Mind map
Problematic Internet Use & Addiction
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Problematic Internet Use & Addiction
Conceptualizing addiction
- involves ingestion of psychoactive substances
- e.g. drugs/alcohol
- associated with certain behaviors
- e.g. gambling/sex/exercise/video gaming/online chatting
- implications for different groups of people
- e.g. addicts/friends/family/practitioners/researchers/etc
- predominantly negative implications
- e.g. addicts/friends/family/practitioners/researchers/etc
- involves ingestion of psychoactive substances
"a repetitive habit pattern that increases the risk of disease/associated personal and social problems"
- immediate gratification(short-term reward)/ loss of control/ deleterious effects(long-term cost)/ high relapse rates
6 components model of addiction
- these components need to be present in order for a behavior to be described as addictive
- 1. salience
- when online activity becomes salient
- most important activity in life
- dominates one's:
- thinking (preoccupations/cognitive distortions)
- feelings (cravings)
- behavior (deterioration of socialized behavior)
- most online activities cannot be enjoyed concurrently with other activities
- e.g. unlike smoking and drinking
- reverse saliece
- when prevented from engaging in the desired behavior, the thoughts of it dominate one's mind
- when online activity becomes salient
- 2. mood modification
- subjective experience that comes as a consequence of engaging in particular activity
- e.g. buzz/high
- e.g. escape/numbing
- psychological expectations VS physiological effects
- activity used to produce reliable & consisted change in moods
- escape from boredom
- activity used to produce reliable & consisted change in moods
- subjective experience that comes as a consequence of engaging in particular activity
- 3. tolerance
- increasing amount of particular activity required to achieve the same effects
- e.g. increasing the number of hours playing games
- mood modification is no longer achieved with the same amount
- clear evidence for psychoactive substance addictions
- increasing evidence for behavioral addictions too
- increasing amount of particular activity required to achieve the same effects
- 4. withdrawal
- unpleasant feelings/physical effects of quitting/suddenly reducing specific activity
- 1. psychological (irritability/moodiness)
- 2. physiological (nausea/sweats/headaches/insomnia)
- well documented phenomenon in drug addictions
- increasing evidence for behavioral addictions
- e.g. gambling
- increasing evidence for behavioral addictions
- unpleasant feelings/physical effects of quitting/suddenly reducing specific activity
- 5. conflict
- conflict arising between the "addicts" and those around them (interpersonal)/from within the addicts themselves (intrapsychic)
- leading to a subjective loss of control
- conflict leads to compromising of one's
- personal relationships
- working and educational lives
- social & recreational activities
- 6. relapse
- tendency for repeated reversion to earlier patterns of behavior
- old habits can be easily and quickly restored even after long periods of abstinence
- e.g. smoking/drug use/pornography
- 1. salience
- these components need to be present in order for a behavior to be described as addictive
when does your activity become addiction?
- if all 6 components are present in someone's behavior, we can define the behavior as addictive
- addiction VS healthy engagement/enthusiasm
- 3 may factors
- 1. individual differences (personality)
- 2. social environment (situational/contextual factors)
- 3. structural characteristics (nature of activity)
- if all 6 components are present in someone's behavior, we can define the behavior as addictive
online gaming addiction
- not yet recognized as addiction in the DSM5, but as the "condition for further study"
- DSM5 criteria
- preoccupation with games
- withdrawal symptoms of irritability; anxiety/sadness/etc
- development of tolerance
- unsuccessful attempts to control the behavior
- loss of interest in other activities
- continued excessive use despite knowledge of psychosocial problems
- deceiving others regarding the amount of time spent gaming
- use of this behavior to escape/relieve a negative mood
- jeopardizing/losing a significant relationship/job/educational opportunity
- DSM5 criteria
- AKA "internet gaming disorder"
- video game "addiction" starting to appear in the 1980s
- e.g. compulsive involvement/withdrawal form society/physiological and psychological symptoms
- the rise of the internet lead to games increasingly being played socially, as a part of a gaming community
- not yet recognized as addiction in the DSM5, but as the "condition for further study"
negative consequences
- psychological
- increased stress
- decreased academic achievement
- absence of real-life relationships
- sacrificing work/education/family time/sleep
- loneliness/maladaptive coping/suicidal ideation
- health/medical
- epileptic seizures
- auditory hallucinations
- obesity
- wrist pain
- strain injuries
- neck pain
- psychological
prevalence rates
- among general population
- 1.7-10%
- could be much higher among gamers
- 17-34%
- men are much higher among gamers
- adolescents/young adult males
- university students may be particularly at risk
- risk factors
- personality
- neuroticism
- introversion
- loneliness
- social inhibition
- boredom inclination
- sensation seeking
- diminished agreeableness
- aggression
- narcissistic
- personality traits
- low-self esteem
- low emotional intelligence
- comorbidity
- ADHD
- anxiety disorders
- depression
- social phobia
- school phobia
- panic disorder
- panic disorder
- biological factors
- increased activity in brain areas associated with substances addictions, dopamine system deficiencies
- personality
- risk factors
- among general population
treatment
- cognitive-behavioral therapy (CBT)
- getting rid of problematic cognitions
- limiting game time
- pharmacotherapy
- boot-camp style clinics
- self-help treatments
- e.g. similar to alcoholics anonymous
- cognitive-behavioral therapy (CBT)
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- Mind Map on Problematic Internet Use & Addiction, created by Tracy Kim on 14/04/2019.
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- Tracy Kim
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