The recommendations by age are quickly read: about an hour for younger children, a little more later, and no single figure for teenagers.
What they do not say is how an agreed limit survives an ordinary afternoon. This article has both halves — the guideline, and what it takes at home for the guideline to hold.

Screens run through almost every part of a child’s day, from schoolwork to the evening film. According to 2023 research from Data Reportal, the average screen time for users worldwide aged 16 to 64 is 6 hours 37 minutes a day, and the figure is still rising.
So the question for parents is rarely whether children spend time in front of a screen. It is how much, on what — and what happens on the evening when the agreed time is up and nobody wants to stop.
| Age | Usual recommendation per day |
|---|---|
| 2 to 5 years | around one hour of high-quality, age-appropriate programming |
| 6 to 10 years | one to two hours of entertainment media |
| 11 to 14 years | no single figure — agreed rather than prescribed |
The American Academy of Pediatrics (AAP) advises parents of children aged two to five to limit screen time to about one hour a day of high-quality programming that meets age-appropriate educational standards. At this stage physical play, social contact and creative activities matter more than any media schedule.
For children aged 6 to 10, one to two hours of entertainment media a day is the usual guideline, while physical activity, friendships and schoolwork keep their place. This is the age at which specific rules start to help: no screens at certain times of day, or homework and chores before the tablet.
From 11 to 14 the guidelines loosen, because school and friendships increasingly happen on a screen too. A single figure stops being useful here. The AAP suggests discussing the matter with children before setting limits — an agreed limit at this age is worth more than an imposed one.
The World Health Organization makes the same point from the other side: what counts is not only the time in front of the screen but the balanced day around it — sleep, movement and time that has nothing to do with devices.
These are orientation figures, not a daily quota. On a rainy day a child may sit in front of a screen longer than after an afternoon of sport and friends. The point is not to count every minute, but to notice when school, sleep, movement, friends and shared family time start to lose out.
It makes a difference what a child is doing there:
Passive consumption, such as watching a series, mostly displaces movement. Interactive use — a good learning app, a creative tool — can build problem-solving skills instead. That is why the quality of the content deserves at least as much attention as the duration: an educational app or a documentary is worth more than an endless video feed, and watching together turns a programme into something you can talk about afterwards.
Good content, however, does not stop being screen time. It is no contradiction to think a programme is worthwhile and still limit it.
Two questions follow from this, and both have their own article:
Knowing roughly how much is one thing. What shape the limit takes is another, and it is where family rules quietly fail. Four models cover almost everything parents try:
| Model | What it is good for | Where it fails in practice |
|---|---|---|
| Fixed daily limit | clear, little to renegotiate, suits younger children | pushes the child to use the time at once, because it expires; fits badly with days that are not alike |
| Weekly allowance | the child divides the time up; a long film or a games evening becomes possible | can be gone by Monday — with six days still to go |
| Screen time earned against other activity | ties screens to something else, feels fair | turns into bookkeeping, and sport ends up looking like a currency |
| No time limit, content filter only | no daily argument, the child regulates itself | works while the amount stays reasonable by itself — with older children, often it does not |
The first two are the real decision; the other two are answers to the fact that neither of the first two fits everywhere.
A fixed daily limit suits younger children. The span is easy to grasp, the rule is unambiguous, and it becomes a routine instead of a negotiation every afternoon. Its side effect is that unused time is lost, so the child spends it immediately — and scarcity makes screens more interesting rather than less.
A weekly allowance works from roughly ten upwards, and it aims at the right thing: the child divides up the time, does not have to break off mid-project, and can save hours for something worth saving them for. But it assumes planning across seven days. A child who can already do that at twelve rarely needs a limit; a child who cannot sits on Tuesday in front of a week they have spent already — and the argument the model was meant to avoid arrives anyway, later and louder.
What helps is not falling back on the daily limit but building a brake into the weekly one: a cap per day, so the whole week cannot go in a single afternoon. The child keeps the planning, and the worst case is ruled out.
One rule of thumb holds across every age: the younger the child, the shorter the period they have to keep in view. Before school, short fixed slots tied to occasions; in the primary years, a daily limit with the first exceptions; from about ten, a weekly allowance with a daily cap; from about thirteen, a negotiated frame rather than a fixed number — at that age bedtime is usually the more effective boundary than the hour count.
And where the time sits in the day matters as much as how long it is. Screen time before homework turns into a countdown; the same half hour afterwards is a reward. The same applies in the evening: what runs directly before bed works differently from the same half hour in the afternoon.
Almost every limit holds until the moment it actually bites. That moment is worth preparing for, because it is where the rule is either kept or lost — and with games it is harder than with anything else.
None of that is an excuse, but it explains why so much of the conflict happens at exactly this point. “Off, now” asks for something the game does not provide. Saying that out loud already takes some of the heat out of it, on both sides.
What works instead is simple to describe and takes some discipline from the adult side. The end has to be predictable, and your child has to see it coming.
The difference between this and simply taking the device away is not strictness — the time can be identical. The difference is that your child can plan the end instead of suffering it.
And a word on taking everything away, because it is the advice you will read most often: with older children it is also the riskiest. What it removes is not only the game but the circle of friends inside it, and what usually follows is not a new hobby but resentment. As a short-term emergency brake in a situation that has escalated it can be the right call. As a standing answer to “plays too much” it almost never is.
A limit that a child understands is defended far less often than one that simply appears.
Revisit the arrangement as your child grows. What suited a seven-year-old rarely suits the same child at twelve.
Agreement is one half; the ordinary Wednesday afternoon is the other. Four things help more than a stricter number:
The number of minutes alone does not decide that. What matters more is whether your child’s behaviour changes. A few intense weeks — a new game, an absorbing project — can be entirely normal.
The signals worth taking seriously are different ones: trouble sleeping, schoolwork slipping, withdrawal from friends and hobbies, noticeable irritability or aggression. If these persist, it is worth seeking advice from a healthcare provider, a counsellor or a therapist rather than tightening the limit again.
Agreements need someone to keep the time, and that someone should not have to be you with a stopwatch. Salfeld Child Control sets a daily limit per child rather than per device, filters out unsuitable websites, and can restrict individual apps or games — during homework time or after bedtime, for instance. All four models above can be set up this way, including a weekly allowance with a daily cap.
It can also give the warning before the end, and that matters more than it sounds: a reminder that does not come from you is not an invitation to negotiate.
The activity logs show where the time actually went: which apps, which sites, how long. That is usually the most useful part, because it turns a suspicion into something you can talk about. Extending a limit, or seeing whether one has been reached, works from your own phone through the parent app, without opening the portal.
Software does not replace the conversation, though — and it should never be installed in secret. A block that appears without warning is read as an attack; the same block, set up together beforehand, is an agreement.
The recommendations by age give you a starting point: about an hour for younger children, somewhat more later, and a negotiated figure for teenagers. What makes the difference is not the number but everything around it — that all screens count towards one limit, that everyone knows what counts at all, that the model fits your child’s age, that the end of the time is visible before it arrives, and that your child knows why.