Abstract
Over the 21st century, screen use has been increasing at a rapid rate as a result of technological innovations and the development of social media. The COVID-19 pandemic only increased time spent on digital devices use since lockdown forced many into social isolation, leaving them no other choice but to overuse their screen in order to stay connected to their loved ones and the world. However, too much screen time can have significant negative impacts on one’s health. Indeed, it can encourage a sedentary lifestyle, affect the eyes of certain age groups, favorize erratic behaviours, cause language delays in children in development, etc. As a result, interventions to prevent and reduce these behaviours are essential for the health of Canadians and human beings with regular access to screens.
After conducting extensive research on the effects of too much screen time and the efforts made to reduce such a phenomenon, a potential intervention, modelled after Quebec’s “PAUSE” public campaign, was developed. The public campaign consisted in encouraging youth to resist the temptation of using their digital devices for 24 hours once a week, to form a healthier routine associated with screen use. A website would also be provided with printable information sheets to help those who want to understand the potential consequences brought on by excessive time spent on screens, but also to provide tools to avoid screens.
Working on this project has taught me the methods to properly research the effects of screen time abuse as well as recommendations and programs associated to it. I also learned about the process of program development and proposal and the key elements necessary to include in all proposals, such as a laid-out budget.
The development of a program inspired by the “PAUSE” campaign in Quebec has not yet occurred in Ontario. Further research is required to know how the program would function if implemented, and if any other newly developed options would be favored over this program. Additionally, the development and approval of any public education campaign or funded initiatives related to screentime involve going through intricate government approval processes.