Digital addict

Last updated

Digital addict is used to refer to a person who compulsively uses digital technology, which would manifest as another form of addiction if that technology was not as easily accessible to them. Colloquially, it can be used to describe a person whose interaction with technology is verging on excessive, threatening to absorb their attention above all else and consequently having a negative impact on the well-being of the user.

Addiction state characterized by compulsive engagement in rewarding stimuli despite adverse consequences

Addiction is a brain disorder characterized by compulsive engagement in rewarding stimuli despite adverse consequences. Despite the involvement of a number of psychosocial factors, a biological process – one which is induced by repeated exposure to an addictive stimulus – is the core pathology that drives the development and maintenance of an addiction. The two properties that characterize all addictive stimuli are that they are reinforcing and intrinsically rewarding.

Contents

The primary theory is digital technology users develop digital addiction by their habitual use and reward from computer applications. This reward triggers the reward center in the brain that releases more dopamine, opiates, and neurochemicals, which over time can produce a stimulation tolerance or need to increase stimulation to achieve a “high” and prevent withdrawal. [1]

Used as a conversational phrase, digital addict describes an increasingly common dependence on devices in the digital age.

Discourse

Founded in current research on the adverse consequences of overusing technology, [2] [3] digital addict is used as an overarching phrase to suggest an increasing trend of compulsive behaviour amongst users of technological devices, recognising that over-exposure to and over-use of technology can result in a dependence on digital devices, leading to behavioural symptoms similar to any addictive disorder, as the user neglects to maintain a healthy balance between using technology and socialising outside of it.

The negative side-effects of overusing technology have in recent decades attracted increasing attention as a legitimate psychological disorder. Unrestrained use of technological devices may impact upon developmental, social, mental and physical well-being and result in symptoms akin to other behavioural addiction. Several clinics worldwide now offer treatment for internet addiction disorder, [4] [5] and several studies have sought to establish a connection between the use of the internet and patterns of behaviour [6] [7] Whilst not yet listed as a legitimate mental health disorder within the Diagnostic and Statistical Manual of Mental Disorders published by the American Psychiatric Association, in the 2013 edition (DSM-V) internet addiction disorder was recommended for further study within an appendix of the manual, [8] [9] demonstrating the addictive qualities of technology as warranting further medical and academic research.

Internet addiction disorder Excessive Internet use that interferes with daily life

Internet addiction disorder (IAD), also known as problematic Internet use or pathological Internet use, is excessive Internet use that interferes with daily life. Addiction, defined by Webster Dictionary as a "compulsive need for and use of a habit-forming substance characterized by tolerance and by well-defined physiological symptoms upon withdrawal", was traditionally used to depict a person's dependence on a substance. More recently, the concept has been applied to behavioral dependence including internet use. The problem of Internet addiction evolves together with the development and spread of the Internet. As adolescents and emerging adults access the Internet more than any other age groups and undertake a higher risk of overuse of the Internet, the problem of Internet addiction disorder is most relevant to young people.

The Diagnostic and Statistical Manual of Mental Disorders (DSM), published by the American Psychiatric Association (APA), offers a common language and standard criteria for the classification of mental disorders. It is used, or relied upon, by clinicians, researchers, psychiatric drug regulation agencies, health insurance companies, pharmaceutical companies, the legal system, and policy makers together with alternatives such as the ICD-10 Classification of Mental and Behavioural Disorders, produced by the WHO.

American Psychiatric Association organization

The American Psychiatric Association (APA) is the main professional organization of psychiatrists and trainee psychiatrists in the United States, and the largest psychiatric organization in the world. Its some 37,800 members are mainly American but some are international. The association publishes various journals and pamphlets, as well as the Diagnostic and Statistical Manual of Mental Disorders (DSM). The DSM codifies psychiatric conditions and is used worldwide as a guide for diagnosing disorders.

It is clear that, whilst still debated, the potential for internet or digital devices to have addictive qualities is an emerging concern. In recent years particular attention has been paid to how the over-use of technology may be affecting the younger generation. With an influx of technology designed for day-to-day use, many children are becoming increasingly reliant upon digital devices for education, social networking and entertainment. With young people spending less time interacting with their peers face to face and more time indoors than previous generations, the direct impact of digital devices on both physical and mental well-being is becoming of concern. [10] The potential developmental side-effects of internet use are also recognised by the American Academy of Paediatrics in children under two years of age. [11] Furthermore, South Korea's concern for the attachment its younger generation has to technology is even greater, with their parliament considering passing a law to curb obsessive game use within the country by classifying online gaming as a potentially anti-social addiction. [12]

Whether by academics, medics, journalists or users themselves, concerns are voiced worldwide about the potentially addictive qualities of technology, building a legitimate case for considering digital addict a valid social descriptor, aptly describing a collective trend in media habits. Although the extent to which digital addiction can be considered of medical interest continues to be discussed, the recognition of technology overuse as a developing cultural and social issue remains important.

Origins

The phrase has been used informally amongst some internet users and bloggers, one of the earliest uses being in 2009 in an article by Rupinder Gill on the popular blog SparkLife. [13]

The term was then independently adopted and promoted by Stephen Dilworth MD Member Network UK for Foresters, the international financial services organisation. Foresters defined, developed and applied the term digital addict to substantiate use of the phrase within discussion on the potential danger in being over-exposed to technology. The term has been used in several published resources, first appearing in its commercial use between October – December 2013.

The phrase has been used significantly, and persuasively, as part of the Tech Timeout campaign [14] an international initiative encouraging families to consider how reliant they are upon the devices within their home by taking an hour out of their day to spend away from technology and instead spend that time as a family. The Tech Timeout campaign was devised to negotiate the growing issue of technology addiction and addresses the importance of moderating our use of digital technologies so as not to become dependent upon them. Digital addict is used within this context to hint at the growing obsession with digital devices, and although an informal descriptor, it is used from a position of concern for the growing dependence upon technology in wider society and within the home.

Born of the recognition that the acceptance of technology in the modern world has hidden the extent to which populations are becoming reliant upon, and over-attached to, digital devices 'digital addict' offers a collective term to recognise the increasing amount of time dedicated to using internet or digital devices in contemporary society.

The digital divide has led to the development of many phrases seeking to define trends in behavioural use of technology and patterns of behaviour, ranging from digital native to digital detox [15] to digital omnivore, all recognising the prevalence of technology in our lives. Digital addict fits within this discourse and begins to consider the psychological effects of internet use and the impact this has upon mental, social and even physical well-being.

Children using digital devices

Studies have shown that children’s technology use has greatly increased over the past two decades. [16] [17] As of 2015, children as young as one year of age are using technology, such as tablets, iPhones, and computers. Although these devices can be a good learning tool as it teaches children how to use these technologies, it can also harm them in various ways. Researchers have found that the use of these devices can cause or contribute to child obesity because children spend so much time on their devices. It is also common for these children suffer pain because they are looking at their screens for long period of time. Moreover, children in the future may experience having poorer muscle tone because of being hunched over while using the devices. [18]

With increased time spent in front of the screen, children spend less time playing sports, exercising or participating in other activities, such as reading or engaging with other children. This is not only having a physical effect, but it also is affecting the children’s social development. Face-to-face interactions are highly crucial in a child’s development so that they can learn social and communication skills but increased technology time limits this and can impede learning. The time spent on screen can make young children suffer by affecting their learning abilities in a detrimental way. Children can learn and retain information better in person than from a screen between the ages of 12–18 months. A specific term called "video deficit" occurs when an infant learns better from a live presentation than from a video presentation. There has been multiple studies that showed children between the ages of 12–36 months who learn how to imitate and solve problems more adequately when they observe an in person demonstration versus when watching it from a video screen. [19] Because of the technological age that children are growing up in, this is becoming an increasing problem due to its accessibility to children but taking away digital devices would also have a detrimental effect. [17] [20] [21]

Although there are many significant sources claiming that the negatives outweigh the positives in children’s technology use, it should also be noted that effects of prosocial video game play have been correlated with a child’s ability to feel empathy making them more inclined to help others according to Greitmeyer & Osswald in a 2010 study. [22] The use of technology by children can also contribute to the overall improvements of motor skills. By playing interactive games and knowing how to navigate through a screen using buttons, children are able to learn how to coordinate their brains with their fingers. [23]

See also

Notes

  1. Cash, Hilarie; Rae, Cosette D; Steel, Ann H; Winkler, Alexander (2017-02-28). "Internet Addiction: A Brief Summary of Research and Practice". Current Psychiatry Reviews. 8 (4): 292–298. doi:10.2174/157340012803520513. ISSN   1573-4005. PMC   3480687 . PMID   23125561.
  2. http://www.ecswe.com/downloads/publications/QOC-V3/Chapter-4.pdf. Aric Sigman. The Impact of Screen Media on Children: A Eurovision for Parliament. August 2010. Accessed: 06 December 2013
  3. http://www.huffingtonpost.com/cris-rowan/technology-children-negative-impact_b_3343245.html. Cris Rowan. The Impact of Technology on the Developing Child. The Huffington Post. 29 May 2013. Accessed: 06 December 2013.
  4. https://www.telegraph.co.uk/health/healthnews/10425194/Child-internet-addicts-sent-to-4500-a-week-addiction-clinics.html. Laura Donnelly. Child internet addicts sent to £4,500 a week addiction clinics. The Telegraph. 04 November 2013. Accessed: 04 February 2014.
  5. https://www.telegraph.co.uk/technology/internet/9009952/Internet-addiction-how-to-fight-it.html. Anonymous. Internet Addiction: How to fight it. The Telegraph. 12 January 2012. Accessed: 04 February 2014.
  6. https://www.theguardian.com/politics/reality-check-with-polly-curtis/2012/jan/12/internet-health. Polly Curtis. Can you really be addicted to the internet? The Guardian. 12 January 2012. Accessed: 04 February 2013.
  7. http://healthland.time.com/2013/02/19/study-internet-addicts-suffer-withdrawal-symptoms-like-drug-users/. Ollie John. Study: Internet Addicts suffer withdrawal symptoms like drug users. TIME. 19 February 2013. Accessed: 04 February 2013.
  8. http://ajp.psychiatryonline.org/article.aspx?articleid=99602&. Jerald J Block. 01 March 2008. AMJ Psychiatry 2008;165:306-307. Accessed: 23 January 2014.
  9. http://www.dsm5.org/Newsroom/Documents/Addiction%20release%20FINAL%202.05.pdf. The American Psychiatric Association. News Release. DSM-5 Proposed Revision include new Category of Addiction and related disorders. 10 February 2010. Accessed: 24 January 2014.
  10. Larson, L. R., Green, G. T., & Cordell, H. K. (2011). Children's Time Outdoors: Results and Implications of the National Kids Survey. Journal of Park & Recreation Administration, 29(2), 1-20.
  11. http://pediatrics.aappublications.org/content/early/2011/10/12/peds.2011-1753.full.pdf+html. Council of Communications and Media. Media Use by Children younger than two years. Paediatrics: The Official Journal of the American Academy of Paediatrics. 17 October 2011. Accessed: 24 January 2014.
  12. https://www.independent.co.uk/life-style/gadgets-and-tech/south-korea-considers-law-to-classify-online-gaming-as-a-potentially-antisocial-addiction-8998538.html. Heather Saul. South Korea considers law to classify online gaming as a potentially antisocial addiction.’ 11 December 2013. Accessed: 23 January 2014.
  13. Rupinder Gill. Signs u r a Digital Addict. SparkLife Blog. Aug 2009. Accessed: 11 March 2014.
  14. http://techtimeout.com/
  15. http://www.oxforddictionaries.com/definition/english/digital-detox?q=digital+detoxes. Oxford Dictionaries Online. Accessed: 23 January 2014
  16. "The Impact of Technology on the Developing Child". The Huffington Post. 2013-05-29. Retrieved 2016-04-21.
  17. 1 2 Subrahmanyam, Kaveri, et al. "The Impact of Home Computer use on Children's Activities and Development." The Future of Children 10.2 (2000): 123-44. ProQuest. Web. 21 Apr. 2016. 
  18. Wace, Charlotte (2015-01-27). "Don't put your kids at risk: Experts warn of dangers with children using technology" . Retrieved 2015-06-17.
  19. http://ebookcentral.proquest.com/lib/umcp/reader.action?docID=4709397%5B%5D
  20. Ching-Ting, Hsin, Li Ming-Chaun, and Tsai Chin-Chung. "The Influence Of Young Children’s Use Of Technology On Their Learning: A Review." Journal of Educational Technology & Society 17.4 (2014): 85-99. Academic Search Premier. Web. 20 Mar. 2016. 
  21. Gordo Lopez, A. J.; Contreras, P. P.; Cassidy, P. (2015-08-01). "The [not so] new digital family: disciplinary functions of representations of children and technology". Feminism & Psychology. 25 (3): 326–346. doi:10.1177/0959353514562805.
  22. IA State Public Psychology, The Positive and Negative Effects of Video Game Play, Retrieved February 21, 2017
  23. HRFnd (21 July 2015). "11 Pros and Cons of Children Using Technology". healthresearchfunding.org. Retrieved 2017-03-02.

Related Research Articles

Assistive technology devices for people with disabilities

Assistive technology is an umbrella term that includes assistive, adaptive, and rehabilitative devices for people with disabilities or elderly population while also including the process used in selecting, locating, and using them. People who have disabilities often have difficulty performing activities of daily living (ADLs) independently, or even with assistance. ADLs are self-care activities that include toileting, mobility (ambulation), eating, bathing, dressing and grooming. Assistive technology can ameliorate the effects of disabilities that limit the ability to perform ADLs. Assistive technology promotes greater independence by enabling people to perform tasks they were formerly unable to accomplish, or had great difficulty accomplishing, by providing enhancements to, or changing methods of interacting with, the technology needed to accomplish such tasks. For example, wheelchairs provide independent mobility for those who cannot walk, while assistive eating devices can enable people who cannot feed themselves to do so. Due to assistive technology, people with disabilities have an opportunity of a more positive and easygoing lifestyle, with an increase in "social participation," "security and control," and a greater chance to "reduce institutional costs without significantly increasing household expenses."

Computer addiction can be described as the excessive or compulsive use of the computer which persists despite serious negative consequences for personal, social, or occupational function. Another clear conceptualization is made by Block, who stated that "Conceptually, the diagnosis is a compulsive-impulsive spectrum disorder that involves online and/or offline computer usage and consists of at least three subtypes: excessive gaming, sexual preoccupations, and e-mail/text messaging". While it was expected that this new type of addiction would find a place under the compulsive disorders in the DSM-5, the current edition of the Diagnostic and Statistical Manual of Mental Disorders, it is still counted as an unofficial disorder. The concept of computer addiction is broadly divided into two types, namely offline computer addiction and online computer addiction. The term offline computer addiction is normally used when speaking about excessive gaming behavior, which can be practiced both offline and online. Online computer addiction, also known as Internet addiction, gets more attention in general from scientific research than offline computer addiction, mainly because most cases of computer addiction are related to the excessive use of the Internet.

Pornography addiction is an addiction model of compulsive sexual activity with concurrent use of pornographic material, despite negative consequences to one's physical, mental, social, or financial well-being. Neither the DSM-5 nor the ICD-11 classify pornography as a mental disorder or addiction.

Problem gambling urge to continuously gamble despite harmful negative consequences or a desire to stop

Problem gambling is an urge to gamble continuously despite harmful negative consequences or a desire to stop. Problem gambling is often defined by whether harm is experienced by the gambler or others, rather than by the gambler's behaviour. Severe problem gambling may be diagnosed as clinical pathological gambling if the gambler meets certain criteria. Pathological gambling is a common disorder that is associated with both social and family costs.

Substance dependence, also known as drug dependence, is an adaptive state that develops from repeated drug administration, and which results in withdrawal upon cessation of drug use. A drug addiction, a distinct concept from substance dependence, is defined as compulsive, out-of-control drug use, despite negative consequences. An addictive drug is a drug which is both rewarding and reinforcing. ΔFosB, a gene transcription factor, is now known to be a critical component and common factor in the development of virtually all forms of behavioral addiction and drug addictions, but not dependence.

Sexual addiction, also known as sex addiction, is a state characterized by compulsive participation or engagement in sexual activity, particularly sexual intercourse, despite negative consequences.

Video game addiction addiction to computer and video games

Video game addiction (VGA) has been suggested by some in the medical community as a distinct behavioral addiction characterized by excessive or compulsive use of computer games or video games that interferes with a person's everyday life. Video game addiction may present itself as compulsive gaming, social isolation, mood swings, diminished imagination, and hyper-focus on in-game achievements, to the exclusion of other events in life. Such disorders can be diagnosed when an individual engages in gaming activities at the cost of fulfilling daily responsibilities or pursuing other interests, and without regard for the negative consequences.

Cyberpsychology is a developing field that encompasses all psychological phenomena associated with or affected by emerging technology. Cyber comes from the word cyberspace, the study of the operation of control and communication; psychology is the study of the mind and behavior.

Internet sex addiction, also known as cybersex addiction, has been proposed as a sexual addiction characterized by virtual Internet sexual activity that causes serious negative consequences to one's physical, mental, social, and/or financial well-being. It may also be considered a subset of the theorized Internet addiction disorder. Internet sex addiction manifests various behaviours: reading erotic stories; viewing, downloading or trading online pornography; online activity in adult fantasy chat rooms; cybersex relationships; masturbation while engaged in online activity that contributes to one's sexual arousal; the search for offline sexual partners and information about sexual activity.

Gabor Maté (physician) Canadian physician

Gabor Maté is a Hungarian-born Canadian physician with a background in family practice and a special interest in childhood development and trauma, and in their potential lifelong impacts on physical and mental health, including on autoimmune disease, cancer, ADHD, addictions and a wide range of other conditions.

Behavioral addiction is a form of addiction that involves a compulsion to engage in a rewarding non-substance-related behavior – sometimes called a natural reward – despite any negative consequences to the person's physical, mental, social or financial well-being. A gene transcription factor known as ΔFosB has been identified as a necessary common factor involved in both behavioral and drug addictions, which are associated with the same set of neural adaptations in the reward system.

An addictive personality refers to a particular set of personality traits that make an individual predisposed to developing addictions. This hypothesis states that there may be common personality traits observable in people suffering from addiction. Alan R. Lang of Florida State University, author of an addiction study prepared for the United States National Academy of Sciences, said, "If we can better identify the personality factors, they can help us devise better treatment and can open up new strategies to intervene and break the patterns of addiction."

Various researchers have undertaken efforts to examine the psychological effects of Internet use. Some research employs studying brain functions in Internet users. Some studies assert that these changes are harmful, while others argue that asserted changes are beneficial.

Social media addiction

Social media addiction is a proposed diagnosis related to overuse of social media, similar to Internet addiction and other forms of digital media overuse.

Kimberly Young is a psychologist and expert on Internet addiction disorder and online behavior. She founded the Center for Internet Addiction in 1995 and was a psychology professor at the University of Pittsburgh at Bradford with a PhD in Clinical Psychology. Young is currently a professor of management scientists at St. Bonaventure University. She has published numerous journal articles and books chapters and served as an expert witness regarding her pioneer research including testimony for the Child Protection Online Act Congressional Committee. Young is a member of the American Psychological Association, the Pennsylvania Psychological Association, and a founding member of the International Society of Mental Health Online.

Mobile phone overuse

Mobile phone overuse is a proposed form of psychological or behavioural dependence on cell phones, closely related to other forms of digital media overuse such as social media addiction or internet addiction disorder. Some mobile phone users exhibit problematic behaviours related to substance use disorders. These behaviors can include preoccupation with mobile communication, excessive money or time spent on mobile phones, use of mobile phones in socially or physically inappropriate situations such as driving an automobile. Increased use can also lead to increased time on mobile communication, adverse effects on relationships, and anxiety if separated from a mobile phone or sufficient signal.

Digital detox refers to a period of time during which a person refrains from using electronic connecting devices such as smartphones and computers. It is regarded as an opportunity to reduce stress, focus more on social interaction and connection with nature in the physical world. Claimed benefits include increased mindfulness, lowered anxiety, and an overall better appreciation of one's environment.

Digital phobic is an informal phrase used to describe a reluctance to become fully immersed in the digital age for being fearful of how it might negatively change or alter everyday life.

Digital media use and mental health The relationship between the use of digital media and the mental health of its consumers and users

Digital media use has been investigated in terms of mental health symptoms and diagnoses from many perspectives. A significant body of research has explored "overuse" phenomena, commonly known as "digital addictions", or "digital dependencies". They have been under study and analysis for some years, predominantly by psychologists, sociologists, anthropologists and medical experts. These phenomena behave differently in various societies and cultures. Some experts have considered benefits of moderate digital media use in various domains.

References