Tariq Al Hosani
“The problem is not the phone, but the engineering of attention that is reshaping childhood itself.”
In quiet living rooms, the noise of play is no longer heard. Instead, there is a luminous silence. A ten-year-old child, fingers moving with astonishing speed, eyes barely blinking. When the smartphone is taken away, he does not merely become upset. He collapses, resists, and erupts in bitter anger. Not because he loves the device, but because he is forced back into the real world, a world that has become far less captivating than the radiant digital one.
The smartphone has transformed from a simple tool into a psychological ecosystem that reshapes a child’s attention, emotions, and imagination, redefining the very meaning of pleasure.
Screen Addiction in Numbers
The statistics paint a clear and troubling portrait of this generation. According to a benchmark report by Common Sense Media in 2021, children aged 8 to 12 spend an average of 5 hours and 33 minutes daily on entertainment screens. Among teenagers aged 13 to 18, the figure rises sharply to 8 hours and 39 minutes per day, the equivalent of a full adult workday.
In the Arab region, research is also sounding the alarm. A scientific review published in BMC Psychiatry in 2023 indicates that problematic smartphone use in Middle Eastern countries may reach 37.9 percent among youth, reflecting a growing psychological and behavioral challenge.

Across the Gulf region, multiple studies show children and adolescents spending between 35 and 40 hours weekly in front of screens, effectively a full-time occupation, confirming that this phenomenon is firmly rooted in our local reality.
The most alarming fact is that the majority of this time is spent on platforms carefully designed to keep users engaged for as long as possible. The issue is no longer excessive use. The true issue is deliberate addiction engineering.
Attention Engineering: The Hidden Secret Behind the Screen
Applications today are not designed to let you leave easily, but to ensure your return. Endless scrolling, continuous play, and sustained alertness rely on variable reward mechanisms, the same psychological principle used in gambling machines.
A sudden notification, an unexpected reward, or a message from a friend all stimulate the child’s dopamine system, creating an addictive loop that is difficult to break. Every click is recorded, every pause analyzed, every interaction used to feed algorithms that know the child better than he knows himself.
Tariq Al Hosani, Founder and Chairman of ZeroGravity Group, comments
“We are not living in the age of smartphones, but in the age of the attention economy. The child is no longer a user of the application, but raw material digitally engineered for advertisers.”
Roblox and Fortnite: Addiction Disguised as Belonging
Games are no longer solitary. Platforms such as Fortnite offer excitement and competition, while Roblox goes further, forming a social universe built on user-generated content.
Here the child does not simply play. He builds worlds, designs experiences, forms friendships, and joins communities. The game does not only provide enjoyment. It provides belonging.
When the phone is forcibly taken away, the child feels he has not lost a game, but his community and status, which makes separation deeply painful.
Al Hosani explains
“The child today does not escape reality through these platforms. He moves to a reality more responsive to his desires. In the virtual world he is a hero and a creator, while in the real world he is a child waiting for instructions.”
Beyond the Screen: Toward a Balanced Digital Childhood
The challenge is not rejecting the phone, but redirecting it. Instead of passive consumption, it can become a gateway to intelligent learning and a meaningful educational tool.
The solution is not no phone, but no addiction-reinforcing games.
We need engaging educational experiences that use the same captivating mechanics. Applications that inspire a child, after learning about astronomy, to step outside and observe the stars, or environmental games that encourage planting a seed on a balcony.
ZeroGravity advocates entertainment enhanced by learning, transforming the screen from the end of the road into a starting point toward the living world.
Al Hosani concludes
“If we want to reclaim our children’s attention, we must first reclaim the meaning of childhood. We cannot blame screens alone. We must create real alternatives that allow children to feel the wonder of life.”
We will not win the battle by isolating children from the digital world, but by building intelligent bridges connecting them to reality. The future does not lie in separating the two worlds, but in making one serve the other.