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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 ...
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.
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.
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.
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 ...
There’s no single explanation for why addiction treatment is mired in a kind of scientific dark age, why addicts are denied the help that modern medicine can offer. Family doctors tend to see addicts as a nuisance or a liability and don’t want them crowding their waiting rooms. In American culture, self-help runs deep.
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]
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