Teenage digital recreation, such as video gaming and social media, is a topic of on-going debate in education policy. In several OECD countries and beyond, there have been increasing proposals to limit teenagers’ use of digital devices for non-learning purposes (see Box 1.3). Some studies and official advisories suggest that leisure use of digital devices may be linked to challenges in adolescents’ cognitive development and well-being (Firth et al., 2019[1]; The U.S. Surgeon General’s Advisory, 2023[2]). At the same time, digital leisure is widespread among adolescents and plays an important role in adolescents’ socialization and leisure, making it difficult to regulate or restrict access without coordinated efforts among policymakers, schools, and caregivers. PISA 2022 data throw light on the relationship between digital leisure and 15-year-old students’ learning outcomes and well-being. This policy paper analyses these relationships and explores potential mechanisms behind the observed patterns.
Section 1 describes students’ digital leisure habits outside of school and the trade-offs between digital leisure time and other usage of time outside of school. We categorise users of digital leisure activities outside of schools in three categories based on the intensity of use. Low users of digital leisure are defined as those spending up to two hours per day on digital leisure activities outside of school, moderate users are those who spend more than two and up to four hours a day on digital leisure activities outside of school, and excessive users are those who spend above four hours. The relative intensities were defined based on the OECD average time spent on digital leisure before or after school (2.6 hours) and on weekend days (3.9 hours).