Screen Time Index | Mister Spex

Screen Time Index

  • Highest
    Screen Time

    United States
    Spend the most time looking at screen (+44.9% more than the global median)
  • Lowest
    Social Media Time

    Finns use Social Media for only 57 minutes a day.
  • Highest Video
    Game Time

    Spend the most amount of time playing video games (74min per day), followed by Mexico (73min per day) and the USA (69 min per day).
  • “In order to ensure that you’re taking the best care of your eyes possible, we would recommend keeping your eyes moist with the conscious use of an appropriate eyedrop frequency. Engage in eye relaxation techniques such as palming, and consider blue filter glasses, especially if you have heavy screen time in the evenings."
    - Benny Bendt, Optician, Mister Spex

Screen Time Index

How much time do people spend in front of a screen each day?

As the Covid-19 pandemic has caused many people around the world to work and learn from home, screen time has inevitably increased as more and more meetings, classes and social events are held online. Numerous studies, including our 2018 trend report in collaboration with the German Institute for Trend and Future Research, have highlighted the potential negative effects of prolonged screen time on overall eye health. So far, only hypotheses can be made about the long-term effects of the current lockdown restrictions, but what we do know is that screen time has a direct impact on our eye health and can lead to eye fatigue, dry and irritated eyes and retinal damage.

Mister Spex wants to encourage people to individually check and, if necessary, question the amount of time they spend on screens every day – as this can affect their eye health and general well-being.

This is the reason why we have commissioned a data analysis to show how screen time habits vary from country to country.The results show how screen time habits vary greatly between cultures. As a basis for this data analysis, we have selected 25 countries from the Organization for Economic Cooperation and Development (OECD), which collected extensive, comparable data on screen time in leisure time outside of school and work. The results show how many minutes per capita are spent on average in front of screens outside of work and learning. With the global Covid-19 pandemic, the total time people spend in front of screens will be significantly higher again.

The data reveals how many minutes per day the average person in these countries spent watching television and streaming services, playing video games, and looking at social media. These figures were collected to calculate how far each country deviated from the median when it comes to leisure screen time. Minutes of phone screen time were also included to provide an idea of how much time people in each country spend looking at their smartphone.

Leisure Screen Time
  • TV
  • Streaming
  • Video Games
  • Social Media
  • Smartphone
  • Total % Deviation from Median
  • Total/Score

All member states of the Organisation for Economic Cooperation and Development (OECD) were analysed for a selection of influencing factors in the following fields of investigation: “Leisure Screen Time in minutes per day”.

The OECD member states Chile, Estonia, Greece, Iceland, Japan, Latvia, Lithuania, Luxembourg, Luxembourg, Slovakia, Slovenia, Czech Republic, Hungary and Estonia could not be included in the analysis due to a lack of data to ensure compatibility.

The data was obtained on 15.10.2020


In order to be able to compare the results of all the countries examined, the results were standardised on a scale of 0 to 100. The country with the highest overall score in the respective influencing factors received a score of 100. The country with the lowest overall score in the respective influencing factors received a score of 0. The score of all other countries was ranked between 0 and 100 relative to their results.The final result related to a field of investigation was the sum of the points of all influencing factors in the respective field of investigation.

For example, the evaluation result of the first field of investigation was a sum of the standardised results of the following factors: “TV”, “Streaming”, “Video Games”, “Social Media,” and “Smartphone.”

The final result was the sum of the scores of both fields which were also standardised on a scale of 0 to 100 to calculate the final ranking.

The following normalisation formula was used for the standardisation:

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* Sum of regular shop price for the frame and the recommended retail price (RRP) for two anti-reflective, scratch-resistant single vision plastic lenses (refraction index 1.5) no greater than sph. +6.0/-6.0 D; cyl. +2.0/-2.0 D.

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