But it's really easy to put a kid in front of some cartoon and forget about them, they'll re-watch the same thing over and over and over, lacking interaction, competition and surprise. So "screen time" is probably a good enough proxy for "passive screen time", which would be bad by your definition too.
But the way we name things is important. Calling it passive consumption yields all sorts of interesting questions. Is the sickness of Facebook/Instagram any different from that of Netflix/YouTube? How about than Fox news? Does it actually matter what age you are? How much is bad? Does live theater count? What about a concert?
Parents deserve the nuanced result/questions when deciding what is right for their children and selves (if indeed my supposition is correct ish). Calling it screen time is lazy science until it is shown to be unique to screens (which would be an immense surprise to me)
Nonetheless I see your point. Perhaps there is an interesting distinction! Maybe worth investigating, and not particularly suggested by a 'screens are bad' line of thinking
You could replace these studies with: "Not using the brain is bad for the brain."
The screen itself is basically a red herring. What's on the screen matters. There's a big difference between interacting with a puzzle or strategy game and passively consuming a video, for example.
screen = tv with tons of ads, basic entertainment, simple mobile games with tons of ads etc.
I'm not aware of any studies indicating learning something from a webpage is any less effective than learning it from a book. I'd be interested to see studies targeting that. Even more so if it had breakdowns by age
I can’t agree with this.
Stimulating lights and sounds which distract attention and make it more difficult to focus on a problem or task are actively getting in the way of learning.
For a 2-year-old, playing with a toy with a bunch of buttons that blink lights and make sounds is a lot less developmentally appropriate than playing with blocks or plastic gears.
For a 4-year-old, watching action cartoons (or modern “PBS Kids” shows for that matter) is a lot less developmentally appropriate than watching Mr. Rogers episodes from 30 years ago.
For a 7-year-old, spending time on a computer playing an unchallenging but flashy game is a lot less developmentally appropriate than figuring out how to make a Logo turtle draw a picture.
Etc.
This isn’t to say that children should never ever play with flashy things, but access should be moderated by parents so they don’t crowd out other activities, because they can be highly addictive.
One of the problems with screens is that the more hyperstimulating e.g. a game or show is, the more likely someone is to pick it vs. alternatives, which means that the medium in general tends towards distraction over meaningful content.
This is not as big a problem with physical books. Even e.g. popup books and comic books are nowhere near the level of stimulation of a TV or smartphone. Same goes for non-electrified physical toys
That said, I think my point that the devil is in the content remains with the additional important note that screens enable new types of particularly dangerous content.
That may in fact be a more important point than mine and thus bolster the original decision to study screen time specifically.
Interaction. Competition. Surprise. These are the keys, not the lack of blinken lights