







r/StopGaming
StopGaming exists to help those who struggle with or have struggled with compulsive gaming or video game addiction.
How do social media use, gaming frequency, and internalizing symptoms predict each other over time in early-to-middle adolescence?
Abstract Background The effects of adolescent digital technology use (e.g. social media, gaming) on their mental health are a major public health concern, but existing evidence is of mixed quality and findings have been inconclusive. Methods Separating within-person effects from between-person effects, a random-intercept cross-lagged panel model was applied to three annual waves of data (T1, T2, T3) on social media use, gaming, and internalizing symptoms among N = 25 629 adolescents (51% girls, average age 12 years, 7 months (SD = 3.58 months) at baseline) in Greater Manchester, England. Results Longitudinal relationships varied by gender, such that more frequent gaming at T2 predicted less time spent on social media use at T3 in girls (but not boys), and more frequent internalizing symptoms at T2 predicted reductions in gaming frequency at T3 in boys (but not girls). There was no evidence that time spent on social media or gaming frequency predicted later internalizing symptoms among girls or boys. Sensitivity analyses that distinguished active versus passive social media use replicated these findings. Conclusions The findings of this study do not support the widely held view that adolescent technology use is a major causal factor in their mental health difficulties.

Is smartphone addiction really an addiction?
Aims In light of the rise in research on technological addictions and smartphone addiction in particular, the aim of this paper was to review the relevant literature on the topic of smartphone addiction and determine whether this disorder exists or if it does not adequately satisfy the criteria for addiction. Methods We reviewed quantitative and qualitative studies on smartphone addiction and analyzed their methods and conclusions to make a determination on the suitability of the diagnosis “addiction” to excessive and problematic smartphone use. Results Although the majority of research in the field declares that smartphones are addictive or takes the existence of smartphone addiction as granted, we did not find sufficient support from the addiction perspective to confirm the existence of smartphone addiction at this time. The behaviors observed in the research could be better labeled as problematic or maladaptive smartphone use and their consequences do not meet the severity levels of those caused by addiction. Discussion and conclusions Addiction is a disorder with severe effects on physical and psychological health. A behavior may have a similar presentation as addiction in terms of excessive use, impulse control problems, and negative consequences, but that does not mean that it should be considered an addiction. We propose moving away from the addiction framework when studying technological behaviors and using other terms such as “problematic use” to describe them. We recommend that problematic technology use is to be studied in its sociocultural context with an increased focus on its compensatory functions, motivations, and gratifications.
5 top gaming investors explain how the pandemic is reshaping MMOs and social games | TechCrunch
Now that the COVID-19 pandemic has forced millions into isolation, video games are seeing a surge in usage as people seek entertainment and social


7 Reasons Why Video Gaming Will Take Over — MatthewBall.co
It’s replicating the most lucrative entertainment businesses on earth… and then adding a lot more.

Understanding the influence of digital technology on human cognitive functions: A narrative review
In the era of rapid digitalization, the widespread integration of digital technology into various aspects of daily life has sparked significant interest in understanding its impact on cognitive mental processes. While the emerging data suggests that its influence may be positive or negative, the depth of evidence regarding neurobiological mechanisms remains limited. This review aims to synthesize previously published studies and develop a comprehensive framework that systematically categorizes digital technologies, the cognitive functions they impact, and developmental stages around the concept of neuroplasticity, while clearly illustrating their interconnections. Despite acknowledged limitations, through an exhaustive approach, this paper intends to offer a dynamic perspective on the effects of digital media on the human brain, before the onset of addiction.
Can a video game company tame toxic behaviour?
Scientists are helping to stop antisocial behaviour in the world's most popular online game. The next stop could be a kinder Internet.


Reciprocal Relationships between Trajectories of Loneliness and Screen Media Use during Adolescence
Adolescence is the peak period for loneliness. Now a ubiquitous part of the adolescent landscape, electronic screens may provide avenues for ameliorating feelings of loneliness. Conversely, they may act as risk factors for the development of such feelings. Although cross-sectional studies to date have investigated the relationship between screen use and loneliness, longitudinal studies are needed if causal and directional associations are to be investigated. Utilising an accelerated longitudinal design and online survey we collected four waves of data from 1919 secondary school adolescents aged 10–15 years over two years. Random intercept cross-lagged panel models tested whether changes in five types of screen use (i.e., total screen time, social media use, gaming, passive screen use, and web use) are associated with changes in loneliness in the subsequent time-point, or changes in loneliness are associated with changes in screen use in the subsequent time-point. We found significant reciprocal associations between screen use and loneliness, with the strongest associations between social networking and electronic gaming and quality of friendships. These findings highlight that any significant increase in an adolescent’s screen use may be a potential indicator of changes in quality of friendships or feelings of isolation.

More Than a Quarter of Americans Gamble Online Daily, But Frequent Gamblers Likely to Self-Impose Br
As millions of Americans log on to track their college basketball pools, more than half (58%) of adults who gamble online daily say that they have intentionally taken a break or limited the amount of time they spend gambling, new poll data from the American Psychiatric Association (APA) shows.

Social Media and Change in Psychological Distress Over Time: The Role of Social Causation
Abstract This article tests the relationship between information and communication technologies (ICT), such as the Internet, cell phones, and social media, and change over time in psychological distress (PD) and risk of serious psychological distress (SPD) associated with depression and anxiety disorders. Using a longitudinal panel design, survey data from a representative sample of American adults, findings revealed that home Internet and social network site (SNS) use are associated with decreased PD over time. Having extended family who are also Internet users further decreases PD. PD increased or decreased in relation to change in the PD of extended family who also use SNSs. For most people, ICT substantively reduce PD; in rare cases, an extreme spike in PD of extended family also on SNSs, there was a trivial increase to the risk of SPD. PD did not change when extended family not on social media experienced a change in their PD.

Frontiers | Cyber-mobbing, technology-facilitated abuse and online violence
This article collection will explore the pressing issues of cyber-mobbing, technology-facilitated abuse and online violence, including online abuse, stalking...
The Slow Death of Online Safety
ADDICTION BY DESIGN: Machine Gambling in Las Vegas – Natasha Dow Schüll
Slot machines, revamped by evermore compelling digital and video technology, have unseated traditional casino games as the gambling industry’s revenue mainstay. Drawing on fifteen years of field research in Las Vegas, anthropologist Natasha Dow Schüll explores the dark side of machine gambling—a solitary, rapid, continuous form of play that has less to do with the competitive thrill of winning than with the pull of “the machine zone,” as gamblers call the trancelike state they enter.