HLTHAGE 2L03 Lecture Notes - Lecture 20: Internet Addiction Disorder, Caffeine, Technophobia
Document Summary
Subjects met criteria for addiction (tolerance, craving, withdrawal, etc. ) But also saw themselves as more satis ed. Mmorpgs involve wide range of human activity: cooperation, competition, teasing, Replicate real life in virtual world (shopping, irting, etc. : addiction might promote wellbeing for some people, like self-concealers (unlikely to give details about themselves in person) may feel safer online. Some addicted to social media might bene t from this. Can avoid leakage" of unintended details control over self image than in real life. Internet: 88% of canadians use internet, but among younger cohorts, use is 100% 2000-2016: average hours a week from 9 to 24. First estimates of pathological use: >20 hours/week. Not about use itself but how we evaluate it as baseline of correct use is, shifts who is thought of as being addicted. Older people looking at habits of younger ( wasn"t like this when i was young ?)