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Mapa mental

Problematic Internet Use & Addiction

Tracy Kim Inglês

Conteúdo do mapa

Problematic Internet Use & Addiction

  1. 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
  2. "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
  3. 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
      • 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
      • 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
      • 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
      • 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
  4. 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)
  5. 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
    • 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
  6. 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
  7. 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
  8. 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

Informações

Descrição
Mapa Mental sobre Problematic Internet Use & Addiction, criado por Tracy Kim em 14-04-2019.
Criado por
Tracy Kim
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