My Millennial is probably going to show a little bit here, lol. Anyway, this is the field I’m currently in, so I’m interested in it.
Have you ever watched a kid play Minecraft? That game is an open-world sandbox game. Kids can build ANYTHING in there. It requires strategy, some math and spatial skills, critical thought, quick response time. Some kids are learning how to code through Minecraft. If you search the Internet you can find examples of some really amazing things that young children (talking about ages 7-13) have built in Minecraft. Not only that, but there are social events built around the game. There are special servers you can play on with other people, where you can show off what you built and see what others have done. You can trade ideas and meet people from all over the world. There’s a new social play league that’s been built around Minecraft, where kids meet in movie theaters and work cooperatively to fight monsters and build cool stuff.
That toddler who is in the stroller on the cell phone might be playing an alphabet game. (One of my small cousin’s favorite games on my iPhone was a game that required him to pick the right letter from a group of 3. He liked the sound it made when he picked the WRONG letter, so he learned the alphabet so he could deliberately pick the wrong letter and hear the sound. LOL!) They might be having a book read aloud to them while mom shops. They might be playing a puzzle game that increases their spatial awareness.
Anything in excess can be bad, so of course excessive media use is bad. But we don’t actually know what excessive media use is. The AAP recommends 1-2 hours a day, but there’s no scientific reason for that - there aren’t studies that support that as a sweet spot, and research shows that two-thirds of children consume less than 2 hours of media a day anyway (and most of the remaining 1/3 watch 2-3 hours a day. Only a small percentage of kids consume more than 3 hours a day of media). The relationship between obesity and media consumption is also far from established - one meta-analysis concluded that it’s too small to be clinically significant, and a recent study found no connection between BMI and time spent playing video games or using the computer. Owning a cell phone or having a television in one’s room has little connection to socioemotional development, according to other studies.
Really, the only well-established connection we have to obesity is a sedentary lifestyle and a lack of physical activity. And we know socioemotional development os based upon kids actually interacting with other people. But you can be physically active, socially interactive, and still play games/consume media. I like games but I also like to go hiking and cycling and walk my dog; I make sure I balance them. Kids have to learn that balance, too. What is “high-quality content”? How do parents judge that? As I noted above, imagination and free play is VERY possible with interactive media.
Kids have been demanding things and screaming their heads off if they can’t get them since the dawn of time, lol. If it’s not an iPhone, maybe it’s a toy, mom’s keys, some snacks, who knows. Kids have low impulse control and short attention spans. Technology doesn’t cause that.