Peer-reviewed work closest to the question. Each card carries the caveats the researchers’ evidence deserves — several of these papers were located through search-index summaries rather than read in full, and they’re labeled accordingly.
Online survey · N = 1,349Index only
Social media, dreaming, and personality
Schredl & Göritz (2019), Cyberpsychology, Behavior, and Social Networking 22(10)
Social-media dreams made up about 2% of remembered dreams; 81.87% of participants reported none. Their frequency correlated with waking social-media time — and even more strongly with how involved people were while using it — plus neuroticism and extraversion. Men reported higher percentages than women in this sample.
Reported from a ResearchGate index snippet; the primary paper was not opened in full during this research, so treat the figures as close-but-checkable.
Read the study record →
Online study · N = 1,966Index only
Media dreaming and media consumption
Moverley, Schredl & Göritz (2018), International Journal of Dream Research 11(2)
Across eight media types, more waking activity in a category meant a higher share of dreams about it. Social media averaged 2.25% of dreams (SD 7.31%) — less than half the rate for fiction books (5.53%) or entertainment TV (5.28%).
Self-reported dream percentages from an online sample; figures via the journal’s index record.
Journal article →
Scale validation · N = 595Verified live
Social media–related nightmares
Shabahang, Kim, Aruguete et al. (2024), BMC Psychology 12:140
The researchers built a 14-item Social Media–Related Nightmare Scale around helplessness, loss of control, victimisation, and making mistakes online. The most common nightmares: being unable to log in, and relationships with other users breaking down. Heavier use predicted more such nightmares, which in turn tracked with anxiety, poorer sleep, and lower peace of mind.
Cross-sectional self-report from a convenience sample of Iranian adults (87% mostly Instagram users) — association, not causation, and overall prevalence was low. No government funding statement was visible in the version read.
Full paper (open access) → · Plain-language summary →
Scoping review · 29 experimentsVerified live
Pre-sleep visual media and dreams
Diushekeeva, Hidalgo & Zadra (2024), Brain Sciences 14(7) — Université de Montréal
Reviewing every experiment from 1964–2021 (1,193 participants, 62% university students), stimulus material showed up in 3–43% of REM dream reports — a wide, inconsistent range. The authors conclude it is genuinely hard to steer dream content with pre-sleep media, and state the key gap: no study had examined newer media such as social-media platforms at all.
Funded by Canada’s Social Sciences and Humanities Research Council (SSHRC grant #435-2023-0634) — public funding, but Canadian, not NIH/NSF.
Full review (open access) →
Sleep-lab experiment · HarvardIndex only
The Tetris effect: replaying the game
Stickgold, Malia, Maguire, Roddenberry & O’Connor (2000), Science 290 — Harvard Medical School
After hours of Tetris, 63% of participants reported falling, rotating blocks as they fell asleep — including amnesia patients who couldn’t remember playing. It’s the strongest evidence that a repetitive screen activity replays itself at the edge of sleep, drawn from procedural memory rather than recollection.
This is hypnagogic (sleep-onset) imagery, not full REM dreaming — and Tetris is a spatial game, not a feed. Figures cross-checked against the 2024 review’s table.
Science paper → · Harvard Gazette story →
Dream database · 16,000+ reportsVerified live
What technology do people dream about?
Kelly Bulkeley, Sleep and Dream Database (SDDb) word-search analysis
“Phone” appears in 3.55% of women’s and 2.69% of men’s dream reports; “computer” in about 1%. Cars, by contrast, appear in ~9%, and transportation words in 24%. Bulkeley’s reading: transport technology has a bodily, visceral impact on us; screen technology, at least so far, hasn’t made the same impression on the dreaming mind.
An exploratory word-count analysis by the database’s author, not a peer-reviewed prevalence estimate — and “phone” includes old landlines, not just smartphones and feeds.
The analysis →
Corpus study · 44,000+ reportsIndex only
Dream content mined from Reddit
EPJ Data Science / arXiv 2307.04167 — r/Dreams, five years of posts
Machine analysis of 44,000+ dream reports from 34,000+ Reddit users found 22 themes and 217 topics. Phones and virtual-world elements show up as a noted object category — but no scrolling or feed-swiping theme was isolated anywhere in the results.
The corpus exists and is searchable in principle; nobody has yet published an analysis of it that specifically hunts for scrolling language. That’s an open opportunity (see below).
Preprint (PDF) → · Journal version →
Adolescents · N = 100Index only
Continuity between waking life and dreaming
Schredl (2024), Imagination, Cognition and Personality
In teenagers (mean age ~15.3), every topic studied — TV, gaming, social media, hobbies, pets, partners — appeared in dreams more when it filled more waking time. Partner and social-media dreams were more frequent than in adults, which fits the idea that dreams follow whatever looms largest at your stage of life.
An age comparison, not a study of when in life someone adopted the technology — that distinction matters for the late-adopter question below.
Journal article →