Why you should not underestimate the addiction to new technologies.
Even if it doesn't involve drug use, this addiction should not be overlooked.
When we think of the word "addiction", it is easy for the image to come to mind of a person who is physically worn out, who has been totally consumed by the drug, and who mistreats his or her body so as not to go through abstinence.
This is one of the most widespread stereotypes about this type of pathology, usually associated with the idea of social marginality; and while it is true that most addicts have few resources and base their dependence on the use of psychoactive substances, this hides a large number of nuances.
For example, not all dependence-based disorders have to do with introducing a substance into one's body, be it alcohol, cocaine, heroin or any other substance with the power to generate addiction. There are behavior-based addictions, and in part it is common not to see them as a problem precisely because they do not involve drug use. Addiction to new technologies is an example of them, and in this article we will see why it is a bad idea to underestimate it..
What is addiction to new technologies?
The term "new technologies" is very broad and its boundaries are blurred. Practically everything that surrounds us could be qualified in that way, taking into account that even a chimney with burning logs inside is a sample of technology.
That is why it is necessary to be more precise: in practice, when we talk about addictions to new technologies, we are referring to behavioral patterns that reveal dependence on new technologies. behavior patterns that reveal dependence on digital and screen-based electronic devices.. These are usually mainly computers (whether PCs, tablets or laptops) and smartphones. These products are characterized by being a source of a wide variety of visual and auditory stimuli, on the one hand, and by being connected to the Internet in most cases.
But it is not these devices themselves that can be subject to excessive use, but what happens in the digital world to which they give access. In this sense, addiction to new technologies materializes above all in two types of addictive behavior: the constant use of social networks, and the abuse of online video games..
The two main poles of addiction to new technologies
These are the characteristics of each subtype of addiction to new technologies.
Addiction to social networks
Social networks are designed to expose their users to a constant torrent of potentially interesting content for each individual, since these digital platforms have all the information necessary to personalize what is displayed on the screen. In addition, a phenomenon known as FOMO: Fear of Missing Out, or anguish at the idea of missing out on content that others are enjoying and sharing.
Addiction to online video games
Once again, the simple use of video games is not something problematic in itself: electronic leisure is a perfectly legitimate form of entertainment and culture; however, sometimes a misuse of these resources can be problematic, Sometimes, however, misuse of these resources leads to psychological disturbances..
In online video game addiction, this becomes not only the person's main form of leisure, but even displaces the time that he/she would normally dedicate to his/her responsibilities or to a proper rest and care of his/her body and mind. It is a phenomenon that affects mainly the young population, especially males, but it can occur in any type of person who frequently uses video games.
Although there are also cases of addiction to video games that are played in single-player mode, in recent years it is more common that those who are "hooked" in a problematic way to these games use the online mode to compete with people from all over the world; the mechanics of the competition are very difficult to understand.The competitive mechanics are particularly absorbing and can even become the main form of socializing for many young people.
How do these problems play out?
As we have seen, addiction to new technologies does not materialize in problematic behaviors that are easy to detect. Just as drug use is easily recognizable as such, the point at which the use of a digital resource becomes problematic is more blurred. However, these psychological disturbances are capable of giving rise to significant problems.. The following stand out:
- Hostility and irritability when it takes "too many" minutes or hours without access to the computer or smartphone.
- Poor management of sleep schedules due to the use of these digital platforms.
- The use of these technologies occupies almost all their leisure time.
- The use of these devices limits the person's social life, avoiding face-to-face interactions.
- Concentration problems (the person thinks about things related to video games or social networks).
Fortunately, these types of problems can be overcome and effectively treated through psychotherapy.
Are you looking for professional counseling services?
If you are interested in having the help of a psychologist to support you in dealing with some form of addiction or raising a son or daughter, please contact me, please contact me. I am a psychologist specialized in the cognitive-behavioral model, which is oriented to allow people to develop new ways of managing emotions, to interpret reality in a more constructive way, and to better adapt to the environment through the adoption of new habits. I attend both face-to-face in my office in Madrid and online via video call.
Bibliographical references:
- American Psychiatric Association (APA). (2013). Diagnostic and statistical manual of mental disorders. Arlington, VA: American Psychiatric Publishing.
- Freeman, C.B. (2008). Internet Gaming Addiction Treatments. The Journal for Nurse Practitioners. pp. 42 - 47.
- Pantic, I. (2014). Online Social Networking and Mental Health. Cyberpsychology, Behavior and Social Networking, 17(10), 652 - 657.
- Van Rooij, A.J.; Schoenmakers, T.M.; Vermulst, A.A.; Van den Eijnden, R.J.; Van de Mheen, D. (2010). Online video game addiction: identification of addicted adolescent gamers. Addiction. 106(1): pp. 205 – 212.
(Updated at Apr 14 / 2024)