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  2. Problematic smartphone use - Wikipedia

    en.wikipedia.org/wiki/Problematic_smartphone_use

    Commonly known as "smartphone addiction", the term "problematic smartphone use" was proposed by researchers to describe similar behaviors presenting without evidence of addiction. [ 1 ] Problematic use can include preoccupation with mobile communication, excessive money or time spent on mobile phones, and use of mobile phones in socially or ...

  3. Internet addiction disorder - Wikipedia

    en.wikipedia.org/wiki/Internet_addiction_disorder

    Video game addiction (VGA), also known as gaming disorder or internet gaming disorder, is generally defined as a psychological addiction that is problematic, compulsive use of video games that results in significant impairment to an individual's ability to function in various life domains over a prolonged period of time.

  4. Video game addiction - Wikipedia

    en.wikipedia.org/wiki/Video_game_addiction

    Video game addiction is a broader concept than internet gaming addiction, but most video game addiction is associated with internet gaming. APA suggests, like Khan, [14] the effects (or symptoms) of video game addiction may be similar to those of other proposed psychological addictions.

  5. Computer addiction - Wikipedia

    en.wikipedia.org/wiki/Computer_addiction

    Gaming addiction: a hypothetical behavioral addiction characterized by excessive or compulsive use of computer games or video games, which interferes with a person's everyday life. [11] Video game addiction may present itself as compulsive gaming, social isolation , mood swings , diminished imagination , and hyper-focus on in-game achievements ...

  6. Digital media use and mental health - Wikipedia

    en.wikipedia.org/wiki/Digital_media_use_and...

    An analysis of data from the Monitoring the Future survey, the Millennium Cohort Study, and the Youth Risk Behavior Surveillance System found that digital technology use (including, playing video games, watching television, using social media, etc.) accounted for only 0.4% of the variation in adolescent well-being. [45]

  7. Dying To Be Free - The Huffington Post

    projects.huffingtonpost.com/dying-to-be-free...

    Maia Szalavitz, a journalist who covers the treatment industry — most notably with her 2006 book, Help At Any Cost: How the Troubled-Teen Industry Cons Parents and Hurts Kids — said that coercive techniques are still seen as treatment. “Addiction is a condition that is incredibly stigmatized, and because we still see addiction as crime ...

  8. Nomophobia - Wikipedia

    en.wikipedia.org/wiki/Nomophobia

    A phone with a broken display. Nomophobia [1] (short for "no mobile phobia") is a word for the fear of, or anxiety caused by, not having a working mobile phone. [2] [3] It has been considered a symptom or syndrome of problematic digital media use in mental health, the definitions of which are not standardized for technical and genetical reasons.

  9. Teen dies after playing video games for 22 days straight - AOL

    www.aol.com/news/2015-09-03-teen-dies-after...

    A 17-year-old boy died after reportedly playing an online computer game for 22 days straight. The young man had broken his leg and was bored at home, using video games to pass the time. The teen ...

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