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Internet Addiction KIERSTEN JOHNSON What is the internet? - PowerPoint PPT Presentation

Internet Addiction KIERSTEN JOHNSON What is the internet? Gajitz.com What is addiction Addiction - the compulsion to continually use a substance or engage in a behavior which produce short-term rewards despite the negative impact [1]


  1. Internet Addiction KIERSTEN JOHNSON

  2. What is the internet? Gajitz.com

  3. What is addiction Addiction - the compulsion to continually use a substance or engage in a behavior which produce short-term rewards despite the negative impact [1] ◦ tolerance, compulsive use, withdrawal Behavioral Addiction - an addiction specifically associated with a behavior [1] ◦ i.e. gambling, self-harm, eating compulsions ◦ Internet addiction is classified as such

  4. Addiction and Diagnosis: A Brief History • Addictive substances and behaviors have coexisted with humans as long as we have existed • Difficult to legitimize as a disorder • Case: Alcoholism • First argued as disease in 1784 by physician Benjamin Rush, yet not formally recognized by the American Medical Association until 1952 [2] • Difference of 168 years • Proper classification takes immense case studies and research

  5. Internet Addiction Disorder • First introduced by Dr. Kimberly Young in 1996 • Watched a friend’s marriage fall apart due to husband spending 60+ hours online • Used the definition of gambling disorder from the Diagnostic and Statistical Manual of Mental Disorders Fourth Edition (DSM – 4) and applied it to internet use [3] • Internet gaming disorder was introduced in most recent DSM-5 in order to spark research [4] • Has been recognized as legitimate in both South Korea TheSource.com and China [5]

  6. Internet Addiction Disorder (cont.) • In order to be considered an addiction the person must either: 1. Has jeopardized or risked the loss of a significant relationship, job, educational or career opportunity because of the Internet; 2. Has lied to family members, therapist, or others to conceal the extent of involvement with the Internet; 3. Uses the Internet as a way of escaping from problems or of relieving a dysphoric mood (e.g., feelings of helplessness, guilt, anxiety, depression) [3] • It is predicted that 9.7% of females and 7.3% of males in the U.S. have an internet addiction [4]

  7. Real Life Dangers • Multiple deaths have been linked to exhaustion due to online gaming marathons • In 2012, a 32-year-old man was found dead in an internet cafe in Taiwan • Lost job due to gaming addiction • He ignored his family for days on end to play online • Corpse went unnoticed for 10 hours [6] ChinaSmack.com

  8. Real Life Dangers (cont.) • In 2011, a Connecticut woman was found guilty of embezzling $166,000 from her employer • Spent the majority money on the online game Mafia Wars [7] • Focused more on her online life than the real life consequences Wikipedia.org

  9. reSTART Rehabilitation Center • Uses techniques similar to traditional drug and alcohol rehabilitation centers [3] • ex: mindfulness, cognitive behavioral therapy, animal therapy • 2015 Treatment Results [10] • Before: 93% of patients were unable to control their internet use • After: 28 – 33.33% of patients were unable to control their internet use NetAddictionRecovery.com

  10. Internet Addiction: Supply and Demand • The two main sides of the internet addiction problem are tech companies and the users of its products. Getty Images

  11. Technology Companies • Companies that create a platform, application, game, etc. that needs the internet to function properly • ex: Instagram, Facebook, YouTube, Zynga Games • Scenario: Company releases a product which is enjoyed by many, but leads to a few users becoming addicted to it • Act Utilitarianism • Pro: More users leads to more profit; Success may lead to expansion; Many people derive happiness from product • Con: Few become addicted to the game, however internet addiction is not yet legitimate

  12. Tech Companies and Kantianism • In general, business techniques rarely pass as ethical under Kantianism • Users of mobile social media platforms experience a reward similar to pulling a slot machine when checking their profiles [8]. • Former Google design ethicist Tristan Harris reveals companies intentionally play off of this when designing their app logos. LawrenceCawood.com • Design implementations with no other purpose than to increase time on device are unethical

  13. Users • Companies alone cannot be solely to blame for internet addiction • A writer for The Guardian, was so sick of checking his phone, he switched to a “dumb” Nokia 3310 • Caused communication errors with job and family • Ended up switching back after four days [9] • Social Contract Theory: • Created a society which values connectivity • Having a smartphone is seemingly necessary TheGuardian.com

  14. What can be done? Getty Images

  15. What can be done? • People are often skeptical of addictions while companies that profit from them • ex: Tobacco companies and the dangers of smoking • Self-police • Limit your own time on social media sites, online games, or other time consuming sites • Acknowledge the potential dangers excessive internet use can have • Be mindful of when you are using the internet as escapism TheDeadPixels.com • Time alert settings provided by the product creator • ex: Nintendo giving notifications encouraging breaks

  16. Conclusion • Internet Addiction poses a serious threat to vulnerable individuals • As members of society we must show understanding • Acceptance leads to more research and case studies • This can lead to better treatment techniques and accurate diagnosis • As programmers take into account the impact you have on society

  17. Sources [1] American Addiction Centers, Behavioral Addictions. April 2018. [Online]. Available: https://americanaddictioncenters.org/behavioral-addictions/. [Accessed 4 April 2018]. [2] A. Talcherkar, “Timeline: History of Addiction Treatment,” Recovery.org . 29 March 2018. [Online]. Available: https://www.recovery.org/topics/history-of-addiction-treatment/. [Accessed 4 April 2018]. [3] H. Cash, C.D. Rae, A.H. Steel, and A. Winkler, “Internet Addiction: A Brief Summary of Research and Practice,” Current Psychiatry Reviews. Nov 2012. [Online]. Available : https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3480687/#R10. [Accessed 4 April 2018]. [4] American Psychiatric Association, Internet Gaming Disorder . 2013. [Online]. Available : https://www.psychiatry.org/.../DSM/APA_DSM-5-Internet-Gaming-Disorder.pdf. [Accessed 4 April 2018]. [5] D.H. Ahn, “Korean Policy on Treatment and Rehabilitation for Adolescents’ Internet Addiction.” International Symposium on the Counseling and Treatment of Youth Internet Addiction, Seoul, Korea, 2007.

  18. Sources (cont.) [6] K. Hunt, “Man dies in Taiwan after 3-day online gaming binge,” CNN. 19 January 2015. [Online]. Available: https://www.cnn.com/2015/01/19/world/taiwan-gamer-death/index.html. [Accessed 4 April 2018] [7] M. Eddy, “Woman Arrested For Embezzling $166,000 for Mafia Wars, Other Zynga Games,” The Mary Sue . 16 December 2011. [Online]. Available: https://www.themarysue.com/embezzling-zynga-addiction/. [Accessed 4 April 2018]. [8] T. Harris, “How Technology is Hijacking Your Mind – From a Magician and Google Design Ethicist,” Thrive Global. 18 May 2016. [Online]. Available: https://journal.thriveglobal.com/how-technology-hijacks-peoples- minds-from-a-magician-and-google-s-design-ethicist- 56d62ef5edf3. [Accessed 4 April 2018] [9] D. Lengel, “I’ve decided to reclaim my life – by using an old Nokia phone,” The Guardian . 31 March 2018. [Online]. Available: https://www.theguardian.com/lifeandstyle/2018/mar/31/nokia-3310-t9-phone-smartphone- iphone-reclaim-life. [Accessed 4 April 2018] [10] reSTART, “2015 Treatment Outcome Results,” 2016. [Online]. Available: https://netaddictionrecovery.com/programs/outcome-research/where-are-they-now/640-2015-treatment- outcome-results.html. [Accessed 4 April 2018].

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