- Oxford Library of Psychology
- Oxford Library of Psychology
- About the Editor
- Storytelling and Media: Narrative Models from Aristotle to Augmented Reality
- Arguing for Media Psychology as a Distinct Field
- Media Psychology and Its History
- Inside <i>Media Psychology:</i> The Story of an Emerging Discipline as Told by a Leading Journal
- Media Literacy: History, Progress, and Future Hopes
- Research Methods, Design, and Statistics in Media Psychology
- Qualitative Research and Media Psychology
- Why It Is Hard To Believe That Media Violence Causes Aggression
- Children's Media Use: A Positive Psychology Approach
- The Role of Emotion in Media Use and Effects
- Media Violence, Desensitization, and Psychological Engagement
- Sexual Media Practice: How Adolescents Select, Engage with, and Are Affected by Sexual Media
- Race, Ethnicity, and the Media
- Representations of Gender in the Media
- The Psychology Underlying Media-Based Persuasion
- Social Influence in Virtual Environments
- Active Video Games: Impacts and Research
- Serious Games: What Are They? What Do They Do? Why Should We Play Them?
- Violent Video Games and Aggression
- Children, Adolescents, and the Internet: Are There Risks Online?
- Pathological Technology Addictions: What Is Scientifically Known and What Remains to Be Learned
- Video Games and Attention
- A General Framework for Media Psychology Scholarship
- Engaging with Stories and Characters: Learning, Persuasion, and Transportation into Narrative Worlds
- The Political Narrative of Children's Media Research
- Media Psychophysiology: The Brain and Beyond
- The Japanese Approach to Research on the Psychological Effects of Media Use
- Media Content Analysis: Qualitative Methods
- Media Psychology: Past, Present, and Future
Abstract and Keywords
Several case studies, research studies, and anecdotal reports suggest that there is a subset of people for whom computer, Internet, and video games have several of the symptoms of a dysfunctional compulsive disorder, often referred to in the popular press as an addiction. Although several scientific studies have measured various facets of this issue, there has been no common framework within which to view these studies. This chapter examines the international literature, and finds that there is robust construct validity (via convergent validity and comorbidity) for pathological technology use, regardless of how individual researchers have defined or measured it. Most measurement approaches demonstrate high reliability. Most studies show broad patterns of construct validity similar to other “addictions.” Pathological use also shows some evidence of predictive validity. Questions concerning definitional issues are raised, and a common set of diagnostic criteria are proposed. Several questions remain to be studied, including the prevalence of pathological technology use, its etiology, its course, and the best way to diagnose and treat it. Nonetheless, it is clear that some people are already suffering from problems associated with pathological use, and the psychiatric and psychological communities would benefit from a common framework within which to approach and study it.
Douglas A. Gentile, Department of Psychology, Iowa State University, Ames, IA
Sarah M. Coyne, Department of Family Studies, Brigham Young University, Provo, UT
Francesco Bricolo, Dipartimento delle Dipendenze, Verona, Italy
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