indicated increased cognitive demand and impaired
inhibitory control. However, this effect was attenuated when children touched fantastical events on a touch-
screen device, suggesting that tactile feedback reduced the cognitive load. This study showed that the content
and modality of mobile media could have differential impacts on children’s executive functions.
The fMRI Evidence. Three fMRI studies reported digital use’s positive training or priming effects on
children’s brain function. In particular, Study #4 (Han et al., 2007) reported that cartoon clips elicited
activation in the bilateral middle temporal cortex (MT) and posterior superior temporal sulcus (STS),
bilateral superior parietal lobule, and medial prefrontal cortex (MPFC). Study #5 (Murray et al., 2006)
revealed that TV violence viewing activated a network of regions implicated in attention, arousal, and
salience; engaged a phylogenetically old brain system involved in the detection of fear or threat in the
environment; was associated with activation of limbic and neocortical systems likely involved in the episodic
encoding and retrieval of the environmental context associated with such threat; and was associated with
activation of premotor regions possibly involved in the programming of motor plans (fight or flight).
Recently, Chaarani et al. (2022) (#27) evaluated the effects of video gaming on children’s fMRI performance
and behavior. They found that the video game group performed better on two fMRI tasks than the non-
video game group, suggesting the cognitive benefits of video gaming. However, this study has not explored
the connection between these behavioral problems and brain development, warranting further neuroima
ging studies.
Negative Impact
The EEG/ERP Evidence. Six EEG/ERP studies reported the negative effects of digital experiences
on children’s brain function. In particular, Twait et al. (2019) (Study #18) compared the effects
of screen media and dialogic reading on children’s orienting attention and executive-control
abilities. They found that the dialogic reading group showed enhanced EEG measures of these
abilities, while the screen group did not. Meanwhile, Kostyrka-Allchorne et al. (2019) (Study
#19) examined the impact of the editing pace of videos on children’s neural responses during
the Sustained Attention to Response Task (SART). They found that watching fast-paced videos
reduced the EEG amplitude of the no-go trials, indicating weaker inhibition. Zivan et al. (2019)
(Study #22) found that the screen group had higher theta-band connectivity than beta-band
connectivity, which was associated with attention deficits. In contrast, the story group without
screen experience did not show this difference, indicating that interactive storytelling enhanced
attentional engagement. Wetzel et al. (2021) (Study #25) analyzed the event-related potentials
(ERPs) of children who played a card game with a virtual or a human opponent on a tablet PC.
They found that playing with a virtual opponent increased the amplitude of the P3a component,
which reflected increased processing of task-irrelevant auditory stimuli. Playing with a human
26 D. WU ET AL.
opponent did not show this effect, suggesting that social interaction reduced distraction. Lewin
et al. (2023) (#30) examined the relationship between child screen time and neural processes for
inhibitory control. They found that after controlling for age, increased screen time was asso
ciated with reduced P2 and P3 amplitudes elicited by No-Go trials, indicating less robust
inhibition. Law et al. (2023) (#31) investigated the association between infant screen use and
cortical EEG activity before Age 2. They found that increased screen time in infancy was
associated with impairments in cognitive processes critical for health, academic achievement,
and future work success.
The fNIRS evidence. About five NIRS/fNIRS studies revealed the negative impact of digital experi
ence on children’s brain function. In particular, Study #1 (Matsuda & Hiraki, 2006) reported a
significant reduction of oxygenated hemoglobin (HbO) concentration changes in the dorsal prefrontal
cortex (DPFC) during the onset of video game playing and a rapid restoration upon termination.
Video game playing tended to suppress DPFC activity relative to the resting state, and adults and
children older than infants shared this effect. Study #3 (Shimada & Hiraki, 2006) found that the
infant’s motor areas, activated during their actions, were also engaged when observing the actions of
others. These findings suggested different processing of body movements in these two contexts (live or
TV), demonstrating that sensorimotor activity was more pronounced in response to the actions of
others in the live setting but not in the TV setting. Li et al. (2019) (Study #20) measured the fNIRS
activation of children and adults who watched and judged the reality of events on a screen. Children
showed decreased prefrontal activation over time, especially in the dorsolateral, lateral, and right
prefrontal cortex, while adults showed a stable activation pattern. Li et al. (2020) (Study #24) assessed
the fNIRS activation of preschoolers who viewed frequent or infrequent fantastical events on a screen
and performed an executive function (EF) task. They found that the frequent fantasy group had an
increase in prefrontal activation over time, which reflected cognitive overload and impaired EF
performance. Li et al. (2021) (Study #26) compared the fNIRS activation and EF performance of
heavy and non-users of tablet devices. They found that the non-users performed better on the
Dimensional Change Card Sort (DCCS) task and had higher activation in the prefrontal cortex (BA
9), which indicated normal and healthy brain functioning. The heavy-users performed worse on the
DCCS task and had lower activation in BA 9, which indicated abnormal and unhealthy brain
functioning.
The fMRI Evidence. Four MRI/fMRI studies revealed the negative impact of digital experience on
children’s brain function, including functional connectivity. In particular, Study #13 (Horowitz-Kraus
& Hutton, 2017) found that screen time was related to lower connectivity between the seed area and
regions related to language and cognitive control. Higher reported screen time was correlated with
decreased functional connectivity between the visual word form area and the regions related to
language and cognitive control. Study # 14 (Baker et al., 2018) examined the cortical activity patterns
of preschool-age children who engaged with digital math apps on a touch-screen device using fNIRS.
The results showed that animation reduced the connectivity among different brain networks, espe
cially compared to illustration. In contrast, illustration may be more effective in facilitating language
development and learning at this age. Study #15 (Hutton et al., 2018) found that between-network
connectivity was decreased for all networks for animation rather than illustration. This finding
suggests substantial differences in functional brain network connectivity for animated and more
traditional story formats in preschool-age children, reinforcing the appeal of illustrated storybooks
at this age to provide efficient scaffolding for language. Chen et al. (2023) (#32) found that longer
screen exposure time was associated with the underdevelopment of the inhibitory control system.
They suggested that long-term prolonged daily screen exposure may negatively affect children’s
cognitive development.
EARLY EDUCATION & DEVELOPMENT 27
Mixed Impact
Using EEG, Study #2 (Baumgartner et al., 2006) found that high spatial presence experiences in an
arousing and noninteractive VR world were linked to both enhanced activity in parietal/occipital
regions of the brain and reduced activity in frontal regions involved in the executive system of the
brain. Moreover, they observed increased autonomic somatic responses and activation in brain
regions implicated in the somatic and visceral representation of the body state and emotion proces
sing. In addition, Study # 6 (Cantlon et al., 2013) investigated the neural processes evoked by
naturalistic educational television viewing using fMRI. They found that the right IPS was more mature
than the left IPS in children, based on both natural viewing and traditional paradigm data. They
concluded that the IPS (especially in the right hemisphere) responded in a content-specific manner to
numerical information presented naturalistically and that the neural response’s amplitude and tem
poral pattern were related to children’s school-based math performance.
No Impact
Contrary to the majority of the studies, two studies did not find any evidence of digital experience
affecting brain structure. Specifically, Study #23 (Rodriguez-Ayllon et al., 2019) reported no significant
correlations between any of the screen time variables and global Diffusion Tensor Imaging (DTI)
metrics, indicating that screen time did not have a noticeable impact on the brain’s structural integrity
as measured by DTI. Similarly, Study #29 (Zhao et al., 2022) demonstrated a consistent pattern of
structural covariation across different developmental stages related to high-quantity screen media
Figure 5. Neuroimaging findings of the impact of digital experience on brain structures. Note. Blue reflects the negative impact,
purple refers to the mixed impact, and green marks the null results. The authors created with MedPeer (www.medpeer.cn).
28 D. WU ET AL.
activity and externalizing behaviors. Moreover, this joint component was linked to total screen time
and externalizing behaviors but not to total sleep problems, internalizing behaviors, or crystallized
intelligence.
Negative Impact
The MRI Evidence. Four studies provided MRI evidence to demonstrate the negative impact of
digital experience on the structure of children’s brains. In particular, Study #9 (Takeuchi et al.,
2016) found that more extended Video Game Play (VGP) was associated with greater diffusion
tensor imaging mean diffusivity (MD) in extensive regions and lower verbal intelligence, both
cross-sectionally and longitudinally. A higher Performance IQ was associated with lower MD in
extensive regions in the brain, and higher full-scale IQ (FSIQ) and Verbal IQ (VIQ) were both
associated with lower MD in the left thalamus, left hippocampus, left putamen, left insula, left
Heschl gyrus and associated white matter bundles. Study #16 (Takeuchi et al., 2018) reported a
longitudinal finding that a higher frequency of internet use in the pre-experiment showed a
significant negative correlation with changes in rGMV and rWMV in widespread anatomical
clusters. These clusters included extensive bilateral perisylvian areas, the bilateral temporal pole,
the bilateral cerebellum, bilateral medial temporal lobe structures (hippocampus and amygdala),
bilateral basal ganglia structures, the bilateral inferior temporal lobe, the thalamus, the bilateral
orbitofrontal gyrus and lateral prefrontal cortex, the insula, and the left lingual gyrus. The negative
correlation extended to the white matter area adjacent to the gray matter cluster and cingulate
areas. Study #28 (Hutton et al., 2022) suggested that higher media use is associated with
differences in Cortical Thickness (CT) in both primary visual and higher-order association
areas. The findings indicate that media use may have a measurable impact on brain structure,
particularly in regions involved in visual processing and higher-order cognitive functions. Study
#33 (Zhao et al., 2023) revealed an imbalanced impact in that individuals with high-frequency
screen-media activity (SMA) demonstrated a slower expansion in subcortical regions, such as the
brainstem and left putamen, compared to individuals with low-frequency and moderate-frequency
SMA. This global structural co-development pattern suggested an imbalanced brain structural
development, particularly in GMV and cortical thickness, among cortical and subcortical regions.
The DTI Evidence. Study #21 (Hutton et al., 2020) found that increased screen-based media use was
associated with lower microstructural integrity of brain white matter tracts that support language,
executive functions, and emergent literacy skills after controlling for child age and household income.
Screen use was also associated with lower scores on corresponding behavioral measures after control
ling for age.
Mixed Impact
The impact of digital experience on children’s brain structure was mixed in two studies. Specifically,
Study #7 (Takeuchi et al., 2013) found beneficial and detrimental effects. On the positive side, TV
viewing was associated with (a) increased regional gray matter volume (rGMV) of the frontopolar and
medial prefrontal areas in both cross-sectional and longitudinal analyses; (b) enhanced rGMV/rWMV
(regional white matter volume) of areas in the visual cortex in cross-sectional analyses; (c) enlarged
rGMV of the hypothalamus/septum and sensorimotor areas in longitudinal analyses. On the negative
side, TV viewing was correlated with reduced verbal intelligence quotient (IQ) in both cross-sectional
and longitudinal analyses. Furthermore, Study #17 (Paulus et al., 2019) indicated that screen media
activity (SMA) accounted for 37% of the variance in structural brain indices such as cortical thickness,
sulcal depth, and gray matter volume. The finding supported the idea of SMA-related maturational
coupling or structural correlation networks in the brain and provided evidence that individual
differences in these networks had mixed implications for psychopathology and cognitive performance.
EARLY EDUCATION & DEVELOPMENT 29
Discussion
This scoping review has provided a preliminary summary of the impact of digital experience on
children’s developing brains, drawn from 33 journal articles identified as meeting the inclusion criteria
outlined in the method section. This section will discuss these findings and elaborate on their
implications for future studies, practical improvement, and policymaking.
Figure 6. Neuroimaging findings of the short-term impact of digital experience. Note. Red represents the positive impact, blue
reflects the negative impact, and purple refers to the mixed impact. The authors created with MedPeer (www.medpeer.cn).
30 D. WU ET AL.
Figure 7. Neuroimaging findings of the longitudinal impact of digital experience. Note. Red represents the positive impact, blue
reflects the negative impact, purple refers to the mixed impact, and green marks the null results. The authors created with MedPeer
(www.medpeer.cn).
(Li et al., 2019, 2020, 2021; Matsuda & Hiraki, 2006; Shimada & Hiraki, 2006), and four fMRI (Baker et al.,
2018; Chen et al., 2023; Horowitz-Kraus & Hutton, 2017; Hutton et al., 2020) reported the negative effects of
digital experiences on children’s brain function, which includes functional connectivity, cognitive and
language processing, and executive function. In contrast, two EEG/ERP studies (Bergen et al., 2017;
Mondéjar et al., 2016), one fNIRS study (Li et al., 2017), and three fMRI studies (Chaarani et al., 2022;
Han et al., 2007; Murray et al., 2006) reported the positive and training effects of digital experience on
children’s brain function. In addition, two studies (Baumgartner et al., 2006; Cantlon et al., 2013) reported
both positive and negative effects. These findings jointly indicate that early digital experience can positively
and negatively shape children’s brain function, with more negative than positive effects. This result
demonstrates two directions of functional plasticity of young brains: positive and negative adaptation to
respond to the digital experience. However, the underlying neuromechanisms are still unclear and deserve
further studies.
Second, this scoping review found that nine studies reported the impact of digital experiences on
the structure of young children’s brains: two reported no impact, five suggested negative, and two
presented mixed results. In particular, two studies (Rodriguez-Ayllon et al., 2019; Zhao et al., 2022)
reported no noticeable impact on the brain’s structural integrity. This null result might be related to a
Type II error, which means not rejecting the null hypothesis when it is false. This error could be caused
by the problematic research design or methods. For example, the areas of interest in these studies
might not include the real affected brain areas, or the experimental tasks might have failed to activate
the target brain areas. Nevertheless, further studies are needed to verify this “null” finding. In contrast,
four MRI studies (Hutton et al., 2022; Takeuchi et al., 2016, 2018; Zhao et al., 2023) and one DTI study
(Hutton et al., 2020) found a negative impact. In addition, two studies (Paulus et al., 2019; Takeuchi et
al., 2013) found both positive and negative effects, but no studies purely reported positive impacts.
Therefore, we can conclude that digital experience has basically negative positive impacts on the
structure of children’s brains. This result implies that structural plasticity is primarily a negative
response to the early digital experience, which also deserves further investigation.
EARLY EDUCATION & DEVELOPMENT 31
Last but not least, one study (Pujol et al., 2016) reported both structural and functional influences of
digital experience. This one-year longitudinal study aims to evaluate the long-term impact of video
gaming play (VGP) on brain structure and function with behavioral and neuroimaging evidence. The
VGP experience can enhance children’s response speed to visual stimulation, resulting in structural
and functional changes in basal ganglia circuitry. This training effect of the VGP experience is
evidenced by the higher functional connectivity in the putamen and caudate nucleus maps. In
conclusion, this evidence supports the positive and negative effects of digital experience on the
structural and functional development of children’s brains, demonstrating both structural and func
tional plasticity.
exposure or doses to the digital experience. Future studies could employ logistic regression to model
the dose-effect relationship and estimate parameters such as potency, efficacy, and threshold. Second,
there should be more studies on the longitudinal impact on brain functions. Four studies (Studies #7,
9, 16, 20) just reported the long-term impact on children’s brain structure, and one study (Li et al.,
2021) indicated that heavy Pad use would damage young children’s brain function, such as EF. These
findings imply that digital experience might have a long-term impact on brain functions, which
deserves future consolidating evidence. Third, there should be more brain network studies on the
impact of digital experience on brain structures and functions, as the existing findings indicated that
the impact could be holistic and comprehensive. Given that the EEG-NIRS-MRI coupling technologies
are evolving rapidly and more brain network indices are emerging, we anticipate that there will be
more brain network studies to explore how the digital experience shapes the whole brain currently and
longitudinally.
Last but not least, The conclusions drawn from this investigation contain significant implications
for practical improvement and policymaking. Foremost, it should be recognized by both educators
and caregivers that children’s cognitive development may be influenced by their digital experiences. As
such, they should supply suitable guidance, involvement, and backing for children’s digital use.
Limiting their screen time is an effective but confronting way, more innovative, friendly, and practical
strategies could be developed and implemented. Secondly, it is imperative for those in positions of
policy-making to develop and execute policies grounded in empirical evidence to safeguard and
enhance brain development in children as they navigate the digital era. This could also involve
offering resources and incentives for the creation and examination of digital interventions aimed at
bolstering brain growth in children, a topic widely deserving of further investigation.
Disclosure Statement
No potential conflict of interest was reported by the author(s).
ORCID
Hui Li http://orcid.org/0000-0001-9355-1116
Author Contributions
Conceptualization: D.W. and H.L.; Methodology: D.W. and H.L.; Data analysis: D.W., X.D., and D.L.; Tables and
Figures: X.D. and D.L.; Writing: D.W., H.L., X.D., and D.L. All authors have read and agreed to the published version of
the manuscript.
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