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Study Finds People Spend Over One-Third of Smartphone Time Aimlessly Scrolling

June 5, 2026

A new study examining digital habits has found that people spend more than one-third of their smartphone usage time without any clear purpose, raising concerns about the impact of excessive screen time on mental wellbeing.

According to the report titled Age of Autopilot, commissioned by Virgin Media O2, adults in the United Kingdom spend an average of four hours per day on their smartphones, with around 36 percent of that time spent aimlessly scrolling through social media platforms and mobile applications.

Researchers found that individuals who frequently spend extended periods using their phones without a clear purpose are more likely to experience feelings of regret, reduced wellbeing, or mental distress afterward.

The study also found that prolonged and purposeless use of digital platforms increases the likelihood of users encountering harmful, misleading, or unpleasant content online.

Dr. Eleanor Dredge of the University of Cambridge noted that the issue extends beyond personal habits alone.

She argued that modern digital platforms are intentionally designed to maximize user engagement and encourage prolonged use, contributing significantly to excessive screen time.

The findings are based on surveys conducted among approximately 6,000 people aged 16 and above between 2024 and 2026.

However, experts cautioned that self-reported usage data may not always be entirely accurate.

Professor Pete Etchells of Bath Spa University pointed out that individuals often overestimate how much time they spend on their phones, but emphasized that recognizing problematic habits is an important first step toward reducing them.

Experts recommend practical measures such as disabling unnecessary notifications, limiting app usage, and increasing time spent on offline activities to reduce excessive screen exposure.

The report highlights growing global concerns over smartphone dependency and calls for greater awareness of how digital platforms influence user behaviour.

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