Technology-related disorders and digital addictions: Can we really become addicted to technology?

Technology-related disorders and digital addictions: Can we really become addicted to technology?

07 Aug 2024

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This informal CPD article, ‘Technology-related disorders and digital addictions: Can we really become addicted to technology?‘, was provided by Ithra (King Abdulaziz Center for World Culture). Ithra was designed as a catalyst for change, propelling Saudi Arabia’s creative industries forward and enabling the creative potential of its citizens to reach global heights.

“You’re addicted to that thing” is a complaint frequently directed at inattentive spouses, children, and friends. The idea that a person can become addicted to a smartphone is plausible. Even if we don’t entirely buy into the concept of digital addiction, it is easy to see that personal technologies (smartphones, tablets, gaming consoles) and the content they connect us to can potentially have negative impacts on our physical, mental, and social health. This short article introduces the origins of digital addiction, tracing the evolution of the concept over the subsequent decades.

History of digital addiction research

The notion that certain digital technologies might be addictive first surfaced in the research literature at the tail-end of the 20th century. In 1995, the British psychologist Prof. Mark Griffiths published a paper titled Technological Addictions, describing such problems as non-chemical addictions involving human-machine interaction. A short while later (1998), American psychologist Dr. Kimberly Young outlined a working definition of internet addiction and proposed that it should be included in the American Psychiatric Association’s official diagnostic manual.

Drawing on the existing research into pathological gambling, Young proposed that internet addiction had five subtypes.

1.       Cybersexual addiction

2.       Gaming addiction

3.       Net compulsions (online gambling/shopping)

4.       Compulsive information seeking

5.       Cyberrelationship (social media) addiction

The suggestion to include internet addiction as a formal diagnosis was not accepted. However, there was enough concern at the American Psychiatric Association (APA) to suggest that gaming addiction (re-named internet gaming disorder) was a condition worthy of further study – one to keep an eye on. At the time of writing, the APA has not yet included gaming disorder as an official diagnosis but continues to list it in section 3 of the manual: conditions for further study.

The APA, however, is not the only organisation concerned about problematic gaming. The World Health Organization (WHO) has also considered how to accommodate the clinical reality of individuals for whom digital gaming has become a significant problem. On May 25th, 2019, the WHO’s member states agreed to include gaming disorder within the behavioural addictions section of their widely used diagnostic manual, the International Classification of Diseases (ICD).

Inclusion in the International Classification of Diseases (ICD)

In a nutshell, the ICD suggests that gaming disorder is diagnosed if, for 12 months or more, a person has lost control of their gaming habits. This is likely to involve routinely putting gaming ahead of other social (e.g., family) and occupational (e.g., work assignments) priorities despite the adverse consequences (e.g., damaged relationships, job losses). Gaming disorder can mean that an employee becomes less productive. Former A-grade students start to fail. Previously devoted parents become neglectful, and the one-time athlete becomes physically inactive. Current best estimates suggest that around 2 to 3 per cent of gamers experience gaming disorder.

The WHO’s inclusion of gaming disorder also opened the door for the diagnosis of other forms of maladaptive technology use, such as compulsive online buying and problematic social media use. Such issues may now be diagnosed under the manual’s residual or catchall categories: “other specified disorders due to addictive behaviours”.

The inclusion of a disorder in an official diagnostic manual is more than simply words on a page; it has important implications for research, intervention development, and access to treatment. For example, medical/health insurance is often directly connected to diagnostic manuals - no diagnosis, no cover. The same can be true for research funding and establishing specialist services. For example, soon after the WHO ratified the inclusion of gaming disorder in the ICD, several member-states quickly established specialist clinics for technology-related behavioural addictions.

Future of technology related disorders

Gaming disorder is now officially recognised as a diagnosable entity. However, not everyone agrees this is the most helpful way to think about problematic technology use. Some clinicians and researchers suggest that problematic technology use, be it associated with gaming or social media, might be better viewed as a maladaptive way of escaping from underlying issues such as depression or anxiety. Within this view, technology distracts us, helping us avoid unpleasant feelings, memories or physical sensations (experiential avoidance). This might work for a while, but it can often worsen things over the long run.

The future of technology-related disorders remains uncertain. However, as technology rapidly evolves, new health-related challenges will likely arise alongside the many benefits and opportunities these tools and services enable.  

We hope this article was helpful. For more information from Ithra, please visit their CPD Member Directory page. Alternatively, you can go to the CPD Industry Hubs for more articles, courses and events relevant to your Continuing Professional Development requirements.

References

  • American Psychiatric Association. (1994). Diagnostic and Statistical Manual of MentalDisorders 4th edn revised (DSM-IV). American Psychiatric Press. Griffiths, M. (1995). Technological Addictions. Clinical Psychology Forum, 76, 14-19.
  • Stevens, M. W., Dorstyn, D., Delfabbro, P. H., & King, D. L. (2021). Global prevalence of gaming disorder: A systematic review and meta-analysis. Aust N Z J Psychiatry, 55(6), 553-568. https://doi.org/10.1177/0004867420962851
  • World Health Organization. (2018). International classification of diseases for mortality and morbidity statistics  (11th Revision). World Health Organization.
  • Young, K. S. (1998). Internet Addiction: The Emergence of a New Clinical Disorder. Cyberpsychology Behav. Soc. Netw., 1, 237-244. 

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Ithra, The King Abdulaziz Centre For World Culture

Ithra, The King Abdulaziz Centre For World Culture

For more information from Ithra, The King Abdulaziz Centre For World Culture, please visit their CPD Member Directory page. Alternatively please visit the CPD Industry Hubs for more CPD articles, courses and events relevant to your Continuing Professional Development requirements.

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