Reprint

Internet and Mobile Phone Addiction

Health and Educational Effects

Edited by
March 2019
328 pages
  • ISBN978-3-03897-604-2 (Paperback)
  • ISBN978-3-03897-605-9 (PDF)

This book is a reprint of the Special Issue Internet and Mobile Phone Addiction: Health and Educational Effects that was published in

Environmental & Earth Sciences
Medicine & Pharmacology
Public Health & Healthcare
Summary

Internet use-related addiction problems (e.g., Internet addiction, problem mobile phone use, problem gaming, and social networking) have been defined according to the same core element: the addictive symptomatology presented by individuals who excessively and problematically behave using the technology. Online activity is the most important factor in their lives, causing them the loss of control by stress and difficulties in managing at least one aspect of their daily life, affecting users’ wellbeing and health. In 2018, Gaming Disorder was included as a mental disease in the 11th Revision of the International Classification of Diseases by the World Health Organization. In 2013, the American Psychiatric Association requested additional research on Internet Gaming Disorder. 

The papers contained in this e-Book provide unique and original perspectives on the concept, development, and early detection of the prevention of these health problems. They are diverse in the nature of the problems they deal with, methodologies, populations, cultures, and contain insights and a clear indication of the impact of individual, social, and environmental factors on Internet use-related addiction problems. The e-Book illustrates recent progress in the evolution of research, with great emphasis on gaming and smartphone problems, signaling areas in which research would be useful, even cross-culturally.

Format
  • Paperback
License
© 2019 by the authors; CC BY-NC-ND licence
Keywords
commuting; well-being; personality; gender; stress; Internet addiction; Internet gaming disorder; game device usage pattern; smartphone; comorbidity; Internet gaming disorder; IGD; emotional regulation; cognitive reappraisal; suppression; depression; hostility; internet gaming disorder; Dickman Impulsivity Inventory-Short Version (DII); Brief Self-Control Scale (BSCS); Symptom Checklist-90-Revised (SCL-90-R); Behavioral Inhibition System/Behavioral Activation System (BIS/BAS); Diagnostic and Statistical Manual for Mental Disorders (DSM-5); gambling; video-game addiction; screen addiction; immersion; problematic Internet use; comorbidity; cognitive distortion; problematic smartphone use; smartphone addiction; social media; approaches to learning; deep approach to learning; surface approach to learning; smartphone; problematic mobile phone use; convergent design; focus group; survey; internet gaming disorder; impulsivity; depression; interpersonal relationships; serial mediation; Internet addiction; mobile phone addiction; online social network; university students; technological addictions; behavioral addictions; CERI; CERM; mobile phone dependence; mobile phone use; impulsivity; China; Internet addiction; Internet-use disorder; Internet literacy; expectancies; personality; cultural differences; pathological video-game use; Internet Gaming Disorder; comorbid psychopathology; review; Internet Use Disorder; prevalence; epidemiology; adolescence; latent profile analysis; anxiety; depression; Internet addiction; smartphone addiction; propensity score; Internet addiction; coping strategies; personality traits; young people; mobile phone use; smartphone use; Problematic Mobile Phone Use; Problematic Mobile Phone Use Questionnaire; psychometric testing; measurement invariance; time; gaming disorder; interpersonal relations; self-efficacy; self-control; expectations; fear of missing out (FOMO); social media; problematic social media use (PSMU); phubbing; teenagers; adolescents; addiction; internet addiction; mobile phone (or smartphone) use; young children; early childhood education; parenting; emergent bilinguals; intergenerational language transmission; behavioural addictions; generalised versus specific problem Internet uses; Internet addiction; gaming disorder; social networking; mixed methods research