On the site of the OECD a paper (pdf) was announced in The impact of digital technologies on well-being, giving the following abstract:
Digital technologies are reshaping our lives, with significant impacts on personal and societal well-being. As these technologies are increasingly integrated into everyday life, it is crucial to raise awareness on their positive and negative impacts which are reviewed in this paper. While innovations like AI in healthcare and assistive devices empower individuals and improve access, they also introduce risks such as mental health challenges, misinformation, and privacy breaches. Raising awareness around digital risks helps individuals make smarter, safer decisions. At the same time, empowerment is about more than just awareness; it involves giving users control over their digital experiences, equipping them with the skills to harness technology for education, employment, and personal growth. Ultimately, responsible digital use is essential for safeguarding data privacy, supporting democratic values and respecting ethical standards. While digital technologies have the power to level the playing field, they can deepen existing inequalities if access and skills are unevenly distributed. Bridging digital divides through tailored inclusive solutions is equally important. Understanding the relationship between technology use and well-being is therefore key, but further research is needed to fully grasp these dynamics.
Read the articles on this site on unhealthy IT.
Addition 27 June, 2025
Published on JAMA: Addictive Screen Use Trajectories and Suicidal Behaviors, Suicidal Ideation, and Mental Health in US Youths. Findings:
In this cohort study of 4285 US adolescents, 31.3% had increasing addictive use trajectories for social media and 24.6% for mobile phones over 4 years. High or increasing addictive use trajectories were associated with elevated risks of suicidal behaviors or ideation compared with low addictive use. Youths with high-peaking or increasing social media use or high video game use had more internalizing or externalizing symptoms.

