19/11/2025
Spanish children and adolescents today live in a state of almost permanent connectivity. almost permanent connectivityan ecosystem in which mobiles, social networks, video games and content platforms form a structural part of their daily lives.
Successive studies on the subject reveal an unquestionable truth: children and adolescents are more connected than ever, more exposed than ever and more in need of adult accompaniment than ever before. are more connected than ever, more exposed than ever and more in need of adult accompaniment than ever before.. These are the ten keys to understand to understand this reality.
- The cell phone comes to childhood earlier than ever
The 82,4% of Spanish students have their own cell phone, which they access for the first time at an average age of 10.8 years. 10.8 years on average
In primary school -that is, at 10, 11 or 12 years of age- 51.6% already have it. 51.6%, and in ESO the figure rises to 51.6%.and in ESO the figure rises to 92.8%. 92,8%.
The cell phone has thus become the main gateway to the Internet, to peer-to-peer communication and also to digital risks.

- Intensive daily use: sleeping with the cell phone and checking it in class
The presence of the cell phone is not limited to leisure time. The 41,2% sleep with it in their room, and almost half of these adolescents (47.5%) admit to using it in the early hours of the morning.
In addition, 44.3% of 44,3% take it to class every day, and one in three consult it during lessons.
The report warns of the impact these dynamics have on rest, concentration and emotional health.
- Social networks start in elementary school and many children want to be influencers.
The use of social media is practically universal: 92.5% of adolescents are registered in at least one social network, and 75.8% are 75,8% in three or more
Even in the 5th and 6th grades of primary school, 78.3 78,3% already have an account on some platform.
WhatsApp, YouTube, TikTok e Instagram are the favorites. In addition:
- On 50,3% have more than one profile on the same network.
- One third maintain public profiles.
- On 8,9% spend more than five hours a day on networks during the week.
The report highlights that girls show greater activity and exposure on these platforms.
Influencer following is massive (79.2% in high school) and many spend time aspiring to be one (7.8%).
- One in 20 adolescents has problematic use of social networks
On 5,7% of the student body fit a pattern of problematic problematic use of social networks, with special incidence in girls and in high school.
This group records:
- More emotional discomfort.
- Poorer quality of life.
- Increased suicidal risk.
The report highlights the relationship between this maladaptive use and social pressure, the need for approval or distorted self-image.
- Contact with strangers and sexting are still present, although they are down compared to 2021
Risky behaviors do not disappear:
- 58,4% have spoken to strangers online.
- 14,3% have met in person with someone they know only through the Internet.
- 7,8% have received a sexual proposition from an adult online.
Regarding sexting:
- 14,9% have received sexual messages (passive sexting).
- 6,4% have sent their own sexual content (active sexting).
Although the data are slightly better than in 2021, they are still worrying. It is far from being a solved problem.
- Pornography is part of digital consumption at very early ages.
Almost 3 out of 10 adolescents (29.6%) say they have seen pornography, with an average age of first access of 11.5 years. 11.5 years
Among boys, the figure is much higher.
7.9% present problematic problematic useThe student body, linked to greater emotional discomfort and greater participation in sexting. In addition, students perceive that:
- Pornography conveys a distorted image of sexuality (58.5%).
- Induces dangerous behavior (45.5%).
- Incites pressure on others to have sex or engage in sexual practices (52.8%).
- Videogames are the dominant leisure activity: 7 hours per week on average
The 53,5% of students play video games at least once a week, and 62.5% play video games at least once a week. 62,5% in Primary School
They spend an average of 7.14 hours per weekalthough boys play twice as much as girls.
Three aspects are of concern:
- 26.5% of minors of minors play PEGI 18 video games.
- 1 in 3 spends money each month on in-game purchases.
- The loot boxes -boxes with random rewards are present and their frequent use increases the risk of video game use disorder.
The disorder would affect 1,7% of the total population studied, more boys and VET students.

- Gambling and betting: a silent but growing problem
Despite being prohibited, 11.1% of adolescents of adolescents have gambled or wagered money at some time, and 2,3% fit the profile of problem gamblers
In addition:
- One third believe that “making money is easy”.
- 47.1% play for financial gain.
- 78.7% do it with friends, reinforcing its social component.
Problem gamblers show higher rates of depression and suicidal ideation.
- Emotional health suffers: discomfort, anxiety and suicidal risk
The impact of digital life on mental health is reflected in stark numbers:
- 14,2% present relevant emotional distress.
- 13,7% suffer from anxiety symptoms.
- 13,1% shows depressive symptoms.
- 7,4% presents suicidal riskwhich doubles in girls
The data is worse in ESO, Bachillerato and FP, stages where social and academic pressure increases and the use of networks intensifies.
- Parental mediation makes a difference… and there’s still a long way to go
Adult mediation is a key protective factor, but insufficient:
- Only half of families frequently talk about Internet risks.
- On 23,7% of students say that their parents use their cell phones during meals.
- Sleeping with a cell phone doubles risk behaviors.
- Lack of standards and bad example multiply problematic uses.
In addition, affective-sexual education remains insufficient: 7 out of 10 households never talk about sexuality and almost half of the students ask for more training at school.
Protection of minors: an unpostponable challenge
These data – taken from a report by Unicef and other entities – present us with a challenge that cannot be postponed, an absolute priority for all members of the digital ecosystem. This is at least the case for DigitalES, the technology and innovation employers’ association, which recently clearly expressed its objective in the presentation of this study.
“The protection of minors comes first, then comes business and then innovation.” said Miguel Sánchez Galindo, the association’s CEO, at a round table on Business and Civil Society.
The reportprepared by UNICEF Spain together with Red.es, the University of Santiago de Compostela and the General Council of Computer Engineering Colleges, is the result of more than 100,000 interviews with children, adolescents and teachers, with the participation of renowned international experts from entities such as UNESCO, WHO and universities in different countries.









