Gadget addiction causes various personality disorders. This study is to determine whether the use of gadgets with screen time has an effect on emotional intelligence. This research uses the cross-sectional method. The research variables are gadgets as an independent variable, screen time as an intervening variable, and emotional intelligence as a determining variable. The population of adolescents is the middle adolescence (15-18 years) SMA X Semarang City as many as 252 people. Using a minimum sample of 100 people, with a cluster random sampling technique. Data analysis using Path Analysis. Validity test with a 5% confidence level of 0.374. The calculated r-value > r-table. The reliability test used Cronbach Alpha with the results of the reliability value > 0.7. Research results: (1) The significance value of 0.751 > 0.05 means that the use of gadgets does not affect screen time. (2) The significance value of 0.025 < 0.05 means that the use of gadgets affects emotional intelligence. (3) The significance value of 0.722 > 0.05 means that the use of screen time does not affect emotional intelligence. (4) The direct effect of using gadgets on emotional intelligence is explained by a beta value of 0.228. (5) The indirect effect between gadget use and screen time as an intervening variable is (-0.032 x 0.035 = (-0.00112), so 0.228 > (-0.00112), meaning that screen time is not an intervening variable between gadgets and emotional intelligence. The better a person's emotional intelligence, the better it will be accepted by the community.