FCC Awards Experimental Broadcast License for ATSC 3.0

A new experimental broadcast license for WKAR-TV opens the door for broadcast innovation and research at the MSU College of Communication Arts & Sciences. Michael O’Rielly, commissioner of the U.S. Federal Communications Commission (FCC), recently visited Comm Arts and WKAR studios to show support for the deployment of ATSC 3.0 technology and announce the new license. The FCC issued license for WKAR studios allows for the creation of a Next Gen Media Innovation Lab.

As part of this announcement, Quello Center Director Bill Dutton highlighted some unique opportunities for research and innovation using ATSC 3.0. Dutton’s presentation followed an overview of the capabilities of ATSC 3.0 by WKAR’s Technical Services Manager Gary Blievernicht. See an overview here.

Some call it ATSC 3.0, Dutton calls it Next Generation Broadcasting. ATSC 3.0 may have an unfortunate name, according to Dutton, but the potential of this broadcast innovation is generating excitement among public broadcasters, policy makers, College of Communication Arts & Sciences administrators and faculty. Dutton explained the hype and history behind this ambitious initiative to help welcome Commissioner O’Rielly and catch faculty and staff up to speed on ATSC 3.0.

ATSC 3.0 is the merging of broadcasting and the Internet. This new broadcast platform offers the affordances of the Internet, such as customized content and more viewing options (e.g. choosing from various camera angles during a live game), while using a broadcast signal. This allows flexible, adaptable and future focused programming for broadcast television, including public stations like WKAR.

O’Rielly toured WKAR studios and the College of Communication Arts & Sciences before joining the presentations. During his visit, O’Reilly announced that WKAR-TV is the first public broadcasting station awarded an experimental license to use ATSC 3.0 over the airways. Only a handful of broadcasters across the nation will have this unique opportunity, he explained, and WKAR is the only broadcasting station to explore and develop this next generation broadcasting for public television.

FCC Commissioner Mike O’Reilly announces Experimental Broadcast License

With the experimental license, WKAR studios and College of Com Arts will continue to build a state of the art ATSC 3.0 Media Innovation Lab. Dutton, who was part of a strong group that advocated to save MSU’s broadcast spectrum and establish a center at MSU to experiment with ATSC 3.0, explained the potential behind this cutting-edge broadcast system and reflected on how the university considered auctioning off WKAR-TV spectrum at the FCC Incentive Auction in 2016.

“There was financial incentive, potentially over $206 million” Dutton explained. However, the potential loss of WKAR was met with public backlash when hundreds of people gathered for a forum on the issue in January of 2016. Ultimately, the university decided that the end of over-the-air public television in Lansing, the deepening divides in access to broadcasting and the lost potential for broadcast innovations was not worth the money. With the decision to keep WKAR on the airwaves, thought leaders and advocates like Prabu David, Dean of the College of Communication Arts & Sciences, decided that a partnership between the college and WKAR could help shape the future of broadcast.

Quello Center Director Bill Dutton explains the potential for ATSC 3.0

The potential crisis was averted when MSU pulled out of the auction, Dutton said, now we have decisions to make about the potential for research and policy. Among other things, ATSC 3.0 will require policy considerations surrounding issues of localism, diversity, privacy and security. Research is required to determine best practices and inform policy decisions.

The potential for the Media Innovation Lab is immense, Dutton continued, “we can do technical experiments to improve reception in rural areas and distressed areas of Lansing, and we can figure out different approaches to providing two way interactive digital content as well as targeted content.”

Dutton listed other capabilities and considerations for the lab as a testbed for personalization and new applications and services including alerts and information related to health, medical, emergency or public service announcements. The Next Gen Media Innovation lab can serve as a platform for user behavior research related to user adoption of ATSC 3.0, patterns of use and impacts of the technology. Dutton believes that such a lab can help improve public broadcasting in Lansing and attract students to the college who value being at the cutting edge of broadcast innovations.

Commissioner O’Rielly expressed his gratitude to WKAR and other public broadcasters for leading the way in television and broadcast research, saying “commercial broadcasters are not very good at doing research, because public broadcasters are so good at it.” He explained, how commercial entities are able to use the research of public media broadcasters, such as WKAR, and modify approaches for commercial use. O’Reilly expressed excitement and awe of WKAR studios and Com Arts, admitting that in his 25-years of public service he had never visited a public broadcasting station.

Primary takeaways

  • Digital inequality shows larger impacts on youth academic performance as compared to time spent on screens.

  • Digital skills play a significant role in mediating unstructured online engagement (social media use, playing video games, browsing the web) and youth academic, social, and psychosocial development.

  • Unstructured online engagement and face-to-face social interaction are complementary and continuously interact to create and enhance youth capital outcomes.


A familiar story: concerns of screen time

Today’s discussions of adolescent well-being have coalesced around a clear narrative: teenagers spend too much time online, and their academic performance, mental health, and social lives are deteriorating as a result. A steady stream of academic papers, books, and op-eds, alongside a growing number of policy proposals––school phone bans, age-gated social media use, restrictive screen-time limits––rest on the same underlying claim, aligning with a contemporary, digitized version of the displacement hypothesis:

Screen time, particularly the unstructured, free-time spent on social media, gaming, watching video content, or browsing the web, is said to displace the productive face-to-face activities that build adolescents into capable adults.

The implied and often practiced solution is restriction. In response, this dissertation tested this claim directly, and placed it within the broader context of adolescence.

Across three years, I followed 653 Michigan adolescents from early through late adolescence: in grades 8 or 9 (survey one, 2019) to grades 11 or 12 (survey two, 2022). Notably, these students, studied over time, were part of a broader pooled sample of 5,825 students across the same eighteen highschools. The study window captured the year before and the year after the peak of the COVID-19 pandemic and related lockdown orders, functioning as an unprecedented stress test for theories of adolescent social, academic, and digital life and, importantly, as a benchmark to compare the effects of pandemic-related change and inequality to those effects from screen time alone.

Across four studies of adolescents, consisting of six cross-sectional and longitudinal analyses, findings are not consistent with the displacement narrative, nor the broader concerns about the time youth spend on screens.

Findings are, however, consistent with something the current public and (most) academic discussions have largely overlooked or ignored: the gaps and inequalities that determine whether adolescents can access and use the internet meaningfully in the first place.

What the displacement hypothesis overlooks

Displacement and related research and policy concerning the time young people spend online assumes a “zero-sum” model of adolescent day-to-day time. An hour online is an hour not spent studying, reading, sleeping, or interacting face-to-face (i.e., time spent on more productive or developmentally “better” activity).

Indeed, this makes sense logically. However, as an empirical claim, this model requires time spent online to behave differently from all other ways adolescents allocate time; it must produce uniquely negative outcomes and be inherently harmful across digital contexts, rather than the typical mix of trade-offs corresponding to, and often overlooked among any other social or developmental context.

Yet, online time does not differ from other youth activity. Instead, I find it has a mix of pros, cons, and even some “uniquely digital” benefits which youth utilize for social and academic gains. When I compared unstructured digital media use against traditional face-to-face interaction and activities, both produced similar patterns: some negative associations with academic outcomes, some null, and some positive.

Trade-offs within traditional face-to-face activity (for example, social time with friends and family, or time spent in after-school extracurriculars) are treated as ordinary developmental experiences that must be experienced for the betterment of development. The identical trade-offs involving digital time tend to be overlooked or ignored, and online engagement is perceived as altogether harmful.

A growing body of evidence, including this dissertation, do not support that distinction. Indeed, the developmental context is routinely misread, leaving out the context of the experiences and time spent on digital, as well as face-to-face activities, interactions, existing inequalities, and changes inherent to development. As such, I proposed a novel framework to understand these contexts:

Digital capital exchange

Rather than treating screen time as a unified harm, this dissertation advances an exchange”-based framework, grounded in James Coleman’s theories of youth capital and digital inequality scholarship, particularly following Eszter Hargittai, Jan van Dijk, and Alexander van Deursen (see this list of all dissertation references for full works).

The core proposition is that adolescents’ online engagement is not an alternative to developmental activity but another, albiet modern domain through which young people accumulate and mobilize online resources––particularly digital skills––that work alongside existing social networks and experiences to be exchanged for human capital (measured as: academic achievement, aspirations, STEM interest) and social capital (peer networks, community participation, extracurricular involvement).

Online time is not the mechanism; instead, it is digital skills that I find to be the most vital component in youth capital exchange and enhancement. Unstructured online engagement contributes to online skills; those skills, accumulated and mobilized alongside existing peer, family, and community networks, translate into the outcomes researchers and parents care about, i.e., academic achievement, aspirations, and face-to-face interaction and social networks.

This digital capital framework treats online and in-person contexts as complementary rather than antagonistic, and it situates adolescents’ digital lives within the structural conditions––connectivity quality, device reliability, autonomy of use––that determine whether exchange can occur at all.


Methods (in brief)

Paper-and-pencil surveys were administered to students in classrooms at two time-points: spring 2019 (N=2,876) and spring 2022 (N=2,949), across the same eighteen predominantly rural Michigan schools, grades 8–12. Official, nationally-ranked standardized reading, writing, and math test scores (PSAT 8/9, PSAT 10, SAT; College Board) were then anonymously linked to students’ survey responses with the help of participating districts.

Cross-sectional path analyses modeled pooled and wave-specific samples (pooled N=5,825); two-wave cross-lagged panel models tested reciprocal, longitudinal relationships on the 653 students who completed both surveys. Multi-group analyses of the cross-lagged panel models compared relationships between girls (N=345) and boys (N=308). All longitudinal models included time-invariant socioeconomic covariates as well as time-varying covariates to reduce omitted-variable bias.

Key findings: an overview

To summarize, to the best of my ability, eight chapters across 376 pages, I present two primary findings:

First: digital inequality predicted larger and more consistent declines in human capital than screen time did.

Unreliable home internet and technology maintenance problems––experiencing and/or dealing with broken or outdated devices and software, restrictive school-issued hardware, issues with connecting to or maintaining internet access––decreased youth GPA and standardized test achievement. And, these effect sizes were substantially larger than any negative direct effect from unstructured digital media use.

Across all four empirical studies, digital inequality emerged as the most substantial predictor of academic and developmental decline.

Second: digital skills mediated the relationship between online time and adolescent academic and social outcomes.

Unstructured digital media use, particularly online gaming and web browsing, predicted higher internet and social media skills for adolescents, which in turn predicted stronger academic achievement and self-efficacy (human capital), and social interaction and extracurricular participation (social capital). The positive indirect effect of screen time through skills offset or exceeded any small negative direct effects across several outcomes (supporting our existing peer-reviewed work: Hales & Hampton, 2025, and which you can read more about here).

These exchange processes were amplified when peer and family networks were modeled alongside digital skills, consistent with the premise that online and offline contexts operate together rather than in competition. The effect was not universal: social media skills amplified rather than offset a negative association with consistency of interest, one of the two subscales of grit. The exchange framework describes a contextual and conditional, domain-specific mechanism, not a blanket defense of time spent online.

Implications

If digital inequality, and not screen time, is the primary predictor of adolescent academic and developmental decline, and still warrants concern regarding access quality and experience even with the broader adoption of digital devices across the United States, the current policy emphasis on restriction is pointed at the wrong target. The evidence supports a different set of priorities.

Stable, reliable home (fast) broadband should be treated as an educational prerequisite rather than a consumer amenity. Unreliable connectivity exerted larger downward pressure on human capital than any measure of screen time, and that pressure intensified during the pandemic-era reliance on digital infrastructure. Technology maintenance, device repair, replacement, technical support, and the flexibility to install software and explore the web autonomously, matters as much as initial access, and school-issued devices that restrict autonomous use appear to hinder skill accumulation rather than support it.

Restrictive parental mediation of internet use was negatively associated with grit and self-efficacy at magnitudes comparable to the positive contributions of face-to-face activity. This challenges the assumption that digital restriction functions protectively. Instructive mediation, teaching adolescents to verify information, navigate platforms critically, and mobilize online resources toward meaningful ends, is the posture the data supports.

Finally, the technical skill-building that occurs through gaming, self-directed exploration, and deep web use is skill-building, not wasted time. Closing the persistent gender gap in these domains likely requires legitimizing technical play for girls, rather than restricting it for everyone.

None of the above is an argument that screen time is benign. It is an argument that screen time is the wrong focus, particularly when studied mostly in isolation. Context matters substantially, whether that is time spent on other activities during adolescence, the period of adolescence itself, digital inequality, resources gained from such online use, and how all such factors interact. The factor that predicts whether a given adolescent can convert online engagement into capital outcomes is structural: access, infrastructure, skills, and the autonomy to use them. These factors are distributed unevenly, and its uneven distribution, not hours logged, is what separates adolescents who thrive from those who fall behind.

The full dissertation is available through Michigan State University’s ProQuest archive, or see the embedded full-text PDF below. I’m happy to share papers, preprints, or the underlying framework with anyone interested and working in this area––don’t hesitate to reach out via my contact form. Thanks for reading.

FCC Awards Experimental Broadcast License for ATSC 3.0