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Gadget Addiction

by Ananth Indrakanti, Milan Chutake, Stephen Prouty, Venkat Sundaranatha, Vinod Koverkathu

Introduction

Technology and gadgets are now indispensable in our daily lives. In the past few years carrying a miniature computer (a smart phone) in a pocket has become commonplace. Technology helps advance the human race forward and makes doing mundane things more efficient and repeatable. Technology has helped create the information revolution.

With technological advances, devices have evolved to be so powerful and smart that it feels like having a super-computer on one’s hands. Humans now have an insatiable appetite for information at their fingertips. When technology makes this happen, the natural tendency is for this to become an expectation. When was the last time you printed a map or wrote a snail mail letter? If you did, then you belong to the elite endangered cadre of humans who are vanishing rapidly. Welcome to the information age! Before we frame our problem, we would like to ponder briefly over how our lives have changed with gadgets, compared to pre-digital era.

Life Without Gadgets

People born before the 1980’s would very well relate to life before the information age, when people had no access to internet or personal gadgets.  Let's briefly walk down the memory lane to relive those moments — a life without gadgets.

  • Children played together outdoor — they had a lot of physical activity.
  • People talked to each other more often, and verbal communication face-face was at its peak.
  • Chat jargon did not exist and people knew their spellings well, as they read more books.
  • People enjoyed spending more time outdoors with family and friends.
  • It was commonplace to get the news from newspaper or radio.
  • Entertainment came from playing board games, playing sports, going to the movies, watching VHS tapes, etc.
  • Writers often used either a type-writer or a word processor on their computer.
  • Computers were expensive and bulky.
  • Doing research was hard; frequent visits to the library or scouring through plethora of papers, books, etc. were necessary.
  • Communication was slow.

Life With Gadgets

Gadgets equipped with internet have transformed our lives in several ways and brought about a paradigm shift in our dependence on technology to perform key tasks in our everyday routine. To highlight a few:

  • Use Google Maps to get directions, watch YouTube videos to learn to cook, sing, draw, learn science, etc.
  • Health monitoring apps on the cell phone that would remind people to walk, run, bike, check BP periodically, etc.
  • Capability to share daily life or special events instantly with thousands of people and see reaction in a matter of minutes, if not seconds
  • Expedited research with access to information galore
  • Ability to watch videos on demand from anywhere (Netflix, Amazon, etc.)
  • Ability to read e-books online on demand — no more visits to library needed
  • Use of mobile phones, tablets as pacifiers for kids
  • Improved speed of communication by orders of magnitude leading to faster decision-making
  • Existence of mobile apps for entertainment, social interaction through digital media, paying bills, accessing bank accounts, etc. (virtually for any purpose)

While there have been advantages to this information age and gadget revolution, it has created an insatiable appetite for information. It's now an expectation that information be readily available on demand from anywhere. This is the age of instant gratification.  While technology has fostered the human race, does our current consumption pattern adversely impact our analytical and creative abilities, lead to loss of focus in communication and make us just indexers of data rather than bearers of knowledge?  Are we addicted to our gadgets? Let's find out.

You’ve temporarily misplaced your cell phone and anxiously retrace your steps to try to find it. Or perhaps you never let go of your phone — it's always in your hand, your pocket, or your bag, ready to be answered or consulted at a moment’s notice.

Dr. Veronika Konok and her collaborators [1] cite evidence that supports the idea that “healthy, well-functioning adults also report significant emotional attachment to special objects.”

A quick survey showed that most people panicked when they had misplaced their smartphones (Fig. 1).

How do you feel when you misplaced your phone? Panicked, Desperate, Sick or Relived

Figure 1 : Survey results from “Lookout”

Mobile Consumption Growth Trend

In the last decade, digital consumption on mobile devices has overtaken that on desktop devices. Between 2011 and 2016, about 300% growth [2] (Fig. 2) was seen with data  consumption on mobile devices, while that on desktop devices and other connected devices stayed relatively flat.  The growth in combined number of smartphone/tablet users is expected to grow from current 2.5 billion to about 3.13 billion by 2020 (about 23%).

Social networking, listening to music, watching videos and playing games represent the bulk of what people do with their smartphones and tablets. Essentially it’s about communication and entertainment, two things that help people to cope with the level of stress in today’s world.

Time Spent per adult user/day with digital media

Figure 2:  Time spent per adult user/day with digital media

Americans tend to spend more than 11 hours/day on a screen (mobile phone/desktop/tablet, etc.), be it for personal use or work-related activity.  About half of the screen time is spent on a mobile device. Statistics [3] show that 8% of the time spent on a mobile is on a browser while the majority (92%) of the time is spent on social networking/media, music and entertainment apps. (Fig. 3)

A pie chart of Ratio of time spent on mobile by app category

Figure 3:  Ratio of time spent on mobile by app category

Mobile App Usage Statistics

It will have been a decade since the establishment of the mobile app ecosystem by the summer of 2018. The total number of mobile app downloads touched 197 billion in 2017 [3] . The two biggest app stores, i.e., Apple’s iOS App store and Google’s Play store, have served as effective app distribution channels for the millions of app developers in the ecosystem.

Not surprisingly, Facebook app demonstrated the highest level of penetration among 18+ years age group with a whopping 81% in 2017, while YouTube came second with 71% penetration and Facebook Messenger was not too far behind with 68% penetration. It is interesting to note that the chart is completely dominated by Facebook-owned (Facebook, FB messenger and Instagram) and Google-owned (Google search, Google Maps, Gmail, Google Play) apps, with Snapchat and Pandora being the only exceptions.  It is also intriguing that social networking and entertainment are valued the most by app users worldwide.

A bar chart of Top 10 Mobile apps by penetration of app audience.

Figure 4: Mobile apps penetration chart

The Invisible Problem

The business model of social networking and entertainment sites/apps like Facebook, Twitter, YouTube, Snapchat, etc. revolves around [4] :

  • Sophisticated methods to seek attention of the maximum number of users and maximize the users’ time spent on these apps, i.e., make users interact and share their experiences, actions with the online community frequently and crave for virtual rewards (likes, comments)
  • Enablement and empowerment of advertisers to target these users continually while scrolling through feeds in Facebook or browsing through videos on YouTube
  • Learning from user interests (vacation preferences, activities etc.) and developing products that targets these users with AI driven personalized content, feeds and advertisements 24x7, where they start maneuvering the user behavior to their advantage.

While there is no denying that the business model is tuned to maximize users’ attention and time spent on these apps leading to gadget addiction and increased screen time, the other major problem that needs to be highlighted is that these platforms have no way to validate content being fed to users, i.e., fake news, articles generated to manipulate minds can be easily spread with these apps with no regulations or checks in place.

Let’s elaborate the point on how users that get initiated into these platforms develop the tendency to repeatedly visit them and ultimately get addicted, without any external force. How does this really work?

The Science of Addiction

Nir Eyal ’s Hooked model explains the four stages we run through as we use the platform [5] :

Graphic of the hooked model, with elements trigger, reward, investment, and action

  • Boredom acts as an internal trigger, and external notifications add to that.
  • The action is dead simple: open the app or page in the browser.
  • A great variability of rewards is bestowed upon us: photos, comments, likes, gossip, news, emotions, laughter. The wheel of fortune never disappoints.
  • We invest more and more time and attention into interacting on the platform, which keeps us coming back.

Taken together, these elements are what have caused so many of us to spiral into addiction. The worst part is we do it to ourselves.

Effects of Gadget Addiction

While the business model of the top few app companies hinges on people spending more time with their gadgets every day, we need to recognize that the most important fallout of this induced behavior would be the rising epidemic of gadget addiction. A sense of urge to use the phone or any other gadget when bored or idle equates to addiction. Gadget addiction doesn't discriminate who is affected, it affects all age groups and people of all races. The effects range from mental, physical, emotional to even threatening our democracy.

Mental and Emotional Health

Dopamine is a neurochemical that largely controls the pleasure and reward centers of the brain. High levels of dopamine are usually associated with motivation and excitement to fulfil goals that would lead to recognized rewards and thus reinforcement of a sense of pleasure while achieving those goals. Procrastination, lack of enthusiasm and self-confidence, and boredom are linked to low levels of dopamine.

Research has shown that the brain gets “rewired” as excessive amounts of dopamine get released in the body on frequent interaction with a rewarding stimulus, i.e., using a smartphone app like Facebook [6] . Boredom triggers an interaction with the rewarding stimulus (Facebook app), which in turn results in wide variety of rewards in the form of likes, messages, photos, etc. causing high releases of dopamine in the body. Frequent cycles such as these cause the brain’s receptors to become more insensitive to dopamine, causing the body to experience less pleasure than before for the same natural reward. This leads the person down a spiral, where one has increased craving for the same reward to achieve normal levels of pleasure. If the increased craving cannot be satisfied, it would lead to anxiety, lack of motivation and depression. Gadget addiction is likened to addiction to alcohol or drugs since it results in similar negative consequences.

Studies [7] have shown that children's cognitive and emotional development can be adversely impacted by internet/gadget addiction. More screen time means more virtual interactions and rewards through social media (shares, likes) and less face time. Less face-to-face interaction with other people results in lack of empathy for fellow human beings. As social media glorify picture-perfect lives and well-toned physiques, children’s self-esteem and self-confidence are eroded. Lack of focus and more distraction during conversations is another expected negative impact.  A study on China high school students [8] demonstrated that children with moderate to severe risk of internet addiction are more than twice as likely to develop depressive symptoms than addiction-free counterparts.

Downward sloping line graph of dopamine levels releases w.r.t time

Figure   5:  Dopamine level releases w.r.t time

Physical Health

Today’s children are immersed in technology right from a very young age. With more than half the schools in the US using smart devices as teaching tools in class, coupled with at-home smart device usage, the total screen exposure time of students in the age group 8-18 has exceeded ten hours a day [9] . There are obvious benefits to being exposed to technology right from a very young age, i.e., development of skills needed to be successful in technology-related areas in a future career. However, on the downside, there could be lack of development of social behavioral skills and high risk of obesity due to limited physical activity.

As one would also expect, one of the biggest health risks of excessive smart device usage is vision-related. The National Eye Institute [10] has found that the frequency of myopia (near-sightedness) has increased exponentially in Americans over the last few decades. The other effect on eyes was reduced blink rate leading to higher incidence of dry eye symptoms.  Based on these findings, the American Academy of Pediatrics [11] has revised recommendations for limiting screen time for kids at different ages.

Graphic of recommended screen time for kids from the American Academy of Pediatrics

Figure 6:  Recommended screen time for kids (American Academy of Pediatrics)

Listening to loud music through earbuds has detrimental effects on hearing ability  The National Institute of Deafness and Other Communication Disorders [12] reports that about 15% of Americans between the ages of 20-69 have a reduced capability to hear high frequency sounds due to exposure to loud sounds. Other negative effects on physical health from excessive gadget usage include lack of sleep and increased weight on the spine [13] as the head tilt increases to view the screen.

Graphic of the burden of staring at a smartphone and the weight on the spine as forward tilt from looking at smartphone increases

Figure 7:  The burden of starting at a smartphone

Human Behavior

Graphic of human behavior, feelings, and thoughts

Figure 8: Cognitive-behavioral therapy [14]

Cognitive-behavioral therapy depicts how emotions, thoughts and behaviors influence each other. This model has been very useful in treatment of substance abuse, addictions, gambling addiction, smoking cessation etc.With advent of social networks, our emotional dependence is on instant likes, brief instant text messages creating a virtual set of friends who may never be physically present. Opinions and judgements are made without actual human connection and in-depth in person discussions. The virtual instant digitized friend circle gives a sense of belonging and feeling of having many friends who care about us. The HOOK business model leverages this human emotional dependence feeling and transforms those feelings into behavior where one feels like constantly engaging with these social networking platforms seeking for instant gratifications. When one does not get the instant emotional support in the forms of likes, instant messages then one starts feeling anxious, lonely and moody. Lot of the younger generation seem to start losing self-esteem and self-confidence if their friends fail to like their picture or respond to their posts instantly. In a nutshell the human behavior is being digitized.

Our political discourse is shrinking to fit to our smartphone screens. The most classic example is when President Obama used Instagram to push forward his climate change agenda.

The HOOK business model has got us addicted to our gadgets to watch the next post or news on social media. Well, this hunger for information can have both positive and negative impacts on our society and democracy. Social media may not create our bad habits, but it feeds them, and for one reason alone: money. In 1920’s it was the radio that reduced people to their voices, then in 1960’s television gave people their bodies back. Today with public looking to smartphones for news and media we seem to be in the third wave of election engineering. A recent survey found that 37% of people trust the news that get from social media — that's half the share from print and magazine media.

Let's consider the positive impacts. Few years ago, touch was used to connect with people especially if you're not the outgoing type. These platforms allow us to tailor the message to the audience, do fundraising, and get feedback. The momentum for the movements to topple regimes in Libya and Tunisia [15] was powered by these platforms. The more visceral the message, the more quickly it goes viral and the longer it holds the darting public eye. Around the world, these platforms like social media are making it easier for people to have a voice in the government, to discuss issues, organize around causes, and hold leaders accountable.

The argument is not complete without the negative impacts. For example, bots are often used to amplify political messages. The financial crisis of 2007-2008 stoked public anger [16] when the wealthy left everyone behind. These culture wars have split voters by their identity rather than class. It is claimed that more than 146 million people could have potentially seen fake news in their feed during the 2016 election year. These companies have  moral responsibility to let users know that content might not be real. [17]

Don’t ask about the intentions, aspirations or responsibilities of social media companies. Just follow the money, that’s the basis of the HOOK business model.

How is society responding?

As we see the rise of ill effects of long term gadget use, rising health concerns amidst this drive to seek mindshare, finite attention of the same consumers there are groups of individuals who are now speaking up and taking a stand. These groups are investors, ex-employees of these companies and consumer groups. Starting 2018 these voices have amplified and there is a call for action and change is imminent.

Apple Investor's Open Letter

A pair of investors who hold about $2 billion in Apple stock are pushing the company to do more to protect its youngest users from the effects of digital technology [18] . In an open letter to Apple, the investors, the activist hedge fund Jana Partners and the California State Teachers’ Retirement System, voiced concerns that such technology might be hurting children and said Apple could help ease the damage even as it generates business.

Addressing the issue now could help Apple avoid an impending reckoning as unease grows over the role technology and social media play in our daily lives, the shareholders wrote. “There is a developing consensus around the world including Silicon Valley that the potential long-term consequences of new technologies need to be factored in at the outset, and no company can outsource that responsibility,” the investors wrote. The solution, they argued, is not to banish such devices from children’s hands, but to help parents help them understand how to use technology with care. The open letter highlights growing concern that Silicon Valley is damaging youth and urges new parental controls, child protection committee and release of data.

The Center for Humane Technology

A group of Silicon Valley technologists who were early employees at Facebook and Google [19] , concerned over the ill effects of social networks and smartphones, are getting together to challenge the very companies they helped build. They have come together to a union of concerned experts called the Center for Humane Technology [20] . It plans an anti-tech addiction lobbying effort and an ad campaign at 55,000 public schools in the United States. The campaign, titled The Truth About Tech, will be funded with $7 million from Common Sense and capital raised by the Center for Humane Technology.

One of the co-founders of Center for Humane Technology — Harris, a former design ethicist at Google — mentions [21] it is not enough to simply turn your phone to gray or to stop using these tools entirely. Always-on technology is now baked into the social fabric. The teen who quits Snapchat risks missing out on the primary way his peers communicate. The employee who declines to answer her boss's after-hours email risks losing career opportunities. Which is why Harris is calling on the companies themselves to redesign their products with ethics, not purely profits, in mind, and calling on Congress to write basic consumer protections into law.

How is the industry responding?

With the clamour for change, companies who have a larger part to play in this ecosystem have realised that they need to acknowledge and recognize that there is an issue and at least have controls in place to alleviate the impact and negative PR around these issues.

Based on our understanding of this ecosystem and bucketing the responses we expect the changes to come from the following groups:

Device Makers

Popular apps, standalone apps, regulations, self-awareness.

Device makers have a very large influence on this ecosystem. Availability of platform level features could make a big difference to the user experience, privacy and parental controls across apps and device interaction itself. Ever since these issues have got increased media attention has forced device makers to think of alternatives or at least options in place for concerned groups. Some of the options available natively on device are the following:

  • Grayscale option
  • Parental controls - purchases, time limitations, app usage limitations
  • Night light - predominant on reading devices and reading apps

Shades of Gray

Tristan Harris from Center for Humane Tech proposed [22] using shades of gray is to make the glittering screen a little less stimulating. Based on a popular report, “We’re simple animals, excited by bright colors, it turns out.” Silicon Valley companies know this, and they have increasingly been turning to the field of applied neuroscience to see how exactly brains respond to color in the apps, what brings pleasure and what keeps the eye. New research shows how important color is to our understanding of priorities and emotion. Grayscale can make the display more readable for those who are color blind. Second, if your battery is running low and you know that it will be a while before you'll have the opportunity to charge it, grayscale can extend battery life. Third, some experts say that using grayscale on your iPhone might be the answer to the question of how to break phone addiction. Not so popular but turns out iOS and Android devices have controls to switch to grayscale mode. On the iPhone grayscale mode can be turned on from Accessibility controls. On Android it’s a slightly more difficult workflow to enable grayscale. First up, you'll need to enable the hidden "Developer Options" menu. Under the Hardware accelerated rendering section, choose "Monochromacy" on the popup, then your screen will immediately enter grayscale mode.

Apple: In January 2018, Apple said it would introduce new features to help parents control their children’s use of the company’s products [23] . The move came after two Apple shareholders posted an open letter pushing Apple to address what is seen as a “growing public health crisis” of smartphone addiction in young people. Now, Apple has a new page on its site that collects information about the company’s family features and parental controls in one place [24] .

The page showcases features including an Ask To Buy tool that lets parents approve or decline app purchases from their device; an app management feature that lets users automatically block in-app purchases automatically; and the option to limit adult content on kids’ devices and restrict browsing to only pre-approved websites. Apple’s Find My Friends can also help track locations and issue alerts when children leave or arrive somewhere.

Google: Google announced the launch of Family Link in March 2017 [25] , an application for parents that lets them establish a child’s first Google account, as well as utilize a series of  parental controls to manage and track screen time, daily limits, device “bedtimes,” and which apps kids can use.

While all the major mobile device providers – Apple, Google, and Amazon included – offer parental controls on their devices, Family Link is different because it’s a two-party system. Instead, it works more like the third-party parental control and monitoring software already on the market, where an app installed on a parent’s device is used to configure settings and keep an eye on kids’ digital behavior.

Parental Control devices: This is the other class of devices that can help you create a safe online environment for your kids over your home wireless network. The advantage is that any parental control settings you apply to a network will apply to all devices connected to the Wi-Fi. You don’t have to install software on each individual device, and you can filter content right at the source. The disadvantage, however, is that the parental control options are generally less flexible and only apply when the devices are used at home. Here are some of the popular parental control devices available in the market today:

  • Circle with Disney [26]
  • UnGlue [27]
  • KoalaSafe [28]

Some of the popular apps have also taken steps to attempt to solve the “device addiction” problems. Here are some of the notable initiatives.

Facebook: In January 2018 Mark Zuckerberg announced [30] a major overhaul of Facebook’s News Feed algorithm that would prioritize “meaningful social interactions” over “relevant content” on Thursday, one week after he pledged to spend 2018 “making sure that time spent on Facebook is time well spent”. The social media platform will de-prioritize videos, photos, and posts shared by businesses and media outlets, which Zuckerberg dubbed “public content,” in favor of content produced by a user’s friends and family [31] .

Youtube: Google launched a service called YouTube Kids in February 2015 [32] , a new version of the internet’s leading destination for video aimed squarely at children. YouTube Kids limits the world of content on the service to curated, family-friendly videos, channels, and educational clips. It also includes features like timer settings to limit screen time and a search function. The search gives users access to YouTube’s main database of videos, but that YouTube Kids’ results are automatically filtered for safe content. The service also gives adults a range of parental controls, including the ability to disable search completely, limit screen time and cap the volume. Google has disabled comments on the service, but it does show some kid-friendly ads.

There are multiple independent, third party apps of varying quality. These are mostly from smaller startups with limited revenue. Some of these could be effective, but involves searching for the right app and downloading it on all devices. The illustration covers some of the apps in this space.

Illustration of apps for limiting gadget usage

Figure 9:  Illustration of apps for limiting gadget usage

From our research on these topic regulations seems to have limited impact in helping reduce gadget addiction and usage. There have been multiple regulations, bans and reversals for usage of gadgets in schools.

A girls’ school is banning wearable activity trackers and smartwatches because of concerns that pupils are skipping lunch if they fail to meet their calorie and exercise targets [33] . This article also suggests that “Social media addiction is thought to affect around 5% of young people, with social media being described as more addictive than cigarettes and alcohol” - which ties in with the HOOK model.

The French government in Dec 2017 decided to ban students from using mobile phones in the country’s primary, junior and middle schools [34] . Children will be allowed to bring their phones to school, but not allowed to get them out at any time until they leave, even during breaks.

Although students have been using cell phones consistently in their daily lives for almost a decade, many public schools continue to resist allowing the devices into the classroom. Schools generally grapple with new technologies, but cell phones’ reputation as a nuisance and a distraction has been hard to dislodge. Recently, however, the acceptance of these devices has been growing. Beginning in March, New York City, the largest school district in the country with 1.1 million students, will reverse its long standing ban on cell phones in schools [35] .

Centre for Humane Tech suggests humane design and applying political pressure as two of the ways to move forward for making gadgets less addictive [36] . Regulation alone will not help drive change, regulation can help support the change.

Self-awareness is key to reducing gadget addiction. Consumer demand for change becomes a forcing function for companies — device makers and popular app makers to recognize this problem and work towards having better designed — “humane designed” technology that aids use.

Consumers do not want to use technology/products that they know are harmful, especially when it harms their kids. We should increase awareness, spread the message such that consumers recognize the difference between technology designed to extract the most attention from us, and technology whose goals are aligned with our own. Consumers need to take control of their digital lives with better tools, habits and demand to make this change.

Having a more aware set of consumers and users will force policy makers and also help push regulations and policies in the right direction. Being self-aware enables us to be mindful and enjoy life moments without being glued to our screens and spend quality time with our loved ones.

Recommendations — which of these will have more impact?

We compared gadget addiction with other addiction paradigms to see what has worked in that context so that we can use the learnings.

Other Addiction Paradigms  

Obesity: This has been a raging problem in the US, especially impacting the younger generation. Research has shown that shame campaigns like “fat = bad” has not worked. But the campaigns around positive reinforcement of healthy habits have seen resounding success.

Tobacco Addiction: In the US alone, we spend close to 240 billion dollars in treating tobacco addiction. This a growing problem. There have been several successful programs and some not so successful. The government regulation exists for tobacco manufacturers to have the Surgeon General's Warning on the ill-effects of using tobacco. While every smoker reads it they still continue to smoke, it has become an issue of passionate defiance, addiction - an emotional dependence as smokers feel it helps them cope with stress, anxiety etc. Smokers still act against their best interest. [37]

CDC has said that the campaigns against smoking is working, but need to be rolled out nationally and continuously. Their initial efforts have shown that up to 100,000 smokers quit from these campaigns — a good sign. The most common problem smokers cite is that everyone around them smoked. Moving away from these groups has also shown positive effects in quitting smoking.

Drug/Alcohol Addiction: This has become part and parcel of our typical public health landscape. We see campaigns like “Don’t drink and drive,” the fines and punishment for DUI, etc. There have been some successful campaigns that permeate our society which are commonly known as “Don’t let your friend drink and drive” and the “designated driver program.” Some of these have become the terminology that we adopted in our daily lives. Some of these campaigns do work effectively.

Based on other addiction paradigms, campaigns can work if they focus on the right habits and not focus on shaming. Governing bodies might bring in regulations for companies to address this area either through self-awareness campaigns or by regulating detection of device abuse. With that said, device makers will have the bulk share of the responsibility to integrate them into the devices. While the regulations will have an impact but the device and self-awareness campaigns will have a more pronounced effect as seen in other addiction paradigms.

Where can we expect change from?

Device makers have best reach/effectiveness. We feel device makers will enable capabilities for users to turn on device abuse and notifications. But this can only be useful if users are self-aware that they have a problem with addiction to a gadget. These two – device makers and self-awareness — are the biggest change drivers.

We expect policy and regulations to have reasonable impact, but they need to work along with users and device makers to work out a good balance. Standalone apps to reduce screen time, etc. need users to be aware to download these apps. Popular app makers have less incentive to change their freemium or advertising revenue by reducing screen time and so unless there is a strong awareness from the user base which is pushing for change, popular app makers have little incentive to change.

Pie chart of sources of change and impact

Figure 10: Sources of change and impact

How do we see this playing out in the future?

As we have more and more gadgets entering our daily life, we will accept, adapt and evolve to lead device interrupted life as the new norm. Right now we are seeing a big increase in the number of digital assistants. Interaction will move from keyboard to more spoken forms and gestures. Voice and gestures will be the primary interface in the future. Augmented Reality (AR) is technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view. AR will provide contextual information just in time as we go through our daily routines.

Technology and gadgets would have become an integral part of human lifestyle, and will only continue to increase with years to come. The form factors of gadgets and how humans interact with them may change. However, fundamentally as a human society we should continue to be aware and make sure we do live a fulfilling life by not becoming addicted to machines and continue to emphasize and cherish the human connection in our lives.

Works Cited

[1] https://www.psychologytoday.com/us/blog/fulfillment-any-age/201609/is-why-we-cant-put-down-our-phones

[2] https://www.smartinsights.com/mobile-marketing/mobile-marketing-analytics/mobile-marketing-statistics/

[3] http://www.businessofapps.com/data/app-statistics/#3

[4] http://humanetech.com/problem/

[5] https://www.nirandfar.com/2012/03/how-to-manufacture-desire.html

[6] https://www.ama.org/publications/MarketingNews/Pages/feeding-the-addiction.aspx

[7] https://www.commonsensemedia.org/sites/default/files/uploads/research/csm_2016_technology_addiction_research_brief_0.pdf

[8] https://jamanetwork.com/journals/jamapediatrics/fullarticle/383813

[9] https://blog.chocchildrens.org/effects-of-screen-time-on-childrens-vision/

[10] https://www.cbsnews.com/news/screen-time-digital-eye-strain/

[11] https://blog.chocchildrens.org/effects-of-screen-time-on-childrens-vision/

[12] http://www.digitalresponsibility.org/technology-and-hearing-loss

[13] https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5440123/

[14] https://en.wikipedia.org/wiki/Cognitive_behavioral_therapy

[15] https://www.theguardian.com/world/2011/feb/25/twitter-facebook-uprisings-arab-libya

[16] https://www.economist.com/news/leaders/21730871-facebook-google-and-twitter-were-supposed-save-politics-good-information-drove-out

[17] https://www.economist.com/news/leaders/21730871-facebook-google-and-twitter-were-supposed-save-politics-good-information-drove-out

[18] https://www.theguardian.com/technology/2018/jan/08/apple-investors-iphone-addiction-children

[19] https://www.nytimes.com/2018/02/04/technology/early-facebook-google-employees-fight-tech.html

[20] http://humanetech.com/

[21] https://www.wired.com/story/center-for-humane-technology-tech-addiction/

[22] https://www.nytimes.com/2018/01/12/technology/grayscale-phone.html

[23] https://9to5mac.com/2018/01/08/improved-parental-controls-ios/

[24] https://9to5mac.com/2018/03/14/apple-parental-controls-features/

[25] https://techcrunch.com/2017/03/15/google-introduces-family-link-its-own-parental-control-software-for-android/

[26] https://meetcircle.com/

[27] https://www.unglue.com/

[28] https://koalasafe.com/

[29] https://www.asecurelife.com/best-parental-controls-for-wireless-networks/#torch

[30] https://www.facebook.com/zuck/posts/10104413015393571

[31] https://www.theguardian.com/technology/2018/jan/11/facebook-news-feed-algorithm-overhaul-mark-zuckerberg

[32] https://techcrunch.com/2015/02/23/hands-on-with-youtube-kids-googles-newly-launched-child-friendly-youtube-app/

[33] https://www.theguardian.com/society/2017/jul/12/gloucestershire-school-clamps-down-smartphones-activity-trackers-pupils

[34] https://www.theguardian.com/world/2017/dec/11/france-to-ban-mobile-phones-in-schools-from-september

[35] https://www.wsj.com/articles/cellphone-ban-in-nyc-schools-to-end-1420602754

[36] http://humanetech.com/problem#the-way-forward

[37] https://www.cnn.com/2014/01/11/health/still-smoking/index.html

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Gadget Addiction and the Students’ Achievement

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... The questionnaire consisted of a list of statements and questions with several choices adapted from Kwon et al. (2013). ...

... Gadget users spend so much time Gadget Addiction and the Students’ Achievement 327 Vol. 1 (3), August 2021 though they might already feel pain in their wrist, at the back of their neck, and in their eyes, head, etc. (Kwon et al., 2013). ...

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... Moreover, Alhola & Polo-Kantola (2007) argue that total sleep deprivation due to gadget addiction impairs attention and working memory, but it also affects other functions, such as long-term memory and decisionmaking. ...

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... According to Starcevic (2019), females tend to be more curious about any emotional information such as gossip on social media than men. ...

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... Then, Karpinski et al. (2013) noticed that students used their gadgets for more than 6 hours per day. ...

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Device Addiction: Consequences and Solutions Essay

Introduction, definition of addiction, negative consequences of smartphone addiction, a possible solution for this problem, works cited.

The incredible usability and portability of smartphones increased their popularity and changed people’s lives worldwide. Indeed, these devices offer a wide range of options that allow users to search for information online, connect with others on social media, access entertainment websites, participate in conferences, text, take pictures, and organize their lives (Yu and Sussman 1). However, the use of smartphones was found to have similar features to addiction, “including preoccupation, tolerance, inability to control craving, impairment of daily life functions, disregard to harmful consequences, and withdrawal” (Matar Boumosleh and Jaalouk 2). Furthermore, people are now at increased risk for traffic accidents, sleep disturbances, musculoskeletal disorders, vision deterioration, and mental health problems as a result of excessive smartphone use, especially among children and young adults (Yu and Sussman 1). Still, device addiction has not been clearly defined yet because of the lack of sufficient evidence-based research on this topic and the widespread utilization of smartphones (Yu and Sussman 16). Innovative technologies seem to be becoming a significant issue for humanity’s wellbeing owing to increasing device addiction trends, leading to people’s everyday lives disturbance and social withdrawal, which requires monitoring and proper intervention.

Device dependence is not listed in the DSM-5 manual of psychiatric disorders, but it describes addiction even though it is not a medical term. This concept can be defined as an increasing priority and need in a substance or object that leads to physical or emotional harm, functional impairment, and physical dependence (Panova and Carbonell 253). Addiction is a clinical problem, a critical feature of which is substantial impairment to daily life. Hence, other problematic behaviors that do not have a tremendous negative effect on an individual’s functionality cannot be considered a clinical condition that needs therapeutic intervention.

Is Device Addiction Real?

Although global society has raised the issue of device addiction, it still lacks sufficient scientific data to be classified as a medical problem; therefore, it is unclear whether this issue is real. Still, it often shares specific features with other psychiatric conditions, like substance use disorder and internet gaming disorder (Matar Boumosleh and Jaalouk 2). Indeed, according to Nelson and Pieper, more than 260 million people suffer from device dependence worldwide (2). One of the essential traits of smartphone addiction is tolerance which is defined as “a gradual increase in the mobile phone use to obtain the same level of satisfaction” (Panova and Carbonell 254). Other addiction characteristics such as the loss of control and relapse can also be present, but they are difficult to assess in the case of these devices.

The two other features that should be reviewed to reveal if smartphone use transformed into dependence are salience and withdrawal. Firstly, salience can be defined as raising the priority of a specific question or object, resulting in persistent thinking about them (Panova and Carbonell 254). For example, this trait is considered to be present in a person who recalls one’s smartphone even when it is not being utilized. Secondly, withdrawal is the feeling of discomfort when not checking one’s phone. However, it is hard to measure whether more hours spent with the device are dysfunctional because smartphones are now integral elements of people’s lives, assisting them in education, job, and business. Therefore, it is crucial to discover the true motives behind increased use; otherwise, anything can be categorized as device addiction.

The main issue with classifying this problem is that some researchers still suggest distinguishing device addiction and dependence on the Internet, social media, and various applications. For instance, Panova and Carbonell claim that similar to a needle in drug use and the glass in alcohol abuse; a smartphone can be considered a vessel that delivers the object of craving (255). Therefore, excessive time spent on the Internet and social media should be categorized as different addictions (Panova and Carbonell 256). Since smartphones are the primary tools for accessing entertainment platforms, this distinction in terminology and classification should be considered insignificant since these inventions are advancements in connecting individuals with technologies (Nelson and Pieper 10). Moreover, behavioral addiction is much easier to conceal than substance use disorder or gambling disorder (Nelson and Pieper 2). However, this behavior becomes a central problem when people are ready to sacrifice human interaction, work, hobbies, and other activities for spending time with their smart screens. Thus, any heavy use of phones not related to job duties or direct communication with family and friends should be viewed as a technological addiction which may need medical attention.

Although no data are available about the negative consequences of device addiction, it affects people’s mental and physical health. For example, according to Panova and Carbonell, smartphone users occasionally report mild tendonitis, wrist pain, blurred vision, headaches, light-headedness, and sometimes traffic accidents (254). Furthermore, the study by Matar Boumosleh and Jaalouk showed that students with device addiction were found to have sleep disturbance, which was an obstacle to their daily activities, leading to a drop in academic performance (7). Specifically, 35% of the study participants reported tiredness during the day due to poor sleep quality caused by smartphone use (Matar Boumosleh and Jaalouk 9). Still, the lack of data is not proof of no effect but indicates insufficient research in this field. The psychological issues associated with smartphone overuse include social withdrawal, low self-esteem, anxiety, and depression (Matar Boumosleh and Jaalouk 1; Yu and Sussman 16). If these problems are not timely and adequately addressed, the outcomes for people addicted to their devices may be severe.

The severe device addiction cases and mild disturbances may be resolved with behavioral change. Researchers suggest developing self-control in all types of addictions because dependence develops from an inability to understand and regulate one’s thoughts and emotions, particularly in adolescents and young adults who prefer instant gratification (Schulz van Endert 3). Hence, behavioral training should be applied to help them learn to delay cravings and overcome smartphone addiction (Schulz van Endert 3). In fact, Schulz van Endert states that “exertion of self-control suppresses the impulse of choosing a smaller, immediate reward and biases choice behavior towards the larger, delayed reward” (3). Furthermore, regulation of emotions and behaviors is a learned trait that should be taught in families, schools, and other educational institutions. Lastly, another possibility is sending these people for therapeutic consultations if the problem is beyond parents’ and teachers’ competence.

In summary, device addiction appears to be a serious issue that concerns the global population but is not adequately investigated. Since many people use smartphones, it is sometimes challenging to distinguish between abnormal and regular usage. Indeed, device addiction has some common features with other conditions of analogous attitude and behavior. Specifically, people with smartphone dependence seem to have tolerance, salience, and withdrawal symptoms. Some scholars suggest that device addiction should be categorized as a different disorder. However, new smartphone features can be considered an extension of technological advancement; thus, making such a distinction between the Internet and device addiction is not critical. Instead, research should focus on understanding the neurobiology of smartphone overuse and developing new methods of training self-control to reduce screen time, preventing various negative physiological and mental consequences of this addiction.

Matar Boumosleh, Jocelyne, and Doris Jaalouk. “Depression, Anxiety, and Smartphone Addiction in University Students-A Cross-Sectional Study.” PloS One, vol. 12, no. 8, 2017, pp. 1-14.

Nelson, Justin J., and Christopher M. Pieper. “Who’s an iAddict? A Sociodemographic Exploration of Device Addiction Among American Adults.” Social Science Quarterly , vol. 101 no. 5, 2020, pp. 2071-2084.

Panova, Tayana, and Xavier Carbonell. “Is Smartphone Addiction Really an Addiction?” Journal of Behavioral Addictions , vol. 7, no. 2, 2018, pp. 252-259.

Schulz van Endert, Tim. “Addictive Use of Digital Devices in Young Children: Associations with Delay Discounting, Self-Control and Academic Performance.” PloS One , vol. 16, no. 6, 2021, pp. 1-12.

Yu, Sheila, and Steve Sussman. “Does Smartphone Addiction Fall on a Continuum of Addictive Behaviors?” International Journal of Environmental Research and Public Health , vol. 17, no. 2, 2020, pp. 1-21.

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THE IMPACT OF GADGETS IN LEARNING AMONG GRADE 11 STUDENTS

Profile image of Jerelyn Patacsil

The main objective of this study was to determine the impact of gadgets in learning among Grade 11-STEM students at Urdaneta City National High School during the school year 2017-2018. It looked into the frequency of use of the gadgets in learning which are cellphones, computers, and tablets and the the impact of gadgets in learning as perceived by the students. Further, it determined the significant relationship between the frequency of use and the impact of gadgets. The study was conducted at Urdaneta City National High School, Urdaneta City which included 70 Grade 11 student respondents who are enrolled in the Science, Technology, Engineering and Mathematics (STEM) strand during the school year 2017-2018. This study made use of the quantitative research design with the questionnaire as the main gathering tool. The data were tabulated into a contingency table and treated with the proper statistical measures. For problem number 1 and 2, the Average Weighted Mean method was used; a four-point scale and five-point scale Likert scale was used in the analysis. The problem number 3 and the null hypothesis were tested for its significance using the Pearson Product Correlation method. Relative to the analyses and interpretation of data, it was deducted that cellphones are always used by the students, computers are sometimes used by the students and tablets are seldom used by the students in learning. This study also deducted that the use of gadgets has a moderately positive impact in learning but it also has a slightly negative impact. It was also deducted that there was no significant correlation between the frequency of use and the impact of gadgets.

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thesis statement about gadget addiction

Jerome Deiparine

Advances in Mobile Learning Educational Research

Achmad Hilal Madjdi

This research aims to determine how much influence gadgets have on the learning outcomes of grade 4 elementary school students. This research is quantitative research with an ex post facto research design. In this study, the sampling technique used random cluster sampling with a population of 859 students and a sample of 141 students. The research instruments were questionnaires and tests. Instrument test using validity test and reliability test. The data analysis of the normality test, linearity test, and hypothesis test with the regression test, f-test, t-test and the coefficient of determination. The study’s results showed a significant effect of the use of gadgets on student learning outcomes by 23.5%, with a correlation value of 0.491. Τhis indicates that the relationship influence of the role of parents, students&#39; learning motivation and the use of gadgets on student learning outcomes is powerful and significant.

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2 Abstract The term technology comes from the Greek word "techne", which means the art or skill used in order to solve a problem, improve a pre-existing solution to a problem, achieve a goal, handle an applied input/ output relation or perform a specific function; technology is the making, modification, usage and knowledge of tools, machines, techniques and method of organisation (Liddel, Scott, Jones & McKenzie, 1940). That means, it can refer to the collection of tools,

International Journal of Social Learning (IJSL)

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Using gadgets cannot be avoided in daily life. It becomes more primary for students in higher education since they change to learn online during the covid−19 pandemic period. They should use gadgets focusing on education, but unfortunately, studies had reported that students are addicted to using gadgets to access some entertaining applications. Therefore, it was essential to investigate how the students manage using gadgets and their effects on their achievement. This survey research required the student&#39;s responses to a Gadget Scale-Short Version (SAS-SV) Addict item. The researchers collected data using a survey questionnaire on Google Form to determine how using gadgets affects the students&#39; achievement. This research was done from August to December 2020. The results showed that both male and female students were identified as high-risk addicted. Moreover, the gadget addiction had terrible effects on the student&#39;s physical and psychological even though it did not si...

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mildred lozano

Technology has always flourished for the gain of mankind. Broadly speaking, all cellular phones, laptops and computers belong to technological devices. Thus, students used these devices for learning. This quantitative inquiry investigated the use of technological devices of students and its relationship to their academic performance. Hence, a researcher-made questionnaire was utilized to answer the descriptive and inferential questions. It was found out that there is no significant difference between the use of technological devices and the academic performance of students. But there was a significant relationship found between the two variables. A recommendation on the use of both traditional method and use of technological devices was made to augment and improve the learning needs of the students.

The Asian Institute of Research Education Quarterly Reviews

Widodo Zuhdi , Widiputera Ferdi

Abstract This study aims to determine the impact of using gadgets on psychosocial, socio-emotional development, selfreliance, responsibility, and student learning outcomes. The focus of this study is elementary school students in urban areas with samples taken from six schools, three each in East Jakarta and South Jakarta in the Indonesian capital city, DKI Jakarta. The results showed that the use of gadgets had a significant influence on psychosocial, socio-emotional, self-reliance, responsibility development, then this variable became mediation which had a significant influence on student learning outcomes. Although it can have a positive or negative impact, it is difficult to limit the use of this gadget to students. For this reason, it is recommended that teachers be able to develop and utilize the use of gadgets in teaching and learning activities to students, encourage creativity, critical thinking, collaborative learning, and encourage problem solving learning. Every element in the school (headmaster, class teacher, guidance and counseling teacher, and others) must intensively explain to students about the impact of using positive or negative gadgets. Schools also need to work with parents to pay more attention to and control the use of gadgets by their children at home. Keywords: Gadget, Psychosocial, Socio-Emotional, Self-Reliance, Responsibility, Student Learning Results

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International Journal of Research & Review (IJRR)

Technological advances are now very rapid and increasingly sophisticated. Many of the technology that have been created make such a great change in human life in various fields. Likewise, the Gadget can be used as a learning resource for students of class XII SMA Panca Budi Medan. The purpose of this research is to know the monitoring of gadgets as a source of learning in grade XII SMA Panca Budi Medan, to know the constraints on Gadget use as a source of learning students in the class XII SMA Panca Budi Medan. The study was conducted at the class XII SMA Panca Budi Medan located at Jalan jendral Gatot Subroto Km. 4,5 Sub-district of Simpang Tanjung Sub-village of Medan Sunggal Medan Municipality of North Sumatera Province. This research uses a qualitative approach. Data acquisition can be through primary data sourced from teachers and principals, while secondary data from the students of class XII SMA Panca Budi Medan. Gadgets are one of the supporting tools and learning resources for students. Nowadays we often find the utilization of gadgets to be one of the technology that can help teachers, students in obtaining materials in teaching and learning poses. In order to obtain the proper use of gadgets in the school teachers must always supervise the participants in order not to be wrong in their use. The use of gadgets should also be something that can help students gain data, make it easier and help students in achieving achievements. The use of Gadget as a source of learning for class XII SMA Panca Budi Medan is used by students during the learning process after receiving instruction from teachers who teach subjects to find materials or issues related to learning topics from the teacher concerned, but when the teacher does not instruct the student then Gadget can not be used freely.

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Internet Addiction: A Brief Summary of Research and Practice

Hilarie cash.

a reSTART Internet Addiction Recovery Program, Fall City, WA 98024

Cosette D Rae

Ann h steel, alexander winkler.

b University of Marburg, Department for Clinical Psychology and Psychotherapy, Gutenbergstraße 18, 35032 Marburg, Germany

Problematic computer use is a growing social issue which is being debated worldwide. Internet Addiction Disorder (IAD) ruins lives by causing neurological complications, psychological disturbances, and social problems. Surveys in the United States and Europe have indicated alarming prevalence rates between 1.5 and 8.2% [1]. There are several reviews addressing the definition, classification, assessment, epidemiology, and co-morbidity of IAD [2-5], and some reviews [6-8] addressing the treatment of IAD. The aim of this paper is to give a preferably brief overview of research on IAD and theoretical considerations from a practical perspective based on years of daily work with clients suffering from Internet addiction. Furthermore, with this paper we intend to bring in practical experience in the debate about the eventual inclusion of IAD in the next version of the Diagnostic and Statistical Manual of Mental Disorders (DSM).

INTRODUCTION

The idea that problematic computer use meets criteria for an addiction, and therefore should be included in the next iteration of the Diagnostic and Statistical Manual of Mental Disorders (DSM) , 4 th ed. Text Revision [ 9 ] was first proposed by Kimberly Young, PhD in her seminal 1996 paper [ 10 ]. Since that time IAD has been extensively studied and is indeed, currently under consideration for inclusion in the DSM-V [ 11 ]. Meanwhile, both China and South Korea have identified Internet addiction as a significant public health threat and both countries support education, research and treatment [ 12 ]. In the United States, despite a growing body of research, and treatment for the disorder available in out-patient and in-patient settings, there has been no formal governmental response to the issue of Internet addiction. While the debate goes on about whether or not the DSM-V should designate Internet addiction a mental disorder [ 12 - 14 ] people currently suffering from Internet addiction are seeking treatment. Because of our experience we support the development of uniform diagnostic criteria and the inclusion of IAD in the DSM-V [ 11 ] in order to advance public education, diagnosis and treatment of this important disorder.

CLASSIFICATION

There is ongoing debate about how best to classify the behavior which is characterized by many hours spent in non-work technology-related computer/Internet/video game activities [ 15 ]. It is accompanied by changes in mood, preoccupation with the Internet and digital media, the inability to control the amount of time spent interfacing with digital technology, the need for more time or a new game to achieve a desired mood, withdrawal symptoms when not engaged, and a continuation of the behavior despite family conflict, a diminishing social life and adverse work or academic consequences [ 2 , 16 , 17 ]. Some researchers and mental health practitioners see excessive Internet use as a symptom of another disorder such as anxiety or depression rather than a separate entity [e.g. 18]. Internet addiction could be considered an Impulse control disorder (not otherwise specified). Yet there is a growing consensus that this constellation of symptoms is an addiction [e.g. 19]. The American Society of Addiction Medicine (ASAM) recently released a new definition of addiction as a chronic brain disorder, officially proposing for the first time that addiction is not limited to substance use [ 20 ]. All addictions, whether chemical or behavioral, share certain characteristics including salience, compulsive use (loss of control), mood modification and the alleviation of distress, tolerance and withdrawal, and the continuation despite negative consequences.

DIAGNOSTIC CRITERIA FOR IAD

The first serious proposal for diagnostic criteria was advanced in 1996 by Dr. Young, modifying the DSM-IV criteria for pathological gambling [ 10 ]. Since then variations in both name and criteria have been put forward to capture the problem, which is now most popularly known as Internet Addiction Disorder. Problematic Internet Use (PIU) [ 21 ], computer addiction, Internet dependence [ 22 ], compulsive Internet use, pathological Internet use [ 23 ], and many other labels can be found in the literature. Likewise a variety of often overlapping criteria have been proposed and studied, some of which have been validated. However, empirical studies provide an inconsistent set of criteria to define Internet addiction [ 24 ]. For an overview see Byun et al . [ 25 ].

Beard [ 2 ] recommends that the following five diagnostic criteria are required for a diagnosis of Internet addiction: (1) Is preoccupied with the Internet (thinks about previous online activity or anticipate next online session); (2) Needs to use the Internet with increased amounts of time in order to achieve satisfaction; (3) Has made unsuccessful efforts to control, cut back, or stop Internet use; (4) Is restless, moody, depressed, or irritable when attempting to cut down or stop Internet use; (5) Has stayed online longer than originally intended. Additionally, at least one of the following must be present: (6) Has jeopardized or risked the loss of a significant relationship, job, educational or career opportunity because of the Internet; (7) Has lied to family members, therapist, or others to conceal the extent of involvement with the Internet; (8) Uses the Internet as a way of escaping from problems or of relieving a dysphoric mood (e.g., feelings of helplessness, guilt, anxiety, depression) [ 2 ].

There has been also been a variety of assessment tools used in evaluation. Young’s Internet Addiction Test [ 16 ], the Problematic Internet Use Questionnaire (PIUQ) developed by Demetrovics, Szeredi, and Pozsa [ 26 ] and the Compulsive Internet Use Scale (CIUS) [ 27 ] are all examples of instruments to assess for this disorder.

The considerable variance of the prevalence rates reported for IAD (between 0.3% and 38%) [ 28 ] may be attributable to the fact that diagnostic criteria and assessment questionnaires used for diagnosis vary between countries and studies often use highly selective samples of online surveys [ 7 ]. In their review Weinstein and Lejoyeux [ 1 ] report that surveys in the United States and Europe have indicated prevalence rates varying between 1.5% and 8.2%. Other reports place the rates between 6% and 18.5% [ 29 ].

“Some obvious differences with respect to the methodologies, cultural factors, outcomes and assessment tools forming the basis for these prevalence rates notwithstanding, the rates we encountered were generally high and sometimes alarming.” [ 24 ]

There are different models available for the development and maintenance of IAD like the cognitive-behavioral model of problematic Internet use [ 21 ], the anonymity, convenience and escape (ACE) model [ 30 ], the access, affordability, anonymity (Triple-A) engine [ 31 ], a phases model of pathological Internet use by Grohol [ 32 ], and a comprehensive model of the development and maintenance of Internet addiction by Winkler & Dörsing [ 24 ], which takes into account socio-cultural factors ( e.g. , demographic factors, access to and acceptance of the Internet), biological vulnerabilities ( e.g. , genetic factors, abnormalities in neurochemical processes), psychological predispositions ( e.g. , personality characteristics, negative affects), and specific attributes of the Internet to explain “excessive engagement in Internet activities” [ 24 ].

NEUROBIOLOGICAL VULNERABILITIES

It is known that addictions activate a combination of sites in the brain associated with pleasure, known together as the “reward center” or “pleasure pathway” of the brain [ 33 , 34 ]. When activated, dopamine release is increased, along with opiates and other neurochemicals. Over time, the associated receptors may be affected, producing tolerance or the need for increasing stimulation of the reward center to produce a “high” and the subsequent characteristic behavior patterns needed to avoid withdrawal. Internet use may also lead specifically to dopamine release in the nucleus accumbens [ 35 , 36 ], one of the reward structures of the brain specifically involved in other addictions [ 20 ]. An example of the rewarding nature of digital technology use may be captured in the following statement by a 21 year-old male in treatment for IAD:

“I feel technology has brought so much joy into my life. No other activity relaxes me or stimulates me like technology. However, when depression hits, I tend to use technology as a way of retreating and isolating.”

REINFORCEMENT/REWARD

What is so rewarding about Internet and video game use that it could become an addiction? The theory is that digital technology users experience multiple layers of reward when they use various computer applications. The Internet functions on a variable ratio reinforcement schedule (VRRS), as does gambling [ 29 ]. Whatever the application (general surfing, pornography, chat rooms, message boards, social networking sites, video games, email, texting, cloud applications and games, etc.), these activities support unpredictable and variable reward structures. The reward experienced is intensified when combined with mood enhancing/stimulating content. Examples of this would be pornography (sexual stimulation), video games (e.g. various social rewards, identification with a hero, immersive graphics), dating sites (romantic fantasy), online poker (financial) and special interest chat rooms or message boards (sense of belonging) [ 29 , 37 ].

BIOLOGICAL PREDISPOSITION

There is increasing evidence that there can be a genetic predisposition to addictive behaviors [ 38 , 39 ]. The theory is that individuals with this predisposition do not have an adequate number of dopamine receptors or have an insufficient amount of serotonin/dopamine [ 2 ], thereby having difficulty experiencing normal levels of pleasure in activities that most people would find rewarding. To increase pleasure, these individuals are more likely to seek greater than average engagement in behaviors that stimulate an increase in dopamine, effectively giving them more reward but placing them at higher risk for addiction.

MENTAL HEALTH VULNERABILITIES

Many researchers and clinicians have noted that a variety of mental disorders co-occur with IAD. There is debate about which came first, the addiction or the co-occurring disorder [ 18 , 40 ]. The study by Dong et al . [ 40 ] had at least the potential to clarify this question, reporting that higher scores for depression, anxiety, hostility, interpersonal sensitivity, and psychoticism were consequences of IAD. But due to the limitations of the study further research is necessary.

THE TREATMENT OF INTERNET ADDICTION

There is a general consensus that total abstinence from the Internet should not be the goal of the interventions and that instead, an abstinence from problematic applications and a controlled and balanced Internet usage should be achieved [ 6 ]. The following paragraphs illustrate the various treatment options for IAD that exist today. Unless studies examining the efficacy of the illustrated treatments are not available, findings on the efficacy of the presented treatments are also provided. Unfortunately, most of the treatment studies were of low methodological quality and used an intra-group design.

The general lack of treatment studies notwithstanding, there are treatment guidelines reported by clinicians working in the field of IAD. In her book “Internet Addiction: Symptoms, Evaluation, and Treatment”, Young [ 41 ] offers some treatment strategies which are already known from the cognitive-behavioral approach: (a) practice opposite time of Internet use (discover patient’s patterns of Internet use and disrupt these patterns by suggesting new schedules), (b) use external stoppers (real events or activities prompting the patient to log off), (c) set goals (with regard to the amount of time), (d) abstain from a particular application (that the client is unable to control), (e) use reminder cards (cues that remind the patient of the costs of IAD and benefits of breaking it), (f) develop a personal inventory (shows all the activities that the patient used to engage in or can’t find the time due to IAD), (g) enter a support group (compensates for a lack of social support), and (h) engage in family therapy (addresses relational problems in the family) [ 41 ]. Unfortunately, clinical evidence for the efficacy of these strategies is not mentioned.

Non-psychological Approaches

Some authors examine pharmacological interventions for IAD, perhaps due to the fact that clinicians use psychopharmacology to treat IAD despite the lack of treatment studies addressing the efficacy of pharmacological treatments. In particular, selective serotonin-reuptake inhibitors (SSRIs) have been used because of the co-morbid psychiatric symptoms of IAD (e.g. depression and anxiety) for which SSRIs have been found to be effective [ 42 - 46 ]. Escitalopram (a SSRI) was used by Dell’Osso et al . [ 47 ] to treat 14 subjects with impulsive-compulsive Internet usage disorder. Internet usage decreased significantly from a mean of 36.8 hours/week to a baseline of 16.5 hours/week. In another study Han, Hwang, and Renshaw [ 48 ] used bupropion (a non-tricyclic antidepressant) and found a decrease of craving for Internet video game play, total game play time, and cue-induced brain activity in dorsolateral prefrontal cortex after a six week period of bupropion sustained release treatment. Methylphenidate (a psycho stimulant drug) was used by Han et al . [ 49 ] to treat 62 Internet video game-playing children diagnosed with attention-deficit hyperactivity disorder. After eight weeks of treatment, the YIAS-K scores and Internet usage times were significantly reduced and the authors cautiously suggest that methylphenidate might be evaluated as a potential treatment of IAD. According to a study by Shapira et al . [ 50 ], mood stabilizers might also improve the symptoms of IAD. In addition to these studies, there are some case reports of patients treated with escitalopram [ 45 ], citalopram (SSRI)- quetiapine (antipsychotic) combination [ 43 ] and naltrexone (an opioid receptor antagonist) [ 51 ].

A few authors mentioned that physical exercise could compensate the decrease of the dopamine level due to decreased online usage [ 52 ]. In addition, sports exercise prescriptions used in the course of cognitive behavioral group therapy may enhance the effect of the intervention for IAD [ 53 ].

Psychological Approaches

Motivational interviewing (MI) is a client-centered yet directive method for enhancing intrinsic motivation to change by exploring and resolving client ambivalence [ 54 ]. It was developed to help individuals give up addictive behaviors and learn new behavioral skills, using techniques such as open-ended questions, reflective listening, affirmation, and summarization to help individuals express their concerns about change [ 55 ]. Unfortunately, there are currently no studies addressing the efficacy of MI in treating IAD, but MI seems to be moderately effective in the areas of alcohol, drug addiction, and diet/exercise problems [ 56 ].

Peukert et al . [ 7 ] suggest that interventions with family members or other relatives like “Community Reinforcement and Family Training” [ 57 ] could be useful in enhancing the motivation of an addict to cut back on Internet use, although the reviewers remark that control studies with relatives do not exist to date.

Reality therapy (RT) is supposed to encourage individuals to choose to improve their lives by committing to change their behavior. It includes sessions to show clients that addiction is a choice and to give them training in time management; it also introduces alternative activities to the problematic behavior [ 58 ]. According to Kim [ 58 ], RT is a core addiction recovery tool that offers a wide variety of uses as a treatment for addictive disorders such as drugs, sex, food, and works as well for the Internet. In his RT group counseling program treatment study, Kim [ 59 ] found that the treatment program effectively reduced addiction level and improved self-esteem of 25 Internet-addicted university students in Korea.

Twohig and Crosby [ 60 ] used an Acceptance & Commitment Therapy (ACT) protocol including several exercises adjusted to better fit the issues with which the sample struggles to treat six adult males suffering from problematic Internet pornography viewing. The treatment resulted in an 85% reduction in viewing at post-treatment with results being maintained at the three month follow-up (83% reduction in viewing pornography).

Widyanto and Griffith [ 8 ] report that most of the treatments employed so far had utilized a cognitive-behavioral approach. The case for using cognitive-behavioral therapy (CBT) is justified due to the good results in the treatment of other behavioral addictions/impulse-control disorders, such as pathological gambling, compulsive shopping, bulimia nervosa, and binge eating-disorders [ 61 ]. Wölfling [ 5 ] described a predominantly behavioral group treatment including identification of sustaining conditions, establishing of intrinsic motivation to reduce the amount of time being online, learning alternative behaviors, engagement in new social real-life contacts, psycho-education and exposure therapy, but unfortunately clinical evidence for the efficacy of these strategies is not mentioned. In her study, Young [ 62 ] used CBT to treat 114 clients suffering from IAD and found that participants were better able to manage their presenting problems post-treatment, showing improved motivation to stop abusing the Internet, improved ability to control their computer use, improved ability to function in offline relationships, improved ability to abstain from sexually explicit online material, improved ability to engage in offline activities, and improved ability to achieve sobriety from problematic applications. Cao, Su and Gao [ 63 ] investigated the effect of group CBT on 29 middle school students with IAD and found that IAD scores of the experimental group were lower than of the control group after treatment. The authors also reported improvement in psychological function. Thirty-eight adolescents with IAD were treated with CBT designed particularly for addicted adolescents by Li and Dai [ 64 ]. They found that CBT has good effects on the adolescents with IAD (CIAS scores in the therapy group were significant lower than that in the control group). In the experimental group the scores of depression, anxiety, compulsiveness, self-blame, illusion, and retreat were significantly decreased after treatment. Zhu, Jin, and Zhong [ 65 ] compared CBT and electro acupuncture (EA) plus CBT assigning forty-seven patients with IAD to one of the two groups respectively. The authors found that CBT alone or combined with EA can significantly reduce the score of IAD and anxiety on a self-rating scale and improve self-conscious health status in patients with IAD, but the effect obtained by the combined therapy was better.

Multimodal Treatments

A multimodal treatment approach is characterized by the implementation of several different types of treatment in some cases even from different disciplines such as pharmacology, psychotherapy and family counseling simultaneously or sequentially. Orzack and Orzack [ 66 ] mentioned that treatments for IAD need to be multidisciplinary including CBT, psychotropic medication, family therapy, and case managers, because of the complexity of these patients’ problems.

In their treatment study, Du, Jiang, and Vance [ 67 ] found that multimodal school-based group CBT (including parent training, teacher education, and group CBT) was effective for adolescents with IAD (n = 23), particularly in improving emotional state and regulation ability, behavioral and self-management style. The effect of another multimodal intervention consisting of solution-focused brief therapy (SFBT), family therapy, and CT was investigated among 52 adolescents with IAD in China. After three months of treatment, the scores on an IAD scale (IAD-DQ), the scores on the SCL-90, and the amount of time spent online decreased significantly [ 68 ]. Orzack et al . [ 69 ] used a psychoeducational program, which combines psychodynamic and cognitive-behavioral theoretical perspectives, using a combination of Readiness to Change (RtC), CBT and MI interventions to treat a group of 35 men involved in problematic Internet-enabled sexual behavior (IESB). In this group treatment, the quality of life increased and the level of depressive symptoms decreased after 16 (weekly) treatment sessions, but the level of problematic Internet use failed to decrease significantly [ 69 ]. Internet addiction related symptom scores significantly decreased after a group of 23 middle school students with IAD were treated with Behavioral Therapy (BT) or CT, detoxification treatment, psychosocial rehabilitation, personality modeling and parent training [ 70 ]. Therefore, the authors concluded that psychotherapy, in particular CT and BT were effective in treating middle school students with IAD. Shek, Tang, and Lo [ 71 ] described a multi-level counseling program designed for young people with IAD based on the responses of 59 clients. Findings of this study suggest this multi-level counseling program (including counseling, MI, family perspective, case work and group work) is promising to help young people with IAD. Internet addiction symptom scores significantly decreased, but the program failed to increase psychological well-being significantly. A six-week group counseling program (including CBT, social competence training, training of self-control strategies and training of communication skills) was shown to be effective on 24 Internet-addicted college students in China [ 72 ]. The authors reported that the adapted CIAS-R scores of the experimental group were significantly lower than those of the control group post-treatment.

The reSTART Program

The authors of this article are currently, or have been, affiliated with the reSTART: Internet Addiction Recovery Program [ 73 ] in Fall City, Washington. The reSTART program is an inpatient Internet addiction recovery program which integrates technology detoxification (no technology for 45 to 90 days), drug and alcohol treatment, 12 step work, cognitive behavioral therapy (CBT), experiential adventure based therapy, Acceptance and Commitment therapy (ACT), brain enhancing interventions, animal assisted therapy, motivational interviewing (MI), mindfulness based relapse prevention (MBRP), Mindfulness based stress reduction (MBSR), interpersonal group psychotherapy, individual psychotherapy, individualized treatments for co-occurring disorders, psycho- educational groups (life visioning, addiction education, communication and assertiveness training, social skills, life skills, Life balance plan), aftercare treatments (monitoring of technology use, ongoing psychotherapy and group work), and continuing care (outpatient treatment) in an individualized, holistic approach.

The first results from an ongoing OQ45.2 [ 74 ] study (a self-reported measurement of subjective discomfort, interpersonal relationships and social role performance assessed on a weekly basis) of the short-term impact on 19 adults who complete the 45+ days program showed an improved score after treatment. Seventy-four percent of participants showed significant clinical improvement, 21% of participants showed no reliable change, and 5% deteriorated. The results have to be regarded as preliminary due to the small study sample, the self-report measurement and the lack of a control group. Despite these limitations, there is evidence that the program is responsible for most of the improvements demonstrated.

As can be seen from this brief review, the field of Internet addiction is advancing rapidly even without its official recognition as a separate and distinct behavioral addiction and with continuing disagreement over diagnostic criteria. The ongoing debate whether IAD should be classified as an (behavioral) addiction, an impulse-control disorder or even an obsessive compulsive disorder cannot be satisfactorily resolved in this paper. But the symptoms we observed in clinical practice show a great deal of overlap with the symptoms commonly associated with (behavioral) addictions. Also it remains unclear to this day whether the underlying mechanisms responsible for the addictive behavior are the same in different types of IAD (e.g., online sexual addiction, online gaming, and excessive surfing). From our practical perspective the different shapes of IAD fit in one category, due to various Internet specific commonalities (e.g., anonymity, riskless interaction), commonalities in the underlying behavior (e.g., avoidance, fear, pleasure, entertainment) and overlapping symptoms (e.g., the increased amount of time spent online, preoccupation and other signs of addiction). Nevertheless more research has to be done to substantiate our clinical impression.

Despite several methodological limitations, the strength of this work in comparison to other reviews in the international body of literature addressing the definition, classification, assessment, epidemiology, and co-morbidity of IAD [ 2 - 5 ], and to reviews [ 6 - 8 ] addressing the treatment of IAD, is that it connects theoretical considerations with the clinical practice of interdisciplinary mental health experts working for years in the field of Internet addiction. Furthermore, the current work gives a good overview of the current state of research in the field of internet addiction treatment. Despite the limitations stated above this work gives a brief overview of the current state of research on IAD from a practical perspective and can therefore be seen as an important and helpful paper for further research as well as for clinical practice in particular.

ACKNOWLEDGEMENTS

Declared none.

CONFLICT OF INTEREST

The authors confirm that this article content has no conflict of interest.

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Cause Of Gadget Addiction

Filed Under: Essays Tagged With: Management , Technology

I. Thesis statement:

There are many causes that can lead to gadgets addiction (dictionary of english, 2001) such as the functionality and physical aspects of the gadgets, source of entertainment, enjoyment and work requirement and also due to lack of time management skills.

A. One of the causes of gadget addiction is people get attracted to the functionality and physical aspects of the gadgets. 1. The fast development of technology and communication around the globe has made many mobile devices company came out with the most advance technology which absolutely attracted .there are many factor that contributes to attraction of consumer which is the functionality aspect. a. Friendly and Companion for daily activity.

i. Multitasking devices which can help us to minimize our schedule as it will make our routine simpler and much organize. ii. Example: cooking instruction apps,navigation apps,dictionary apps. b. Connection accessibility(SSS NAK MIS, 2013)

i. Development of internet connection range accessibility.

ii. Unlimited access to information that easily downloaded from the internet.

2. people are easily attracted with the physical aspect of the gadgets as it is friendly and suite to your hand.

a. Various shape and sizes

The Essay on Physical Condition

In a world driven by a society obsessed with wanting to look and stay healthy, people would give anything to look more like the poster-child for Calvin Klein adds. However, not all people seem willing to make the necessary sacrifices to conquer what seems an unattainable task. Everybody wants to look like a model or just simply be happy with his or her physical appearance, but when they learn that ...

i. Small(iPod,walkman,smart watches)

ii. Medium(iPhone Apple,Galaxy Samsung,Lumia Nokia)

iii. Big (Tablet,iPad,laptop)

b. Various of gadgets are produced with different kind of colour and cases.

i. Fancy colour and different design

ii. Personalize with creativity(phone case)

B. Another causes of gadgets addiction is it is a as source of

entertainment,enjoyment and work requirement. 1. Million of apps are available for free and paid

a. Can easily downloaded through apps store

i. Many famous apps such as twitter,facebook,instagram and so on. ii. Stay connected with people nearby and beyond range.

iii. Spent time socialized through social network.

iv. Avoid to meet people frequently because they have something to do with their gadgets

2. New method of stress reliever

a. Socialize with people through virtual medium without involving feeling or expression.(Nilles, 2012) i. Prefer to have an online conversation rather than meeting up somewhere. b. Playing games or listening to music(Anderson, 2013)

i. Many games that can make ones addicted very bad

ii. Improve focus but still make ones lazy and undiscipline. iii. Many music or instrumental apps can be directly downloaded.

C. Lack of time management skills.

1. Individual fail to differentiate between work and entertainment. a. Lack of focus

i. Daily schedule will be terrible.

ii. Many unsettled things due to distraction.

iii. Lack of ability to prioritize.(Dachis, 2010)

2. Eager to stay connected with others through social network.(Kraut, R., Patterson, M., Lundmark, V., Kiesler, S., Mukopadhyay, T., & Scherlis, W. 1999) a. To many things to share

i. Update status just to impress friends

ii. Pretend that everything is perfect.

b. Boring with daily life activity

i. Appeal with different character when socialize online.

ii. Gain many friend that comes from bad background without investigation.

III. Conclusion:

A. Attraction of the function and physical aspects of the gadgets, the source of entertainment,enjoyment and work requirement and also lack of time management skill contribute a big factor on this specific issue. Thus,many prevention skills must be adapted daily in order to avoid these distraction to become one of our biggest enemies.

The Essay on Man Has Become Slaves To The Modern Day Gadgets

“Man has become slaves to the modern day gadgets “ Nowadays, Children are getting so addicted to these modern day gadgets that they tend to forget they have a life!!! People are becoming lazier day by day in performing everyday task, its due to human intelligence upto some extent as per my opinion. You must be wondering why did I bring human intelligence into the picture. Additional ...

1. Anderson, N. warning over child gadget “addiction” . Retrieved july 20, 2014. http://www.independent.ie/irish-news/warning-over-child-gadget-addiction-29214112.html Nilles, M. (Ed.).

Technology is destroying the quality of human interaction. 2. Dachis, A. life hacker. why technology is so addictive and how to avoid tech burnout.

Retrieved July 17, 2014 from http://lifehacker.com/5625890/why-technology-is-so-addictive-and-how-you-can-avoid-it

3. Dictionary of english (8th ed.).(2001).oxford: new york.(pg.273).

4. SSS NAK MIS. (2013, october 24).

price of gadgets in malaysia among the cheapest. Bernama. http://blis2.bernama.com/mainhome.do

5. Kraut, R., Patterson, M., Lundmark, V., Kiesler, S., Mukopadhyay, T., & Scherlis, W. (1999).

Internet paradox: a social technology that reduces social involvement and psychological well being. American Psychologist ,53(9), 1017-1031

6. The Bottom Line(UCSB).

Retrieved July 17, 2014 from

Technology is Destroying the Quality of Human Interaction

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Technology Addiction Essay Examples

Type of paper: Essay

Topic: Technology , Addiction , Family , Health , Children , Media , Students , Life

Words: 1800

Published: 12/21/2021

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ATTENTION GAINER: As I speak, there will be people amongst us who would be checking their phones and if not checking they would be thinking of the one email that needs to be sent or that one application you heard about. Today’s generation is more dependent on technology than any of the generations that existed or have existed before us. We can hardly imagine life without the gadgets around us. Let me prove my point with the following example. SIGNIFICANCE (SOURCE): A Phoenix-based CEO of The J Brand Group, Jenn Hoffman, while giving an interview over breakfast to a WebMD writer, Jennifer Soong, was interrupted by her Blackberry Pearl several times to send out emails. She does not keep her phone out of sight even for a moment to the extent that even in the bathroom she carries her phone with her. THESIS: We have lost empathy and respect for the person speaking to us because of the technology disruptions around us. People physically around us have little value to us, and those connected with technology are given precedence over anything else. This goes to show that we as individuals are addicted to technology and similar to any other addiction this could have detrimental effects in the long run. PREVIEW: Today, I will bring to notice how we are addicted to technology and the effect it is having upon us as individuals and hampering our personal lives and what two institutes have the greatest role in creating technology addiction. Moreover, I would not leave you hanging mid-air. Consequently, I will also present ways to avoid being overly-dependent upon technology and prioritize the time we have.

We often overlook technology addiction because it is more about convenience than anything else. Little do we realize that this technology addiction can have serious health problems for those who have been victimized by their gadgets. Undoubtedly, technology has brought with it numerous benefits for us as a society and individuals. Business today is flourishing because of the advancements in technology and various opportunities have opened up for technology progress. But on the other hand, it is not all good news; the effects on our health are not given importance mainly because they cannot be seen in the short-term. Some years from now these health problems will come into notice, and it will be too late by then to reverse the effects. In a 2015 BBC News article, writer Zoe Kleinman discusses what one doctor of a technology addiction team of Nightingale Hospital has to say on the subject. People complain of feeling tired when they go to bed and waking up with the same feeling. When a person’s brain is unable to sleep at night, it is then that there should be a concern because it points towards technology addiction. People are in front of screens most part of the day while they are awake. The height of dependency on technology is such that our mobile phone or any other screen is the first thing we look at when we wake up and the last thing before we finally fall asleep. It is then no surprise to feel fatigued and tired even after sleeping for a good eight hours a night. Even after we feel such uneasiness and anxiety why do we continue using technology? The answer is simple; we are stuck in a vicious cycle. Without a smartphone, laptop, or tablet we will be disconnected from the world. There is a vast amount of information available on a simple click, and cutting ourselves from this will be considered an unwise move by society today. Any confusion can be cleared within a matter of seconds and who would be willing to let go of such comfort and convenience. This takes us to another point of information overload that can be another cause of anxiety and tiredness and out of the scope of this paper. Apart from the mental impact that technology has on us, it also becomes a cause of physical health problems. Children today prefer playing games in front of screens rather than outdoors and in parks where they are meant to be played. Parents find it easier to hand their children an iPad or a game controller rather than chauffeur them to a park down the road. Parents have become busy with their lives that handing their child with some sort of technology has become the easy way out. In an article for Daily Mail UK in 2013, Victoria Woollaston, highlights what a clinical psychologist Dr. Jay Watts has to say about children being in front of screens for a time more than required. Children become distressed when parents taken away their technology and gadgets, and this should concern parents. It goes to show that their child has become addicted to this sort of a lifestyle, and it is time for parents to change behavior and lifestyle. Playgrounds have become virtual, and this will greatly hamper the physical development of children. Physical exercise is essential for children in their growth years as it helps build muscle and strength. If this is taken away from the children, then various health problems will arise later in life. One of the most common problems that have come to notice due to a lack of physical activity is obesity amongst children which eventually leads to diabetes.

TRANSITION:

The aforementioned examples prove that technology addiction can cause serious health issues, and it is mostly lack of awareness that leads to this addiction creating a direct impact on our health. But the lack of awareness can be attributed to two of the most prominent institutions of society; 1) schools and 2) media.

According to Andrew Hough of the Telegraph in 2011, researcher’s found four in five students had panic attacks and severe withdrawal when they were asked to disconnect from their technology. Schools must not allow cell phones in class and condition students to survive without technology if the need arises. Moreover, research should be more focused on books from the library rather than one click of the internet. Some students during the research confessed to technology cravings as being of the same intensity as cravings for cocaine. By allowing cellphones in schools, the students are being taught the technology is part of life rather than just viewing it as a luxury it has been over-used and become a cause for concern today. The media incorporates all modes of communication be it through mobile applications or television channels. It has contributed significantly to causing technology addiction. There are game applications today that require complete dedication from the player; thus, causing technology addiction. According to Mara Tyler, in an article if a person feels isolated, forgets to eat or drink, and faces poor performance at school or work due to their gaming habit these are signs he may be addicted to technology. These games mentally involve a person so much that they disconnect from the wider world. The worst part is that these games are often advertised as being the “in-thing”, and those who are not familiar may be the crowd that is sidelined.

Now that we are aware of what technology addiction is and how it is being caused we can more closely examine how this can be cured and overcome. Technology addiction has more drawbacks than benefits; therefore, there is a need to find a sustainable solution to help minimize or eliminate this problem.

The best way to help get rid of this addiction is to start at your home. Children should have only a limited amount of time in front of the screen and parents should make a conscious effort to indulge their younger ones in physical activities. Moreover, children learn from what they see; therefore, minimal use of technology such as laptops and cell phones in front of children will help train the children to learn how to survive without technology as well. Parents need to turn off their notifications from social media for instance so that they are not tempted to check their phones constantly as suggested by an article published in The Guardian written by Emma Sexton. It may not be easy to disconnect from all the technology around us all of a sudden. Therefore, this needs to be done in phases. On weekends or on vacations one could disconnect from technology that is not vital for their survival over the weekend or on the vacation. Whenever one feels the urge to check their phone, they could distract by doing something more productive and healthy such as taking a walk outside. Barry Moltz from the Shafron Moltz Group has identified the above as possible ways to cure technology addiction one step at a time.

REVIEW: Today you have learned how technology addiction is affecting our physical health and personal lives and what have been the contributing factors towards this addiction. And possible cures to overcome this addiction have also been highlighted. RESTATE THESIS: Technology addiction has disconnected us from people around us and is simultaneously affecting our health in a negative manner. People have less personal interaction, and this is changing individualistic behavior in society. THE BACK TO ATTENTION GAINER: We may be present amongst a crowd and still not know the purpose of our presence in that crowd. People need to make the most of the time they have, and that can definitely not be through a generation that is overly concerned about what goes on in the virtual world.

Andrew Hough. "Student 'addiction' to Technology 'similar to Drug Cravings,' Study Finds." The Telegraph. 8 Apr. 2011. Web. <http://www.telegraph.co.uk/technology/news/8436831/Student-addiction-to-technology-similar-to-drug-cravings-study-finds.html>. Barry Moltz. "Technology Is Making You Sick. Here's the Cure." OPEN Forum. 2012. Web. 30 Jan. 2016. <https://www.americanexpress.com/us/small-business/openforum/articles/technology-is-making-you-sick-heres-the-cure/>. Emma Sexton. "How to Cure Your Technology Addiction Yet Hold onto Your " Web. 30 Jan. 2016. <http://www.theguardian.com/women-in-leadership/2015/jan/28/the-phone-hack-how-to-cure-your-technology-addiction-yet-stay-in-touch>. Jennifer SoongWebMD. "When Technology Addiction Takes Over Your Life." WebMD. WebMD. Web. 30 Jan. 2016. <http://www.webmd.com/mental-health/addiction/features/when-technology-addiction-takes-over-your-life>. Mara Tyler. "Video Game & Technology Addiction." Healthline. 14 July 2014. Web. 30 Jan. 2016. <http://www.healthline.com/health/addiction/gaming-and-technology#Symptoms2>. Victoria Woollaston. "The Five Signs Your Child Is Addicted to Their IPad - and How to Give Them a 'digital Detox' Read More: Http://www.dailymail.co.uk/sciencetech/article-2479109/The-signs-child-addicted-iPad--digital-detox.html#ixzz3ykcko0gd Follow Us: @MailOnline on Twitter | DailyMail on Facebook." Daily Mail UK. 30 Oct. 2013. Web. 30 Jan. 2016. Zoe Kleinman. "Are We Addicted to Technology? - BBC News." BBC News. 31 Aug. 2015. Web. 30 Jan. 2016. <http://www.bbc.com/news/technology-33976695>.

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  1. “THE PHENOMENON OF GADGET ADDICTION IN MANADO STATE POLYTECHNIC STUDENTS”

  2. GAPH: GADGET ADDICTION PREVENTION HUB

  3. #Mindset #Shift #Overcoming the #Hidden #Dangers of #Child #Gadget #Addiction

  4. 5 Signs of Gadget Addiction Parents Should Never Ignore

COMMENTS

  1. PDF The Impact of Smartphone Addiction on Academic Performance of ...

    What is the Impact of Smartphone Addiction on Academic Performance of Higher Education Students? A thesis submitted By Arooba Mukhdoomi (6796) Asma Farooqi (7381) Tabbassum Attaullah Khan (7051) Warisha Ajmal (7165) Zorain Tooba (7972) To Department of Business Administration In partially fulfillment of The requirement for the Degree of

  2. Gadget Addiction

    Gadget addiction is likened to addiction to alcohol or drugs since it results in similar negative consequences. Studies [7] have shown that children's cognitive and emotional development can be adversely impacted by internet/gadget addiction. More screen time means more virtual interactions and rewards through social media (shares, likes) and ...

  3. The effects of smartphone addiction on learning: A meta-analysis

    Overall, Table 2 shows that smartphone addiction was associated with statistically significant effect sizes. Under the fixed-effect model, there was a statistically significant difference between the weighted mean correlation of the dissertation (r = −0.26) and journal (r = −0.06).The between-levels difference was statistically significant, Q B (1) = 27.65, p < .001, and findings showed ...

  4. PDF Gadget Addiction and the Students' Achievement

    gadget addiction which may give negative consequences to many aspects, especially the students' achievement (Starcevic, 2019). Beside, this research result would be beneficial for educators to ... The questionnaire consisted of a list of statements and questions with several choices adapted from Kwon et al. (2013). The researchers adapted ten ...

  5. (PDF) The Influence of Gadget Dependency on the Academic

    This research examines the influence of gadget dependency on the academic procrastination levels of students. It employs a descriptive correlational research design and gathered data from Grade 12 ...

  6. Addictive use of digital devices in young children: Associations with

    The use of smartphones, tablets and laptops/PCs has become ingrained in adults' and increasingly in children's lives, which has sparked a debate about the risk of addiction to digital devices. Previous research has linked specific use of digital devices (e.g. online gaming, smartphone screen time) with impulsive behavior in the context of ...

  7. Gadget addiction among school-going children and its association to

    This is in contrast to a study conducted in India, which reported boys as having a higher gadget addiction score (66.3%) because they had longer screen time than girls. 19 Other studies suggest that the prevalence of problematic media use or gadget addiction among children and young adults often varies (ranging from 5% to 50%). 16 20

  8. Smartphone Addiction and Associated Health Outcomes in Adult

    Abstract. Background: Smartphones play a critical role in increasing human-machine interactions, with many advantages. However, the growing popularity of smartphone use has led to smartphone overuse and addiction. This review aims to systematically investigate the impact of smartphone addiction on health outcomes.

  9. PDF Addiction to Technological Gadgets and Its Impact on Health and

    Figure No 1.1 Possession of the Gadgets by the Respondents 18 Figure No 1.2 Time Spent with the Gadgets by the Respondents 19 Figure No 1.3 Use of Internet by the Respondents 20 Figure No 1.4 Purpose of Use of the Gadgets 21 Figure No 1.5 Time given to the Purposes by Male and Female

  10. Gadget Addiction and the Students' Achievement

    Gadget Addiction and the Students' Achievement. Barotun Mabaroh, Lilik Sugianti. 04 Aug 2021 - Vol. 1, Iss: 3, pp 321-332. TL;DR: In this paper, the authors investigated how the students manage using gadgets and their effects on their achievement and found that both male and female students were high-risk addicted to gadgets and that the ...

  11. An Educational Study on Gadget Addiction and Mental Health among Gen Z

    The acceleration of modern technology in the techno gadget era has driven to the transformation of modernity media highlighted by Generation Z. Of aim of this study is up explore how gadget addiction influences the level of depression, anxiety, stress and sleeper quality within that samples from the Ministry of Health Training Establishment Sungai Buloh, Malaysia.

  12. Assessment of gadgets addiction and its impact on health among

    status and 70% had normal BMI. 72.5% of subjects had first gadget at 16-20 years and 90.5% were using smart-. phones as a common gadget, of them, 50.2% were using for more than 7 hours a day. 61% ...

  13. Device Addiction: Consequences and Solutions Essay

    Negative Consequences of Smartphone Addiction. Although no data are available about the negative consequences of device addiction, it affects people's mental and physical health. For example, according to Panova and Carbonell, smartphone users occasionally report mild tendonitis, wrist pain, blurred vision, headaches, light-headedness, and ...

  14. Gadget Addiction and the Students' Achievement

    The researchers collected data using a survey questionnaire on Google Form to determine how using gadgets affects the students' achievement. This research was done from August to December 2020 ...

  15. The Effects of Gadget to Academics performance of Selected Grade 10

    It's all about those high-tech gadgets, and the college's students. Have the gadgets gave an impact towards college's students towards their excellence in education - that was what we were going to find out in this research. To cite this research: Nur Amirah et al. (2015). The Uses of Gadget Among KMS Students. (Unpublished matriculation's thesis).

  16. PDF Gadget Addiction Factors in Malaysia: A Literature Review

    that lead to gadget addiction in Malaysia. This study aims to examine the factor of gadget addiction that occurs in Malaysia. There are several factors that contribute to gadget addiction. Among those factors is excessive use to exceed the proper time. In addition, no supervision from parents also contributes to the addiction of this gadget.

  17. THE IMPACT OF GADGETS IN LEARNING AMONG GRADE 11 STUDENTS

    2 Abstract The term technology comes from the Greek word "techne", which means the art or skill used in order to solve a problem, improve a pre-existing solution to a problem, achieve a goal, handle an applied input/ output relation or perform a specific function; technology is the making, modification, usage and knowledge of tools, machines, techniques and method of organisation (Liddel ...

  18. Internet Addiction: A Brief Summary of Research and Practice

    Abstract. Problematic computer use is a growing social issue which is being debated worldwide. Internet Addiction Disorder (IAD) ruins lives by causing neurological complications, psychological disturbances, and social problems. Surveys in the United States and Europe have indicated alarming prevalence rates between 1.5 and 8.2% [1].

  19. Cause Of Gadget Addiction, Sample of Essays

    I. Thesis statement: There are many causes that can lead to gadgets addiction (dictionary of english, 2001) such as the functionality and physical aspects of the gadgets, source of entertainment, enjoyment and work requirement and also due to lack of time management skills. II. Body: A.

  20. Essay About Technology Addiction

    We often overlook technology addiction because it is more about convenience than anything else. Little do we realize that this technology addiction can have serious health problems for those who have been victimized by their gadgets. Undoubtedly, technology has brought with it numerous benefits for us as a society and individuals.

  21. Addiction to Gadgets and Its Negative Impact to Students' Academic

    Gadgets, from simple tools powered by electricity such as light bulbs evolved to phones and tablets. These gadgets may improve or it may be a distraction and a reason to fail a student's studies or grades (Mendoza, 2012). Objectives The main objective of this study is to know the impact of gadgets to the academic performance of the students ...

  22. Thesis Statement About Gadget Addiction

    Thesis Statement About Gadget Addiction, Resume Words For Receptionists, Alaborating On Evidence Literary Analysis Essay, Esl Argumentative Essay Editor Website Usa, Essay On Artificial Intelligence 250 Words, Sample Resume Patient Care Assistant, Help Me Write Statistics Application Letter

  23. Thesis Statement About Gadget Addiction

    Thesis Statement About Gadget Addiction, How To Start An Essay About Strengths And Weaknesses, Cheap Creative Essay Writer Sites For College, Top Creative Essay Writers Service Online, Toyota Accelerator Pedal Recall Case Study, How To Cite A Page Of A Book In An Essay, Cheap Biography Writers For Hire For Phd ...