scholarly journals Digital Addiction

2021 ◽  
Author(s):  
Hunt Allcott ◽  
Matthew Gentzkow ◽  
Lena Song
Keyword(s):  
Electronics ◽  
2021 ◽  
Vol 10 (9) ◽  
pp. 996
Author(s):  
Norshakirah Aziz ◽  
Md Jan Nordin ◽  
Said Jadid Abdulkadir ◽  
Muhammad Muhaimin M. Salih

The advancement of technology has enabled powerful microprocessors to render high-quality graphics for computer gaming. Despite being intended for leisure purposes, several components of the games alongside the gamer’s environmental factors have resulted in digital addiction (DA) towards computer games such as massively multiplayer online games (MMOG). Excessive gaming among adolescents has various negative impacts on an individual. However, only a few researchers have addressed the impact of DA on physical health. Thus, the primary objective of this research is to study the impact of DA on physical health among Malaysian adolescents. This study focuses on Malaysian adolescents of ages 12–18 years old who are addicted to computer games, specifically the MMOG. The methodology used for the study involves focus group discussions (FGD) and extensive literature study. The FGD sessions have involved both medical experts and game experts. The outcome of FGD discussion is recorded and justified with the existing relevant literature from high-impact journals, theses, conferences, books, and reports. This paper provides evidence of five physical health impacts of DA associated with adolescents. The factors of DA, the addiction components existing in MMOG computer games, and the DA health risk assessment are presented in the results section. Based on the study, it is concluded that DA among Malaysian adolescents can cause various impacts on physical health such as obesity, back pain, and neck pain, orthopaedic/joint muscle, eyesight problem, hearing problem, as well as physical inactivity.


2021 ◽  
Author(s):  
Hunt Allcott ◽  
Matthew Gentzkow ◽  
Lena Song
Keyword(s):  

Author(s):  
Nevenka Podgornik

The article discusses the problem of digital addiction among adolescents and young adults within the context of socio-anthropology. Given the presence of this problem, we formed, as part of a project at the faculty and part of the psychotherapeutic approach to the treatment of the problem, an individual and a group program for the psychosocial treatment of digital addiction for adolescents and young adults. In the present article we clearly present both programs, which represent an innovative curative quality program. Both are designed coherently and focus on the manifested symptoms as well as on the treatment of the psychosocial background. They are designed on the basis of positive foreign practices, are adequately upgraded with consultative-therapeutic modality elements and are designed systematically and continuously, with the proper context and activity upgrade all the way up to the adolescent's regain of control over his life.


Author(s):  
Ashu M. G. Solo ◽  
Jonathan Bishop

This chapter looks at the role of the participation continuum in helping to improve relationships that have been damaged as a result of digital addiction. Digital addiction in this context refers to what happens when a person with a compulsion who is not getting that compulsion fulfilled turns to the Internet and other digital technologies in order to fill the void. The chapter is a case study of two people called Person D and Person G in order to make them anonymous. Using medical and other records, it was found that a number of different interventions using the participation continuum could have resulted in changes in the relationship in either holding it together or preventing one party from posting malicious and defamatory comments. The chapter found that a theoretical model, with algorithmic principles applied, called the transitional flow of persuasion model would be able to understand the impacts of digital addiction and provide a means to remedy it.


Author(s):  
Amen Alrobai ◽  
Abdullah Algashami ◽  
Huseyin Dogan ◽  
Tessa Corner ◽  
Keith Phalp ◽  
...  

Digital addiction (hereafter DA) denotes a problematic relationship with technology described by being compulsive, obsessive, impulsive and hasty. New research has identified cases where users’ digital behaviour shows symptoms meeting the clinical criteria of behavioural addiction. The online peer groups approach is one of the strategies to combat addictive behaviours. Unlike other behaviours, intervention and addictive usage can be on the same medium; the online space. This shared medium empowers influence techniques found in peer groups, such as self-monitoring, social surveillance, and personalised feedback, with a higher degree of interactivity, continuity and real-time communication. Social media platforms in general and online peer groups, in particular, have received little guidance as to how software design should take it into account. Careful theoretical understanding of the unique attributes and dynamics of such platforms and their intersection with gamification and persuasive techniques is needed as the ad-hoc design may cause unexpected harm. In this paper, we investigate how to facilitate the design process to ensure a systematic development of this technology. We conducted several qualitative studies including user studies and observational investigations. The primary contribution of this research is twofold: (i) a reference model for designing interactive online platforms to host peer groups and combat DA, (ii) a process model, COPE.er, inspired by the participatory design approach to building Customisable Online Persuasive Ecology by Engineering Rehabilitation strategies for different groups.


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