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Computers in Human Behavior 132 (2022) 107254

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Computers in Human Behavior


journal homepage: www.elsevier.com/locate/comphumbeh

Screen-play: An observational study of the effect of screen media on


Children’s play in a museum setting
Jane E. Shawcroft *, Megan Gale, Katey Workman, Virginia Leiter, McKell Jorgensen-Wells,
Alexander C. Jensen
Brigham Young University, School of Family Life, USA

A R T I C L E I N F O A B S T R A C T

Keywords: Research suggests that young children develop and learn primarily through play. Children play in a large number
Social development of settings, one of particular interest are interactive children’s museums. These museums provide optimal places
Emotion development to observe social play processes for young children. Another context to children’s play is media use, which has
Children’s museum
been linked to a wide variety of outcomes depending on the context of the media use. This paper utilizes
Technoference
Media emotion regulation
observational micro-longitudinal methods to examine the effect of media on the play processes in a children’s
Co-viewing museum in a sample of 150 children (a total of 1500 min of observation). Overall, we found that first, children
did not use personal screens (tablets, smartphones, etc.) while in the museum setting. Second, we found that
screens built into the exhibits played little role in children’s social and emotional expression while playing at
children’s museums, with one exception. Children struggled to transition out of media use well, and thus had a
decrease in positive social interactions after playing at an exhibit with some form of media or screen. These
findings and implications for children’s social and emotional development are discussed.

Today, children are born and raised with screens at their fingertips, 1. Social play and Children’s museums
unlimited types of media to watch and play, and a variety of technology
devices on which to consume content (Kabali et al., 2015; Rideout, Research suggests that young children develop and learn primarily
2017). Because of this media saturated environment, children today are through social play (Ginsburg, 2007). Social play provides opportunities
sometimes referred to as digital natives (Kincl & Štrach, 2021; Paulus for fostering multiple aspects of children’s social and emotional devel­
et al., 2021; Prensky, 2001). These digital natives have been studied in a opment – a developmental domain key for familial relationships (Yog­
wide variety of contexts which examine the impact of a media-rich man et al., 2018), academic achievement (Wallace & Russ, 2015), peer
environment on various aspects of development (e.g., Coyne et al., relationship, and occupational success. For example, during social play,
2021; Pempek & Kirkorian, 2020), and a growing body of research has children learn how to make decisions, solve problems, and follow rules
found that screen media use may impact young children’s development (Gray, 2011); exert self-control and learn both to express and regulate
in a number of areas (e.g., Allen & Vella, 2015; Coyne et al., 2021; Setliff emotions (Haight et al., 2006; Gray, 2011; Berk et al., 2006); make
& Courage, 2011). One important developmental context for children is friends and get along with others (Gray, 2011; Golinkoff, 2006); and
play (Ginsburg, 2007), which can be effectively observed in children’s practice crucial social skills such as turn-taking, effective communica­
museums (Braswell, 2012; Callanan, 2012). Thus, to better understand tion, interacting with peers appropriately, monitoring, and reciprocity
the important developmental implications of screen media for children’s (Preissler, 2006). It is through these outcomes that social play drives
play, this paper will examine the effect of screen media on the social and social and emotional development in children.
emotional play behavior of children (2–9 years old) in a children’s Children play in a large number of settings. One setting of particular
museum. interest are interactive children’s museums. These museums provide
optimal places to observe social play and the effect of media on chil­
dren’s social play processes, as children’s museums are dedicated spaces
set aside to promoting play, exploration, and interpersonal interaction

* Corresponding author.
E-mail address: jane.stephens@byu.edu (J.E. Shawcroft).

https://doi.org/10.1016/j.chb.2022.107254
Received 14 September 2021; Received in revised form 18 February 2022; Accepted 25 February 2022
Available online 26 February 2022
0747-5632/© 2022 Elsevier Ltd. All rights reserved.
J.E. Shawcroft et al. Computers in Human Behavior 132 (2022) 107254

(Luke et al., 2021). Many parents, as well as schools and other groups, (Khawan, 2021; Leoni & Cristofaro, 2021). As children’s museums
take their children to museums to give children a space to engage in however, are often aimed to help children’s development by fostering
social play, explore, and interact with other children. Within these en­ play (Luke et al., 2021), the presence of screen media in a children’s
vironments, children are able to interact with other children, adults, and museum may alter how children play and interact with others.
a variety of cultural and educational exhibits, creating environments To understand how media within the museum setting might impact
rich in opportunities to learn (Braswell, 2012). Visiting children have children’s social and emotional behaviors, researchers should first un­
ready access to a variety of stimuli in an environment that is less derstand the major media-related processes that children can take part.
structured and more naturalistic than conventional laboratories or Three major processes that influence the developmental consequences of
classrooms (Callanan, 2012). While limitations, such as self-selection screen media use within social play are co-viewing, technoference, and
bias (Callanan, 2012) and dissimilarities with other common contexts emotional regulation (or soothing). Below, we offer explanations for
(Braswell, 2012) should be thoughtfully considered, the characteristics how each of these three processes may matter with screen media use
of children’s museums make a unique and valuable contribution to during social play in children’s museums.
research on child social play and learning (Callanan, 2012), especially as Screen media use, through processes such as co-viewing, or joint
children’s museums are purposeful spaces dedicated to fostering chil­ media engagement, may help strengthen familial and other social re­
dren’s development through social play. lationships (Work, 2017) by creating shared experiences. Co-viewing
From a theoretical standpoint, screen media may impact social play can act as an important proximal process, especially for children
by changing the context of the processes which take place during social raised in a media-rich environment, as co-viewing processes can teach
play. As such, we use the Bioecological theory to frame this study. Ac­ children to use screen media as a means to connect, rather than to isolate
cording to Bioecological theory, proximal processes (enduring patterns (Coyne et al., 2014). For example, one study found that while increased
of interaction) are influenced by both environmental factors which can time spent playing videogames was associated with negative outcomes
either positively or negatively affect the child’s long-term development for adolescents, co-playing videogames with a parent was associated
(Bronfenbrenner & Evans, 2000; Krebs & Davies, 2009; Merçon-Vargas with positive outcomes for adolescents, especially girls (Coyne et al.,
et al., 2020). For the purposes of this study, we view the presence of 2011). Within the museum context, some exhibits have built in screens
either personal screen media or exhibit screen media as the environ­ with media activities that children can interact with and learn from
mental context that social play (the proximal process) takes place Roussou (2010). Based on the concepts and literature surrounding
within. co-viewing, exhibit screen media has the potential to foster healthy so­
cial and emotional behavior if children interact with the exhibit screen
1.1. Children’s screen media use media with other children or parents.
While co-viewing is a media context generally linked to positive
The power of screen media as an environmental factor which may developmental outcomes, other contexts, such as technoference (the
impact social play is necessary to consider in light of the amount of interruption of interpersonal interactions due to screen media use), can
media the average child consumes. Some research has examined media have a less positive effect on the proximal processes guiding children’s
use patterns of children in the United States (Rideout & Robb, 2020). play (McDaniel & Radesky, 2017). Technoference processes can
Very young children (younger than 2 years old) spend on average 49 contribute to greater externalizing and withdrawing behaviors in chil­
min, young children (ages 2 to 4) spend on average 2 h 30 min, and older dren when parents are isolated from their children via screen media use
children (ages 5 to 8) spend just over 3 h on screen media per day (McDaniel & Radesky, 2017). It is possible that technoference processes
(Rideout & Robb, 2020). Television and video viewing remain the top may happen without the use of personal screen media. For example,
type of screen media consumed by children, followed by video chatting, background media can also distract parents, resulting in less frequent
electronic reading, and gaming (Rideout & Robb, 2020). In addition to and lower quality parent-child interactions during social play (Pempek
using the family localized television and parents’ mobile devices, a et al., 2014). Little research, however, has examined the effect of tech­
growing number of children utilize their own devices, with 42% of noference on children’s social play processes. Based on previous findings
toddlers reporting their tablet was their favorite toy in one study (Eisen surrounding technoference, it may be possible that exhibit screen media
et al., 2021). Indeed, although patterns vary by race (Rideout & Robb, would draw children to more isolated play, rather than engaging in
2020), gender (Rideout & Robb, 2020), and socioeconomic status other social play opportunities.
(Tomopoulos et al., 2010), about half to two thirds of children (ages 2–8 Screen media may also impact social play if parents are reliant on
years old) own and use their own tablet or smart phone (Rideout & screen media to soothe young children’s problematic emotions. As social
Robb, 2020). Parents may let their children use screen media for a va­ play is an important developmental context (especially in public spaces)
riety of reasons: to learn (e.g., how to read, count, treat others, etc.; where children have to learn to share, wait their turn, and work with
Nikken & Schols, 2015), to connect with others (e.g., with grandparents other children they may not know; it is likely that many children express
who may live far away; Myers et al., 2016), to calm strong emotions negative emotions at some point during their social play (Chen & Fleer,
(Coyne et al., 2021), or to give parents a break to be able to fulfill 2016). However, the presence of screen media during play may disrupt
parental responsibilities (Kabali et al., 2015). these learning processes, as recent research has found that many parents
use screen media to regulate their children’s unpleasant emotions
1.2. Screen media and social play (Coyne et al., 2021). It is possible that instead of a child learning to
regulate unpleasant emotions during social play, parents may instead
While many young children consume a large amount of screen media use screen media to calm an upset child, inhibiting the developmental
on a regular basis, research indicates that not all screen media is processes fostered by social play. Because children museums provide
inherently equal in developmental consequence. Indeed, the effect of settings for exploring and social play, children may express a variety of
screen media on social play (and thereby development) depends largely positive and negative emotions. As such, parents may use personal
on the context and content of the screen media. Some research has screen media as a means of emotion regulation for their children’s
explored the influence that screen media within the museum context can negative emotions. Parents may socially desire their children to behave
have on children’s learning and exploration (Roussou, 2010). However, in public and handing a child personal screen media may be the quickest
there remains a significant gap within literature to better understand the and easiest solution to soothe negative emotion.
effect of museum screen media on children’s social and emotional ex­
pressions. This is a significant gap, as museum contexts are increasingly
introducing media and technology as a means to engage visitors

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J.E. Shawcroft et al. Computers in Human Behavior 132 (2022) 107254

1.3. Current study had a better view of a behavior over the other coder. Because of the
different viewing angles and because each observation was immediately
This paper explored the role that screen media has in the social and reconciled, reliability scores are less applicable. However, we still report
emotional expression of children’s social play and children’s museums. Cohen’s kappa for all relevant codes (see observational codes section). A
Through a Bioecological perspective, we view both personal screen total of twelve researchers participated in the coding. After each
media and exhibit screen media (as a part of the museum environment) observation they rotated coding partners.
as an important contextual factor which may change the social play All procedures were approved by the institutional review board of
processes children engage in. As such, we explore the following research the last author (protocol number: IRB2020-456).
question; how do the presence of screens (both personal and museum
screens) affect children’s social interactions, positive interactions, 2.3. Observational codes
expressed emotion, and external regulation in comparison to children
playing without personal or museum screens? Due to the nuanced nature The observational coding scheme consisted of the broader socio-
of research surrounding the effect of media use on children’s develop­ demographic characteristics of age and gender; the museum character­
ment and behaviors in many domains (e.g., Allen & Vella, 2015; Coyne istics of gallery and exhibit; and the social and emotional development
et al., 2021; Setliff & Courage, 2011), we explored this research question (SED) domains of social partner, type of play, social skills, emotional ex­
broadly rather than testing explicit hypotheses. This allowed us to better pressions, emotional regulation, and outside media use.
explore patterns of observed behaviors within our theoretical frame­ Socio-demographic characteristics. Immediately upon receiving
work, as screens may guide proximal processes in both negative and consent, research assistants asked parents for the target child’s age (in
positive ways. Because children’s media use can have both concurrent years) and gender (0 = female, 1 = male).
and predictive future social interactions, positive interactions, expressed Museum gallery and exhibit. The museum has three primary gal­
emotion, and external regulation. leries: Kidopolis (coded as 1), Rain Forest (2), and Water Works (3).
Coders noted the gallery the target child spent the majority of each 1-
2. Methods min period in. If the child spent the majority of the minute in transit
or between galleries, a 0 was recorded for gallery.
2.1. Participants Within each gallery, there were a number of different exhibits. The
exhibit that the target child spent the majority of each 1-min period was
Participants were 150 children who visited the Museum of [name coded. The presence of screens within exhibits were also coded (0 = no
redacted for blind peer review]. All children were between the ages of 2 screen in exhibit, 1 = yes screen in exhibit). A screen constituted any
and 9 years old (Mage = 4.64, SD = 2.12; 52.67% male). Descriptive aspect of the exhibit such as touchscreens, or television screens which
statistics for all variables are displayed in Table 1. were a vehicle for media. Common types of screen media at the museum
included touch-screen games, activity controls, and background or
interactive videos. The children were observed in 45 total unique ex­
2.2. Procedure hibits (33% contained screens). Across the 1500 observation minutes,
children spent 27% of their time at exhibits with screens. Across all
Researchers identified children in the target age range (two to nine children 79% changed exhibits at least once during the 10-min obser­
years old) and approached the child’s caregiver. After introducing vation. On average children visited 3.26 (SD = 2.82) exhibits during the
themselves, the researchers described the study and asked for verbal observation.
assent to observe the child. If assent was given, the researcher asked the SED. Each domain of the coding scheme’s SED portion consisted of
age of the child. Caregivers were then asked if they would like to be multiple specified behaviors, appropriate for one or all age group(s). For
entered into a drawing for an annual pass to the museum, if so, they example, the social partner domain included codes on whether the child
provided an email address. had interacted with their parent (Cohen’s kappa = .73), another adult
Each child was observed for a 10-min period by two researchers. The (Cohen’s kappa = .57), or a child (peer) (Cohen’s kappa = .64). This
researchers observed the child from different angles within the museum, enabled the use of binary codes (0 = behavior was not present, 1 =
following the child from one exhibit or gallery to another as needed to behavior was present) to ensure simplicity while coding. All behaviors
continue observation while maintaining enough space to remain were coded independently from the others, including those in the same
inconspicuous. The researchers used a 10-min timer that went off in 1- domain, except that the subcategories under some domains were
min intervals. At each 1-min interval the researchers coded for each mutually exclusive while others were not. For example, within the social
behavior. At the end of the 10-min observation, the two researchers partner domain, the subcategories were not mutually exclusive, so
immediately met in a private space to reconcile any differences in their multiple “yes” codes could be recorded at the same time (e.g., a child
coding. Although some differences arose from coder error, many dis­ was interacting with both their sibling and their parent simultaneously).
crepancies occurred because coders observed each child from different Types of play consisted of various types of social play children often
angles within the museum. In this regard, at times one coder may have engage in, as outlined in previous research (e.g., Rubin, 2001; Weisberg,
2015). The categories were cooperative (the child plays in a group that is
Table 1 organized, all working towards one common goal; Cohen’s kappa =
Frequencies of main study variables at the level of observations, not in­ .61), associative (the child plays in a group with a common activity, but
dividuals, even for age and gender. not all working towards on goal; Cohen’s kappa = .39), parallel (the
Variable M (SD) or Frequency (%) child plays near another child without influencing or being influenced
Age 4.64 (2.12) by the child near them; Cohen’s kappa = .53), solitary (the child plays by
Male 790 (52.67%) themselves; Cohen’s kappa = .66), onlooker (the child watches others
Museum media 235 (27.94%) play and does not become involved with the activity; Cohen’s kappa =
Personal media 1 (.00%)
.56), and unoccupied (the child is not attending to nearby activities;
Social play 860 (57.33%)
Positive interaction 394 (26.46%) Cohen’s kappa = .29).Types of play could not occur simultaneously;
External emotion regulation 120 (8.06%) however, a child may have engaged in different types of play within the
Expressed emotion 598 (39.87%) same 1-min observation. Thus, multiple types of play could have been
Positive affect 469 (31.50%) coded within the same 1-min unit of observation. In this analysis, cat­
Negative affect 156 (10.48%)
egories were collapsed to create one variable reflecting social play. Play

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that was cooperative or associative was considered social play, while within-subjects variables: interaction with a parent (0 = no; 1 = yes),
play that was parallel, solitary, onlooker, or unoccupied was coded as interaction with a child (0 = no; 1 = yes), if the current exhibit had a
not social play. screen (0 = no; 1 = yes), and whether the exhibit they were at the
The social skills domain consisted of positive interactions (reflecting previous minute had a screen (0 = no; 1 = yes). Interacting with per­
effective interpersonal relations; e.g., prosocial and helping behaviors, sonal screen media was not included because of the 1500 observations,
empathy, turn-taking, cooperation; Caldarella & Merrell, 1997; Cohen’s there was only one instance of a child using personal screen media.
kappa = .34).
The emotions domain included positive affect (laughter, giggle, smile; 3.2. Social play
Dollar & Buss, 2014; Cohen’s kappa = .45), negative affect (crying,
yelling, scared, complaining; Laurent et al., 1999; Cohen’s kappa = .47), Results for social play are presented in Table 2. Children interacting
shame or embarrassment (hiding their face, withdrawing, describing with either a parent (b = 1.01, se = 0.27, p < .001, OR = 2.75) or a child
themselves negatively; Alessandri & Lewis, 1996; Cohen’s kappa = .99), (b = 2.01, se = 0.26, p < .001, OR = 7.46) were more likely to be
and pride (shows parents what they have done, happy or excited after engaged in social play. The presence of screens at the exhibits children
accomplishing something; Cohen’s kappa = .35). These emotions could were playing at did not have a significant effect on children’s social play.
be concurrent, such as a child getting excited (positive emotion) and
feeling pride for accomplishing a difficult task, but they could also all be 3.3. Positive interactions
coded as absent during a given interval. Because shame, embarrassment,
and pride require a measure of social awareness (Caplovitz Barrett, Results for positive interactions are presented in Table 3. Older
2005) and emerge somewhat later than more primary emotions, typi­ children were more likely to engage in positive interactions (b = 0.15, se
cally around the second year of life (Caplovitz Barrett, 2005), their = 0.07, p < .05, OR = 1.16). Further, children interacting with either a
presence or absence can offer particular insight into young children’s parent (b = 1.08, se = 0.25, p < .001, OR = 2.94) or a child (b = 1.10, se
social development as well as their emotional experiences. In recogni­ = 0.25, p < .001, OR = 3.00) were more likely to be engaged in positive
tion of these developmental patterns, we coded evidence of primary and interactions. If children had been playing at an exhibit with a screen in
social emotions separately. For the purposes of this analysis, however, the previous minute (but not concurrently), they were less likely to
we condensed these codes into one indicator of emotional expression. A engage in a positive interaction (b = − 1.08, se = 0.43, p < .05, OR =
child was coded as expressing emotion if any of these emotions had been 0.34).
observed. While there are theoretical arguments to be made to keep
negative and positive emotions separate, we felt that combining these 3.4. Emotion regulation
terms into emotional expression was appropriate as a means to gauge
emotional learning. While negative emotions (e.g., anger, sadness, Results for emotion regulation are presented in Table 4. Older chil­
shame) are unpleasant, they are an integral part of the human experi­ dren were less likely to display emotion regulation (b = − 0.34, se = 0.09,
ence. Our hope, by creating one overarching emotional expression p < .001, OR = 0.71). Children interacting with a parent (b = 1.05, se =
variable is to capture if children’s emotional learning, on both sides of 0.36, p < .01, OR = 2.86) were more likely to engage in emotion
the positive to negative continuum, is being affected by the presence of regulation. The presence of exhibit screen media did not have a signif­
screen media. Learning to experience and appropriately manage both icant effect on children’s use of emotion regulation strategies.
positive and negative emotions across a wide spectrum is essential to
healthy emotional development (Rowe & Fitness, 2018). 3.5. Expressed emotion
Emotional regulation strategies were comprised of internal (i.e.,
blocking sensory input, reappraising the situation; e.g., talking to one­ Results for expressed emotion are presented in Table 5. Children
self about the situation, covering eyes or ears to avoid undesired sensory interacting with either a parent (b = 0.73, se = 0.24, p < .01, OR = 2.07)
experiences; Cohen’s kappa = .07) and external (i.e., co-regulation, or a child (b = 0.71, se = 0.24, p < .01, OR = 2.03) were more likely to
attention shifting; e.g., walking away from the situation, looking or express emotion. The presence of screens at the exhibits children were
moving to another person for help or comfort; Cohen’s kappa = .34). playing at did not have a significant effect on children’s expressed
Both types of emotion regulation strategies were collapsed into one emotions.
category of emotion regulation.
Presence of Personal Media. The outside media use domain con­ 4. Discussion
sisted of only one category, with research assistants coding whether the
child used a personal media device not provided by the museum at any The purpose of this paper was to examine the role of screen media
point during each of the 1-min coding segments. However, as in our total (both personal and in museum exhibits) in children’s social and
of 1500 observations only one instance of personal media use was emotional behavior at a children’s museum, specifically by examining
observed, we did not include personal media in our analyses, and instead differences in how children’s social interactions, positive interactions,
focus on museum media for our analyses, although we will discuss the expressed emotion, and external regulation differed when playing in
potential implications of the lack of personal media use in the exhibits with vs. without screens. Based on previous research, there
discussion. were two primary possible patterns. First, museum and personal screens

3. Results Table 2
Multilevel binary logistic regression predicting social play. N = 1500.
3.1. Analytic strategy
Variable b SE OR

Analysis was conducted via a multilevel binary logistic regression. Exhibit screen .32 .42 1.38
Exhibit screen (lagged) .21 .41 1.23
The models tested 1500 observations (10 per child) nested within each Sex -.00 .37 1.00
child. The four outcomes: social play, positive interaction, emotion Age .05 .09 1.05
regulation, and expressed emotion, were all tested in their own models, Parent interaction 1.01*** .27 2.75
but in identical fashion. Each model included the following child-level/ Child interaction 2.01*** .26 7.46
Intercept − 1.01** .37 .36
between-subjects variables: sex (0 = female; 1 = male) and age (grand
mean centered). The models also included the following time-varying/ Note: *p < .05; ** < 0.01; ***p < .001.

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Table 3 collection, as data was collected during the Covid-19 pandemic. Recent
Multilevel binary logistic regression predicting positive interaction. N = 1500. research suggests that overall media use increased during the Covid-19
Variable b SE OR pandemic, including increases in problematic media use among older
adolescents (Eales et al., 2021). Thus, the lack of personal media use in
Exhibit screen .27 .42 1.31
Exhibit screen (lagged) − 1.08* .43 .34 the museum context is even more important. Museums may provide
Sex .08 .30 1.08 parents a context where they do not need media to entertain, educate, or
Age .15* .07 1.16 socially engage their children. Although media use is not inherently
Parent interaction 1.08*** .25 2.94 maladaptive for healthy development, negative effects related to pat­
Child interaction 1.10*** .25 3.00
Intercept − 2.31*** .34 .10
terns such as technoference (McDaniel & Radesky, 2017) and media
emotion regulation (Coyne et al., 2021) suggest that media free contexts
Note: *p < .05, **p < .01, ***p < .001. in which children can practice social and emotional processes are
important. Thus, the lack of personal screen media suggests that the
museum space is an adaptive context for children’s social and emotional
Table 4
learning as a counterpoint for other developmental contexts that rely
Multilevel binary logistic regression predicting emotion regulation. N = 1500.
more heavily on media.
Variable b SE OR

Exhibit screen .31 .64 1.36 4.2. Exhibit screen media


Exhibit screen (lagged) -.38 .65 .68
Sex .19 .35 1.21
Age -.34*** .09 .71
For the most part, the presence of exhibit screens were not linked to
Parent interaction 1.05** .36 2.86 children’s social and emotional behavior at the museum nor were they
Child interaction .16 .34 1.17 used for emotion regulation. As we argued for personal screens, the
Intercept − 3.68*** .47 .03 children’s museum context is a space that is relatively devoid of the
Note: *p < .05, **p < .01, ***p < .001. negative processes driven by the presence of screen media like we see in
other contexts. Although our coding scheme did not capture if a child
was directly interacting with screen media within the exhibit, it is likely
Table 5 that the presence of exhibit screens in the museum space did not elicit
Multilevel binary logistic regression predicting expressed emotion. N = 1500. negative processes (technoference or media emotion regulation) as they
Variable b SE OR are larger, fixed parts of the museum space. Thus, children were forced
Exhibit Screen .05 .40 1.05
to share the screens with others within the exhibit, and did not have total
Exhibit Screen (lagged) -.22 .39 .80 control over the manipulation of these screens if they desired to engage
Sex -.05 .35 .95 with the screen (unlike a personal tablet or smartphone). It is likely that
Age -.11 .08 .90 these larger more fixed screens are harder to use for media emotion
Parent interaction .73** .24 2.07
regulation processes, as children cannot use the screens to block out, or
Child interaction .71** .24 2.03
Intercept − 1.38*** .36 .25 distract from their current environment, but instead are a part of the
museum environment. Furthermore, the shared nature of the exhibit
Note: *p < .05, **p < .01, ***p < .001.
screens likely discourages technoference patterns, as anyone in the
museum space can engage with the various exhibit screens, thus making
could be linked to poorer social and emotional expression (specifically it difficult to block out other individuals (be it parents or other children).
through technoference or media emotion regulation patterns). Second, However, it is also possible that one some occasions, exhibit screen
museum and personal screens could be linked to better social and media fostered negative patterns (such as technoference), while on other
emotional expression (specifically through co-viewing patterns). Our occasions, exhibit screen media fostered positive patterns (such as co-
results suggest, however, that, screens played little role in children’s viewing).
social and emotional expression while playing at children’s museums, Our findings did indicate that children who engaged with an exhibit
although we did find that children who played in exhibits with screens with screen media were less likely to have positive interactions in the
expressed significantly fewer positive interactions in the following subsequent minute. Young children often struggle to transition out of
minute. media use (Hiniker et al., 2016) which may be what our findings indi­
cate. Although our coding scheme did not specifically capture children’s
4.1. Personal screen media difficulty in transitioning, this may be one possible reason for the
decrease in positive interactions after interacting in an exhibit with
Children, by and large, did not use personal screen media; there was screen media. Even if children enjoy engaging in media with others, they
only one observation where a child used a personal media device. This might have struggled to “tear themselves away” and disengage with the
was surprising because outside of the museum context, children are exhibit with screen media, which may have negative social conse­
frequent users of personal screens (tablets, smartphones, etc.; Rideout & quences (Hiniker et al., 2016). When considering that research per­
Robb, 2020). While it seems that media permeates many children’s lives, taining to parent-child technoference finds that parents struggle to
the children’s museum seems to be a context where media is not heavily disengage from media and still be warm and responsive to their children
utilized for emotion regulation (Coyne et al., 2021), or other purposes (e.g., Pempek et al., 2014; Radesky et al., 2014), it is not surprising that
such as entertainment, education (Nikken & Schols, 2015), connecting children may also struggle to transition out of media use well. Being
with family (Myers et al., 2016), or giving parents a break (Kabali et al., aware that transitioning out of a space with media is difficult for in­
2015). dividuals of all ages (parents and children), parents should find ways to
The near absent use of personal screens may be due in part to the help positively scaffold their children’s transition away from media.
nature of the museum environment. Children’s museums are designed to
engage children with the exhibits in fun and exciting ways, which may 5. Conclusion
decrease the draw toward personal media devices. Perhaps the lack of
personal media use is also due to the availability of other emotion This study is not without limitations. While our micro-longitudinal
regulation, educational, and entertainment strategies in the museum. design does allow us to examine short term change and patterns, we
This is especially pertinent given the overall context of our data are unable to make claims about the long-term effects of screens in

5
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The authors have no conflicts of interest to declare that are relevant 10.1080/21594937.2021.1878773
to the content of this article. No funds, grants, or other support was McDaniel, B. T., & Radesky, J. S. (2017). Technoference: Parent distraction with
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