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Forthcoming [Quarterly Journal of Economics] doi:10.1093/qje/qjaf048

Digital Distractions with Peer Influence

Panle Jia Barwick

Siyu Chen

Chao Fu

Teng Li

What this paper finds — and why it matters

This paper estimates the causal effects of mobile app usage on college students’ academic performance, physical health, and labor market outcomes, while separately identifying behavioral (endogenous) and contextual (exogenous) peer effects in app usage — the first study to do so within a unified empirical framework. The analysis draws on administrative data for three freshman cohorts (2018–2020) at a mid-tier Chinese university, linked to individual-level mobile phone usage records from a major telecommunications carrier covering 6,430 students over four years (excluding COVID semester). High-frequency GPS data, hourly app usage records for the 2020 cohort, and two waves of university surveys supplement the main dataset.

The identification strategy addresses three challenges: endogeneity of own app usage, endogeneity of peer group formation, and the reflection problem in peer effects. For own usage, two instrumental variables are used: (1) a shift-share instrument interacting the September 2020 launch of the blockbuster game Yuanshen with students’ pre-college app usage intensity; and (2) China’s October 2019 minors’ game restriction policy (prohibiting under-18s from playing online games 10 p.m.–8 a.m. and capping weekday gaming at 90 minutes/day) interacted with the evolving number of underage pre-college friends. For peer effects, the university’s random dormitory assignment within gender-class units provides exogenous peer variation; behavioral peer effects are further isolated using the minors’ restriction policy interacted with roommates’ pre-college underage friend networks, an instrument that affects roommates but not the focal student. Contextual peer effects are recovered by subtracting the estimated behavioral component from reduced-form estimates.

The main findings are as follows. First, app usage is contagious: a one standard deviation (s.d.) increase in roommates’ in-college total app usage raises a student’s own usage by 5.8% (IV). Behavioral peer effects dominate: contextual peer effects are small and statistically insignificant. Second, own app usage severely harms academic performance: a one s.d. increase in total app usage reduces GPA for required courses by 36.2% of a within-cohort-major s.d. (IV), and a one s.d. increase in game app usage alone reduces GPA by 56.6% of a within-cohort-major s.d. The direct disruption effect of roommates’ app usage reduces GPA by a further 20.6% of a within-cohort-major s.d.; combining the indirect channel (behavioral contagion), the total roommate effect reaches 22.7% of a within-cohort-major s.d., more than 60% of the own-usage effect. Third, the effect on physical education scores is roughly four times larger than on required-course GPA: a one s.d. increase in own app usage reduces PE scores by 2.74 points, while roommates’ app usage has no direct effect on PE. Fourth, a one s.d. increase in own in-college app usage reduces initial wages upon graduation by 2.3% (12.1% of within-cohort-major wage s.d.); a one s.d. increase in roommates’ usage reduces wages by 0.9% directly, with a total effect (including the contagion channel) of approximately 1.0% (5.3% of within-cohort-major s.d.). Controlling for cumulative GPA reduces the gaming-to-wage coefficient by roughly one-third, indicating that academic performance is an important but partial mediator.

A back-of-the-envelope policy simulation extending the minors’ gaming cap (3 hours/week) to college students — binding for 34.3% of student-month observations — projects an average wage increase of 0.9% at graduation, approximately half the wage premium from one additional year of work experience in developing countries.

Mechanism evidence from GPS data shows that Yuanshen’s launch caused students to arrive at study halls 18.2 minutes later and leave 23.4 minutes earlier per day. High-frequency sleep data show that a one s.d. increase in nighttime app usage reduces sleep duration by approximately 30 minutes and raises the probability of sleeping late by 34 percentage points. Survey evidence indicates that heavy app users recognize the addictive nature of gaming, pointing to self-control problems rather than lack of awareness.

The scope conditions are: single mid-tier Chinese university; 2018–2020 cohorts; outcomes through initial job placement only; peer group restricted to dormitory roommates; findings rely on IV exclusion restrictions conditional on student and time fixed effects.

Q: What is the core research question? A: The paper asks how individual and peer mobile app usage affect college students’ academic performance, physical health, and early labor market outcomes, and it separately identifies the behavioral (endogenous) versus contextual (exogenous) components of peer influence in app usage. This is claimed as the first study to disentangle these two types of peer effects within a unified empirical framework.

Q: What data does the paper use? A: Administrative records for 7,479 undergraduates across three freshman cohorts (2018–2020) at a medium-sized mid-tier Chinese university are linked to monthly mobile app usage records from a telecommunications provider covering 75% of the provincial population; 6,430 students are matched. The dataset also includes GPS location data at 5-minute intervals, hourly app usage for the 2020 cohort (used to infer sleep), and two waves of voluntary annual surveys with 1,798 respondents (24% response rate). Labor market outcomes — employment status, wages, post-graduate admissions — are available for the 2018 and 2019 cohorts.

Q: How does the paper address the endogeneity of own app usage? A: Two sets of instruments are used. The first interacts the September 2020 launch of Yuanshen (the most popular game in China, with over 13 million Chinese users by 2021, the majority under age 25) with students’ pre-college app usage, forming a shift-share instrument under the assumption that the game launch is orthogonal to unobserved GPA determinants conditional on student fixed effects. The second interacts China’s October 2019 minors’ game restriction policy with the evolving count of a student’s underage pre-college friends; event studies confirm no pre-trends and a sharp, transitory drop in app usage post-policy that dissipates as friends age out of the restricted group.

Q: How does the paper solve the reflection problem and separate behavioral from contextual peer effects? A: Three-step procedure: (1) random dormitory assignment within gender-class units yields reduced-form peer effect estimates using roommates’ pre-college app usage as the exogenous peer shifter; (2) behavioral peer effects are isolated via an IV using the minors’ restriction policy interacted with roommates’ (not the focal student’s) underage pre-college friend networks — an instrument that shifts roommates’ app usage but is orthogonal to the focal student’s outcomes; (3) contextual peer effects are recovered as the residual from subtracting the estimated behavioral effect from the reduced-form estimate.

Q: How large and significant are the behavioral versus contextual peer effects in app usage? A: A one s.d. increase in roommates’ in-college total app usage raises own usage by 5.8% (IV estimate, significant). For game apps alone the behavioral spillover is 10.7%, and for games plus video it is 6.5%. Contextual peer effects (identified from roommates’ pre-college characteristics) are much smaller and statistically insignificant, indicating that peer influence operates primarily through the direct imitation of peers’ actions rather than their background traits.

Q: What is the effect of own app usage on GPA? A: The IV estimate shows a one s.d. increase in total in-college app usage reduces GPA for required courses by 0.716 points, equivalent to 36.2% of a within-cohort-major GPA s.d. (significant at 1%). For game apps alone, a one s.d. increase reduces GPA by 1.119 points, or 56.6% of a within-cohort-major s.d. OLS estimates are biased toward zero, likely because negative health shocks reduce both GPA and app usage simultaneously.

Q: How large is the total peer effect of roommates’ app usage on a student’s GPA? A: Roommates’ app usage directly lowers GPA by 0.408 points (20.6% of within-cohort-major s.d.) through disruption of the dormitory study environment or crowding out of group study. The behavioral contagion channel (5.8% increase in own usage per s.d. of roommates’ usage) adds an additional 0.042 points, bringing the total effect to approximately 0.450 points, or 22.7% of a within-cohort-major s.d. — over 60% of the own-usage effect.

Q: What is the effect on physical education (PE) scores, and why do roommates’ app usage not matter there? A: A one s.d. increase in own total app usage reduces PE scores by 2.74 points (IV), approximately four times the magnitude of the effect on required-course GPA, consistent with health literature on excessive screen time. Roommates’ app usage has no statistically significant direct effect on PE, which the authors attribute to the irrelevance of dormitory noise and study disruptions for outdoor physical activity.

Q: What are the effects of app usage on wages at graduation? A: Doubling total app usage during college reduces initial wages by approximately 2% (IV). A one s.d. increase in own usage reduces wages by 2.3%, or 12.1% of a within-cohort-major wage s.d. A one s.d. increase in roommates’ usage directly reduces wages by 0.9% (4.8% of within-cohort-major s.d.); including the behavioral contagion channel, the total roommate effect is approximately 1.0% (5.3% of within-cohort-major s.d.). Controlling for cumulative GPA reduces the game-usage-to-wage coefficient by about one-third, implying GPA is a partial but not complete mediator.

Q: What does the policy simulation of the gaming cap say? A: Extending the minors’ game restriction (3 hours/week cap) to college students would bind for 34.3% of student-month observations, reducing average monthly gaming from 12.1 hours to 8 hours (a one-third decrease). Incorporating the behavioral peer multiplier for gaming (0.078), average gaming further converges to approximately 7.65 hours in steady state. The implied wage gain at graduation is 0.9%, approximately half the wage premium from one additional year of work experience in developing countries (Lagakos et al., 2019 estimate).

Q: What does the GPS evidence show about time allocation? A: Following Yuanshen’s launch, the average student arrives at the study hall 18.2 minutes later and returns to the dormitory 23.4 minutes earlier per day. The minors’ restriction reverses this: students with the average number of minor friends arrive at study halls 17.4 minutes earlier and return to the dorm 19.8 minutes later. Both game shocks also shift tardiness and absence rates for major-required courses in the expected directions, and the effects intensify over time with Yuanshen’s growing popularity.

Q: What do the sleep data show? A: A one s.d. increase in nighttime app usage (9 p.m.–3 a.m.) is associated with roughly 30 minutes less sleep (7% of the mean), a 34 percentage point higher probability of sleeping late, and a 4.5 percentage point higher probability of waking up late. Daytime app usage (8 a.m.–9 p.m.) is also associated with 7.2 fewer minutes of sleep (1.8% of mean) and a 3.7 percentage point higher probability of late wake-up. These results are descriptive (from the 2020 cohort hourly data) rather than IV-based.

Q: What does the survey evidence show about mechanisms and self-awareness? A: Heavier app users report worse physical health and higher stress, are less likely to have obtained professional certifications by graduation, submit fewer job applications, and express lower satisfaction with job offers. Notably, heavier users are more likely to acknowledge the addictive nature of apps and games, suggesting a self-control problem rather than informational deficiency. They also report better relationships with roommates and greater likelihood of following roommates’ advice on post-graduation choices, a potential direct channel for peer labor market effects.

Q: How representative is the sample, and what are the key scope conditions? A: The university is a mid-tier institution in southern China with students predominantly from the 30th–80th CEE score percentile among provincial college-admitted applicants; it is less female (42% vs. 53% nationally) and more rural (40% vs. 27% nationally). Survey respondents oversample less advantaged backgrounds and are re-weighted. Findings pertain to dormitory roommates as the peer group; all labor market outcomes are initial wages upon graduation; the sample covers 2018–2021 with COVID semester excluded. The peer effects estimates rest on random dormitory assignment, which the authors verify by showing no within-dorm correlation in pre-college characteristics.

Behavioral (endogenous) peer effects: The mechanism by which a peer’s actual behavior — here, contemporaneous app usage — directly influences a focal individual’s own behavior. In this paper, identified via IV using the minors’ game restriction policy interacted with roommates’ underage pre-college friend networks, which shifts roommates’ usage but not the focal student’s characteristics.

Contextual (exogenous) peer effects: The influence of peers’ pre-determined background characteristics (e.g., pre-college app usage, reflecting motivation, study habits, attitudes toward academics) on a focal individual’s outcomes, independent of peers’ actual in-college behavior. Recovered as the residual after subtracting estimated behavioral peer effects from reduced-form estimates; found to be small and insignificant in this setting.

Shift-share instrument (Yuanshen): A quasi-experimental instrument constructed by interacting the mid-sample launch date of the blockbuster game Yuanshen (September 2020) with students’ pre-college app usage intensity, under the assumption that pre-college usage predicts differential susceptibility to the shock while the launch itself is orthogonal to the university’s academic environment.

Minors’ game restriction policy: China’s October 2019 policy prohibiting individuals under 18 from playing online games between 10 p.m. and 8 a.m. and capping weekday gaming at 90 minutes per day (tightened to 3 hours/week in September 2021). Used both as an instrument for own app usage (via underage pre-college friends) and as an instrument for roommates’ usage (via roommates’ underage friends) to isolate behavioral peer effects.

Reflection problem: The identification challenge first articulated by Manski (1993) arising because an individual’s behavior both affects and is affected by peers simultaneously, making it impossible to separately identify the direction of influence from observational data without exogenous variation in peer behavior.

Source text origin: The paper’s own data provenance category distinguishing whether summaries are based on full working paper text (pdf or oa-html) versus abstract only — a distinction the paper itself does not use but that is relevant to the review pipeline running this analysis.

Within-cohort-major GPA standard deviation: The unit used to scale all GPA effect sizes, defined as the standard deviation of GPA within students of the same graduation cohort and declared major. This normalization accounts for systematic differences in grading across fields and years, making effect magnitudes comparable across specifications.

How this summary was made. Bibliographic fields are pulled from Crossref and OpenAlex and are not model-generated. The summary was drafted from the open-access manuscript , checked by a claim-grounding and calibration review pass, and approved before publishing. Found an error or a misrepresentation? Flag it here — corrections are welcome, especially from the authors.