Digital Media Overuse
Types of Digital Media Overuse
Digital Media Overuse (DMO) commonly known as “Internet or technology addiction,” involves the compulsive and problematic use of digital devices that support online and streaming platforms for gaming, pornography, spending, social media, and information/entertainment.
Most digital platforms are built on persuasive design architecture that overrides our efforts to moderate use and to control impulses. DMO adversely impacts academic and workplace success, disrupts sleep, compromises attention/concentration, increases social isolation, and negatively impacts physical and mental health.
dTEC® specialize in assessing, diagnosing and treating co-existing issues commonly associated with DMO which includes, but is not limited to:
- Anxiety Disorders
- Mood Disorders
- ADHD
- Autism Spectrum Disorder
- Substance Abuse
- Aggression & Self-Harm
- Executive Function Deficits
- Family Conflict
- Academic Challenges
- Employment Difficulties
A Kaiser Family Foundation Study found that children ages 8 to 18 spend an average of seven hours and 38 minutes a day using media
Rideout, Foehr & Roberts, 2010
Researchers estimate that 4.0% of adolescents in the United States meet the criteria for Internet addiction
Liu, Desai, et al, 2011
According to an editorial in The American Journal of Psychiatry an estimated 86% of Internet addiction cases have some other diagnosis present
Rideout, Foehr & Roberts, 2010
Adolescents with Internet addiction have higher risks of suicidal ideation and attempts than those without, and online gaming was associated with an increased risk of suicidal ideation and attempt
Lin, et al.,2013
As with adolescent substance abuse, poor emotional regulation, several studies have found the same to be true for Internet addiction
Wills, et al., 2011
A large percentage of adolescents who experience the symptoms of Internet addiction experience significant social anxiety
Hudson & Dodd, 2011
Depression, anxiety, and social anxiety are positively related to problematic gaming.
Mentzoni RA, et al., Cyberpsychol Behav Soc Netw 2011 Oct;14(10):591-596
Males are 2.9x more likely to be addicted to video games.
Wittek, et al., 2015
The largest group of Internet porn consumers is children ages 12-17.
American youth between the ages of 8 and 18 years, 8.5% were diagnosed as pathological gamers.
CYBERPSYCHOLOGY, BEHAVIOR, AND SOCIAL NETWORKING; Vol 18, Number 1, 2015
Pathological gamers, compared to non pathological gamers, had lower grade point averages (GPAs), attention issues, and were more likely to be diagnosed with attention disorders.
CYBERPSYCHOLOGY, BEHAVIOR, & SOCIAL NETWORKING; Vol 18, Number 1, 2015
Problems with inattention were strongly associated with problematic video game use and children with autism and ADHD, compared to those who were typically developing.
American Academy of Pediatrics; "Boys with ASD or ADHD Are at Increased Risk for Problematic Video Game Use”; July, 2013
Pediatricians report that kids with *autism and ADHD may be more likely to engage in problematic video game habits and raise their risk for addiction.
American Academy of Pediatrics; "Boys with ASD or ADHD Are at Increased Risk for Problematic Video Game Use”; July, 2013
Loneliness and lack of social support are significantly correlated with depression among Internet addicts.
He et al., International Journal of Mental Health Systems 8(1):34 · August 2014
13.0 to 18.4% of college students meet the criteria for Internet addiction
Young 2011