Digital Media Overuse

Digital Media Overuse (DMO) commonly known as “gaming, Internet or technology addiction” involves the compulsive and problematic use of digital devices that support digital platforms for Gaming, Pornography, Spending, Social Media and Information/Entertainment. Many digital platforms, are built on persuasive design architecture and are designed to override our efforts to moderate use and to control impulses. DMO adversely impacts academic and workplace success disrupts sleep, compromises attention/concentration, increase social isolation, and negatively affects 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
  • ADHD
  • Autism Spectrum Disorder
  • Depression
  • Mood Disorders
  • Executive Function Deficits
  • Family Conflict
  • Substance Abuse
  • Academic Challenges
  • 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


  • 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


  • 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.
    http://www.guardchild.com/statistics/

  • 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


  • 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


  • Young 2011

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