Enhance
Knowledge & Tools
Promote
Mindful Digital Consumption
Foster Research &
Policy Development
Develop
Materials & Tools


%
feel addicted to digital devices
%
report excessive social networking
%
play digital games every day
%
Are at risk of problematic gaming
Sources: Astleitner et al. (2023); Boer et al. (2021); WHO Regional Office for Europe (2024), HBSC International Report 2021/2022, Volume 6.





