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Published byErick Wheeler Modified over 9 years ago
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Background Problems Consequences Responses Conclusion
INTERNET ADDICTION Background Problems Consequences Responses Conclusion
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Background Wide availability Improving download speed
Increasingly mobile Rapidly developing technology Improving graphics Development of MMORPG Many millions use the internet But ………
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Problems Arising from access to pornography, gambling, shopping
Social media Gaming World of Warcraft Up to 10% users meet criteria for ‘addiction’ At risk groups Gen D
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Consequences Individuals playing 40+hrs/week Up to 30hrs/session
Narrowing of repertoire Neglect: hygiene, diet, sleep, education, work, exercise, relationships, hobbies Physical and emotional health problems Family tensions
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Responses Manage internet availability, e.g. S Korea
Manage the symptoms, e.g. China Manage underlying issues, e.g. France Support from government Support from the industry Research (inc. longitudinal studies) Clarity: terminology, criteria, testing Evidence based treatment/outcomes
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Conclusion Preventative measures
Early identification of at risk groups Programmes of education for parents and children Programmes of training for professionals Treatment and rehabilitation options National telephone helpline
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Criteria Salience Mood change Tolerance Withdrawal Conflict Relapse
(Widyanto and Griffiths, 2007)
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