Digital Detoxing Movement
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5 Ways to Do a Digital Detox
Spring 2018 In this issue 5 Ways to do a People How Madelaine Petsch digital detox combats social anxiety 8 Things to know if you’re dating someone Internet/Tech with anxiety Addiction in todays youth Also in this issue Events & Workshops around Australia ISSN 2208-4959 | ISSN 2208-4967 In this issue In this issue Youth movement supports young people throughout WA YMCA WA offer a wide range of youth services, HQ Leederville - YMCA HQ is Perth’s only YCounselling – YMCA WA offer counselling for supporting young people on their journey to dedicated all age’s live music, art and young people aged 12 to 25 and their families. Mental Health performance venue with regular live music YCounselling can help resolve crisis, reduce becoming their healthiest, happiest selves. With A letter from the editor. Featured Wellbeing services on offer all around the state, YMCA WA events, art exhibitions and youth leadership & stress and make goals to improve wellbeing. The 10 Ways to cope with Sean Montalto What is social anxiety? provides something for everyone. development activities. service is often free, dependent on individual 2 social anxiety 4 By Sylvia T. Gray 6 circumstances. We currently offer the below youth programs; Mirnutharntu Maya - Mirnutharntu Maya is a By Sylvia T. Gray 48 bed facility in South Hedland, which offers YMentoring - This community-based mentoring The Base@Belmont Youth Base@Belmont - safe and affordable accommodation for trainees program is for youth in the metro area. YMCA Centre provides support for young people and apprentices. YMCA WA provide onsite WA match young people with a caring adult In the media between the ages of 11 to 25 through a variety Opinion Myths mentors who facilitate the development of life who can act as a role model and offer support, Daughter barred from prom as of activities, workshops and school-based 8 things to know if you’re 10 social anxiety myths & why skills and support to help increase retention guidance and friendship for up to 12 months. -
Nomophobia: Is the Fear of Being Without a Smartphone Associated with Problematic Use?
International Journal of Environmental Research and Public Health Article Nomophobia: Is the Fear of Being without a Smartphone Associated with Problematic Use? Fareed Kaviani 1,* , Brady Robards 2 , Kristie L. Young 3 and Sjaan Koppel 3 1 Monash Sustainable Development Institute, Monash University, Melbourne 3800, Australia 2 School of Social Sciences, Monash University, Melbourne 3800, Australia; [email protected] 3 Monash University Accident Research Centre, Monash University, Melbourne 3800, Australia; [email protected] (K.L.Y.); [email protected] (S.K.) * Correspondence: [email protected] Received: 29 June 2020; Accepted: 17 August 2020; Published: 19 August 2020 Abstract: Mobile phones are changing behaviour, relationships, communication and the dynamics of physical environments. As such, reliance on the device for everyday activities has increased. Consequently, “nomophobia”, defined as the fear of being without one’s mobile phone, has emerged as a new phobia. The current study aimed to determine if nomophobia can increase the likelihood of problematic dependent, prohibited and dangerous mobile phone use. The sample comprised 2838 participants (males n = 1337 females n = 1501) recruited from various online platforms. The instrument used to measure nomophobia was the Nomophobia Questionnaire (NMP-Q), while problematic mobile phone use was measured using the Problematic Mobile Phone Use Questionnaire (PMPUQ-R). The findings revealed a strong positive correlation between nomophobia and all three problematic use factors. In addition to nomophobia, regression models revealed younger age and more time spent on a mobile phone per day significantly increased problematic dependency, prohibited use and dangerous use. Males were more likely to engage in prohibited and dangerous use, while no significant gender differences were found in dependent use. -
Too Much Screen Time?
O YOU WORRY about the amount of time your child with ADHD spends playing videogames? Does your son scream D when you try to get him o the computer? Is your daughter honest about her online activities? Does trying to limit your child’s screen time bring about World War III? Just how much screen time is too much? What eect is all of this technology having on your child? e rapid explosion of digital technology in the past een years has led to unprecedented opportunities and challenges for us all. is is particularly true for people with ADHD, who tend to be attracted to the Internet, digital media, and videogames like moths to a bright light. too According to a 2013 policy statement from the American Acad- emy of Pediatrics, ● Children aged eight to ten spend nearly eight hours a day on media. ● Older children and teens spend more than eleven hours a day on much media. ● Seventy-one percent of children have a TV or Internet device in their room. ● One-third of teens send more than a hundred texts per day (largely replacing phone use). screen ● Our children spend more time with media than in school. ● Yet, two-thirds of children and teens say that their parents have no media rules. is technology attraction spills over into the classroom, where 62 percent of iGeneration students state that while in class they check their digital devices more frequently than every een minutes. And time? it’s not just children who are so hooked on their screens: One out of three adults say that they check their mobile device before getting out of bed in the morning. -
Screen Time Associated with Health Behaviors and Outcomes in Adolescents
Screen Time Associated with Health Behaviors and Outcomes in Adolescents Vincent Busch, MSc; Lieke Ananda Manders, MSc; Johannes Rob Josephus de Leeuw, PhD Objectives: To study the associations problems and being overweight. Conclu- of screen time (Internet / video games / sions: Screen time was of significant im- television) with health-related behaviors portance to adolescent health. Behavioral and outcomes in adolescents. Methods: interrelatedness caused significant con- Regression analyses were performed to founding in the studied relations when assess the associations of screen time behaviors were analyzed separately com- with several health-related behaviors and pared to a multi-behavioral approach, outcomes in 2425 Dutch adolescents. Re- which speaks for more multi-behavioral sults: Screen time was associated with analyses in future studies. bullying, being bullied, less physical ac- Key words: screen time, health behav- tivity, skipping school, alcohol use and ior, overweight, psychosocial problems, unhealthy eating habits. Compulsive and adolescent excessive screen times were associated Am J Health Behav. 2013;37(6):819-830 respectively with several psychosocial DOI: http://dx.doi.org/10.5993/AJHB.37.6.11 ith the advance of technology, time spent conduct disorder.10-12 In particular, self-efficacy is on television, Internet and video games is an aspect receiving increasing attention among in- Wincreasing among today’s youth.1-3 Televi- terventions in the field of adolescent health promo- sion viewing, Internet use and video game -
Children and Screen Time: Research Overview
Children and Screen Time: Research Overview ACM Interactivity Pasadena, CA May 3, 2017 Scott Burg Rockman et al Screen Time – Historical Context “The modern world has “Disrupting the balance “Ruining conversation overwhelmed people of young children’s minds.” and the pattern of family living.” with information that is confusing and harmful to the mind.” Headlines – How bad is it? • Screen Addiction Is Taking a Toll on Children, New York Times, 7/6/15 • Screen time Is Making Kids, Moody, Crazy and Lazy, Psychology Today, 8/18/15 • TECHNOLOGY ADDICTION: Concern, Controversy, Finding Balance, Common Sense Media, 5/3/16 • Electronic media keeping kids from communicating with parents, Science Daily, 5/27/16 Is our screen-time anxiety more detrimental than screen time? Washington Post, 5/30/16 • It’s ‘digital heroin’: How screens turn kids into psychotic junkies, Dr. Nicholas Kardaras, New York Post, 8/17/16 Headlines – Or is it that bad ? • Children benefit from the right kind of screen time, New Scientist, 3/26/14 • Research says screen time can be good for your kids, Forbes, 7/17/13 • Screen time for kids is probably fine, FiveThirtyEight, 6/18/15 • Sorry Kate Winslet, some screen time can be good for kids, The Daily Telegraph, 11/4/15 • Parents: Reject technology shame, The Atlantic, 11/4/15 Some statistics • Average child spends 3 hours per day watching television and 5-7 hours total on screens (NIMH). • The average age a child first watched a television in the 1970’s was 4 years; in 2012, it was 4 months (Rideout, V. -
Changing Behaviour: Children, Adolescents and Screen Use
The British Psychological Society Promoting excellence in psychology Changing behaviour: Children, adolescents and screen use Adam Galpin and Gemma Taylor Recommendations ■■ Encouraging certain media behaviours, such as co-use and active goal-directed use, can help young people gain the most from digital media. ■■ Minimise media use before bed, and encourage children to experience a mix of screen-based and non-screen-based activities. ■■ Parents and carers should share and discuss media activities with their children. ■■ Studies should be designed which can identify causality (longitudinal studies and experimental manipulations if appropriate) and they should allow for identification of mediating and moderating factors. ■■ More qualitative methods, such as interviews, ethnography and participatory design, should be employed with young people to understand their media practices and what they themselves seek from their digital experiences. ■■ Designers/producers and developmental psychologists should be encouraged to collaborate to create and evaluate age-appropriate products/content. ■■ The Department of Digital, Culture, Media and Sport should focus on helping children and families gain the most from the digital world. www.bps.org.uk/behaviourchange The background Digital media is embedded in our 21st century society and with recent technological advancements, the number of opportunities to be exposed to digital media has increased. It is therefore not surprising that children’s screen use is increasing with 5- to 15-year-olds using digital -
Social Media Usage and Digital Detoxification on Teenagers in Medan
Social Media Usage and Digital Detoxification on Teenagers in Medan Yovita Sabarina Sitepu and Hendra Harahap Faculty of Social and Political Sciences, Universitas Sumatera Utara, Jl. Dr. A. Sofian No. 1A, Medan, Indonesia Keywords: Social Media, Digital Detoxification, Teenager. Abstract: This research is about social media usage and digital detoxification on teenagers in Medan. It aims to know how the teenagers, especially high school students in Medanspend their time on social media, what the impact of the social media usage on their health, and their efforts to reduce their social media addiction. Descriptive Method is used in this resaearch and data is collected through questionaire and focus group discussion (FGD). There are 300 students from six high schools in Medan as sample and 14 of them representing their school as informants in FGD session. This research finds that 93% of the students use Instagram and Whatsapp and they spend more than 1 hour per day to access their social media site. From FGD, it finds that the students feel their life become meaningless without social media. All of the informants never hear about digital detoxification before but they are willing to try such as make a no phone zone in their home and dim their phone screen light so that they can not distract easily when notifications come in. 1 INTRODUCTION day spent using social media. It spent 4 hours and 12 minutes per day. Indonesia is ranked fourth with 3 Today, most of people around the world are talking hours and 26 minutes per day (Kemp, 2019a). The with one another using social media. -
Screen Time: Impact and Guidelines for All Ages
Screen Time: Impact and Guidelines for All Ages Once a child is over the age of two, allowing a limited amount of screen time is appropriate. Playing an hour max per day can help developing brains increase coordination, hone quick reactions, and even sharpen language skills. As with all the other toys and tools available to your developing child, smartphone use should stay in moderation, and never stand in for human interaction or real-world face time. Screen use is like eating smoking and eating, early intervention, parent modeling and setting limits, can prevent addiction. The US Department of Health and Human Services estimates that American children spend a whopping seven hours a day in front of electronic media. Other statistics reveal that kids as young as two regularly play iPad games and have playroom toys that involve touch screens. Researchers have shown that the frontal lobe development is actually being retarded by extended use of screen time. This is the part of the brain which is responsible for the child’s attention span, controlling emotions and empathic skills. A child’s brain is growing at an enormous rate and in the first year of life, it actually grows by 300%. This is the time when real world play is extremely important for development. Electronic play does not allow a child to experience real dimension, movement which encourages motor skills, tactile exploration. This type of play cannot be replaced with screen play. Too much screen time too soon limits the development process of emerging skills such as focus, concentration, building vocabulary, building attention, reading other’s emotions and attitudes…these are all abilities can that be harmed with too much video stimuli. -
1 Digital Detox: the Effect of Smartphone Abstinence on Mood, Anxiety, and Craving 1 Wilcockson, TDW1,2 Osborne, AM3 Ellis
1 Digital Detox: The effect of smartphone abstinence on mood, anxiety, and craving 2 Wilcockson, T.D.W.1,2 Osborne, A.M.3 Ellis, D.A.2 3 4 1 Loughborough University, Loughborough, UK 5 2 Lancaster University, Lancaster, UK 6 3 Duke-NUS Medical School, Singapore 7 8 Corresponding author 9 [email protected] 10 1 11 Abstract 12 Whether behavioural addictions should be conceptualised using a similar framework to substance-related 13 addictions remains a topic of considerable debate. Previous literature has developed criteria, which allows 14 any new behavioural addiction to be considered analogous to substance-related addictions. These imply 15 that abstinence from a related object (e.g. smartphones for heavy smartphone users) would lead to mood 16 fluctuations alongside increased levels of anxiety and craving. In a sample of smartphone users, we 17 measured three variables (mood, anxiety, and craving) on four occasions, which included a 24-hour period 18 of smartphone abstinence. Only craving was affected following a short period of abstinence. The results 19 suggest that heavy smartphone usage does not fulfil the criteria required to be considered an addiction. This 20 may have implications for other behavioural addictions. 21 2 22 Digital Detox: The effect of smartphone abstinence on mood, anxiety, and craving 23 Behavioural addiction is defined by the DSM-V as an addictive disorder that does not involve the ingestion 24 of a psychoactive substance (APA, 2013). However, Kardefelt-Winther et al (2017) have recently argued 25 that research concerning behavioural addictions has not yet clarified whether sufferers become functionally 26 impaired, experience psychological distress, or demonstrate any separation from normative behaviour. -
Reappraisal of Video Game Addiction for the Digital Future
Loading… The Journal of the Canadian Game Studies Association Vol 12(19): 1-17 http://loading.gamestudies.ca Reappraisal of Video Game Addiction for the Digital Future Jiow Hee Jhee Singapore Institute of Technology [email protected] Lye Qin Ting Singapore Institute of Technology [email protected] Kenneth Woo Singapore Institute of Technology [email protected] Abstract The rapid expansion of video gaming in an internet-using society has brought forth a renewed focus on the phenomenon of video game addiction. Despite this, there remains a crucial absence of consensus over the diagnostic criteria of video game addiction. Currently, both psychological and behavioral interventions take screen time as an indicator of video game addiction, however, these interventions are challenged by substantial literature that increasingly disputes time as a predictor of addiction. To build onto the work that has been done, this paper argues that time is an inadequate criterion in which to ascertain video game addiction, proposing that a physiological-based criteria be used in conjunction with contextualized understandings of video game dynamics to approach video game addiction. This realignment is all the more pressing as video games begin a transition from a leisure activity to its current orientation as a viable career option. Author Keywords Addiction; Video Games; Screen Time Introduction The phenomenon of video game addiction is one that plagues a segment of internet-using society. Through barometers assessing psychological inclinations, social life exposure, gaming habits and an assortment of other factors, many have been deemed to be suffering from this condition (Király, Nagygyörgy, Griffiths, & Demetrovics, 2014; Shaffer et al., 2004). -
Children & Young People's Mental Health in the Digital
Children & Young People’s Mental Health in the Digital Age Shaping the Future Children & Young People’s Mental Health in the Digital Age Shaping the Future Contents What the evidence says 4 Recommendations 10 References 14 lmost half of the world is connected to the internet, and in countries that are members of the OECD almost everyone is online (Echazarra, 2018[1]). For chil- dren and young people today, being online and using social media have become an integral part of their lives. In 2015, a typical 15-year-old from a country that is a member of the OECD had been using the internet since age 10 and spent Amore than two hours every weekday online after school, and more than three hours on a weekend day (OECD, 2017[2]). This reliance on digital technology has fuelled concerns from parents, teachers, gov- ernments and young people themselves that digital technologies and social media are exacerbating feelings of anxiety and depression, disturbing sleep patterns, leading to cyber-bullying and distorting body image. In response to these and other concerns, some countries are taking action. Legislation prevents Korean children from playing online games that require a resident registration number between midnight and 6am without parental permission; while the Government of the United Kingdom is reviewing how so- cial media affect children’s wellbeing, as well as how much screen time is healthy. As the mass availability and use of digital technologies is a relatively recent phenomenon, there is limited hard evidence available to date on whether digital technologies, including social media, cause mental health problems in children and young people. -
Internet Addiction Disorder”
THE BIOPOLITICS OF “INTERNET ADDICTION DISORDER” A THESIS SUBMITTED TO THE GRADUATE DIVISION OF THE UNIVERSITY OF HAWAI'I AT MĀNOA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF ARTS IN POLITICAL SCIENCE DECEMBER 2014 By Brian C. Gordon Thesis Committee: Jairus Grove, Chairperson Michael Shapiro Sankaran Krishna Keywords: Internet, Addiction, Biopolitics, Digital Politics, Pathology, Vital Materialism Gordon, 1! Table of Contents Introduction ............................................................................................... 3 What is Internet Addiction Disorder? ......................................................... 8 Medical Discourse or Internet vs. Human ......................................................... 8 Contemporary Media Depiction ........................................................................ 13 Clinical Pathology and its Metaphysical Discontents ......................................... 16 Prognosis without Diagnosis ............................................................................. 23 Treatment Programs ...................................................................................... 24 Theoretical Approach for a Critique of IAD Pathology .............................. 33 Historicizing Clinical Pathology ....................................................................... 33 From Essentialism to Vital Materialism ............................................................ 36 Tyranny of the useful: Critical Scholarship and Gamification .................