Hello, dear Readers!
Today, we continue our conversation on the trend in the tech discourse to throw around some words without much thought. One such word is "addiction."
"Addiction" is often used to describe excessive or problematic technology use, but it's important to understand that its meaning goes beyond everyday conversations.
Imagine someone making a wild claim that a particular technology gives people "cancer" or “diabetes” without any scientific evidence. It sounds outrageous, doesn't it? We shouldn't be so quick to accept such claims or let influential people use these terms carelessly! It's time to raise our standards in the tech world.
I strongly believe that we need to move beyond sensationalising the term "addiction" and focus on what it truly means. We should explore the clinical definition and understand the complexities of addiction-related issues. By doing so, we can remove the stigma associated with behaviours that may seem unusual but don't necessarily indicate a psychiatric concern.
Defining Addiction: A Psychiatric Condition
Let's dive into the heart of the matter: the difference between clinically recognised psychiatric conditions and personal opinions. "Addiction" has become a trendy word, but it doesn't always match the official definition used by professionals. Sure, there are valid concerns about technology-related behaviours. Excessive social media use and manipulative design techniques called "dark patterns" have raised alarms about addiction-like behaviours. But we need to be cautious and distinguish between clinically recognised addiction and simply using technology too much for someone’s taste or in the wrong way.
In the clinical realm, addiction is a complex disorder characterised by compulsive engagement in rewarding stimuli, even in the face of negative consequences. It encompasses both substance use and behavioural patterns. The specific definition of addiction can vary slightly between the International Classification of Diseases (ICD) and the Diagnostic and Statistical Manual of Mental Disorders (DSM-5).
Substance-Related Disorder
The ICD-11, developed by the World Health Organization (WHO), describes addiction as a "disorder due to addictive behaviours." It acknowledges that addiction can involve both substance use and non-substance-related behaviours. The ICD-11 highlights the compulsive nature of addiction and the difficulty in controlling or stopping the behaviour despite adverse outcomes. On the other hand, the DSM-5, published by the American Psychological Association (APA), uses the term "substance use disorder" to refer to addiction specifically related to substances. It provides criteria for diagnosing substance use disorders based on the presence of specific symptoms. The DSM-5 recognises addiction as a chronic and relapsing condition characterised by impaired control, social problems, risky use, and physical dependence. All the symptoms mentioned above are characterised by their temporal nature and chronicity. They are not episodic in nature and cannot be better explained by any other condition. These symptoms persist over time and are not simply fleeting experiences. It is important to recognise that addiction is a long-lasting condition that requires attention and appropriate intervention to address its impact on individuals' lives.
To summarise, the key features of substance-based addiction include:
Compulsive behaviour: Addiction involves engaging in the behaviour or substance use compulsively, often driven by intense desire or craving.
Impaired control: Individuals with addiction struggle to control or stop their behaviour despite experiencing negative consequences.
Social impairment: Addiction can lead to problems in relationships, work, and other areas of life.
Risky use: Continued substance use or engagement in the behaviour despite awareness of its potential harm.
Tolerance and withdrawal: Certain substances can induce tolerance, requiring higher doses to achieve the desired effect. Withdrawal symptoms may arise when discontinuing the substance.
Now, let's shift our focus to addiction in the absence of substances, which is more relevant to the technology discourse.
Recognised Behavioral Addictions
In recent years, the field of psychology has recognised the existence of certain behavioural addictions. One example is gambling disorder, which has been acknowledged by both the International Classification of Diseases (ICD-11) and the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). Gambling disorder is characterised by a persistent and recurrent pattern of gambling behaviour that disrupts personal, social, or occupational functioning.
Another example that has sparked debate is video game addiction. While the ICD-11 includes "gaming disorder" as a recognised condition, the DSM-5 has not officially recognised it as a distinct disorder yet, even though it mentioned the need for more research on a potential gaming disorder. The agreed-upon criteria by both classifications to characterise these behavioural addictions can be simplified as this:
Loss of control over the behaviour
Elevated and unreasonable priority placed on the activity
Persistent engagement despite negative consequences.
Similar to substance-related addictions, behavioural addictions also exhibit specific patterns of temporality and frequency of occurrence. These symptoms are characterised by their persistence over time and the regularity with which they manifest. It is important to note that any other condition or affliction should not better explain these symptoms.
However, when it comes to video game addiction, there is ongoing discussion and disagreement within the professional community. The debate revolves around whether gaming disorder should be considered an independent disorder or merely a symptom of underlying issues like depression or social anxiety. For an addiction to be diagnosed, keep in mind that the symptoms have to not be better explained by another affliction.
Additionally, the chronicity and episodic nature of gamin disorder remain unclear. It is uncertain whether disordered behaviours occur periodically as coping mechanisms or persist chronically regardless of the individual's circumstances. Essentially, researchers are still trying to determine if it's a temporary way to deal with life's challenges, similar to short episodes of binge eating or drinking with friends, or if it's a continuous condition that persists regardless of the person's situation.
The ongoing discussion surrounding video game addiction thus tells us about the complexities involved in defining and diagnosing behavioural addictions in the context of new technologies. Considering we are still grappling with defining a gaming disorder, which has received significant attention and research in recent years, it raises valid questions about assuming the existence of other behavioural disorders without clear consensus from the psychiatric community. It is essential to approach these matters cautiously and strive for a thorough understanding before labelling individuals and potentially causing harm through misdiagnosis and stigmatisation.
Using Better Terminology: Overuse or Misuse
When examining the intersection of technology and addiction, it is crucial to approach the concept thoughtfully, considering the ever-evolving nature of technology and its influence on our culture and behaviours. A fundamental step in this discussion is to understand how technology use has evolved over time, particularly with the widespread adoption of smartphones and the integration of AI assistants. By understanding this, we can avoid hastily labelling behaviours as addiction without comprehensively grasping the broader context.
Let me give you an example: using smartphones excessively or inappropriately on occasion does not automatically indicate a clinical addiction. Someone who spends a few days engrossed in a mobile game or social media platform due to a temporary period of boredom or stress may be engaging in what could be categorised as overuse or misuse of technology. However, this behaviour does not meet the criteria for a clinical addiction! It is only temporary and might not impact more than their free time.
It is essential to recognise that the evolution of technology introduces new patterns of use, and not all of these patterns automatically signify addiction. Rather than making snap judgments, it is more valuable to delve into the broader cultural context within which these behaviours occur. This exploration allows us to gain insights into the motivations, social dynamics, and consequences associated with technology use.
Imagine a scenario where someone occasionally engages in excessive alcohol consumption during social gatherings or celebrations with friends and family. While this behaviour may be seen as overuse or misuse of alcohol, it does not necessarily indicate alcoholism or addiction. It is a sporadic occurrence in specific social and cultural contexts and does not dominate the person's life or result in severe negative consequences.
So, before jumping to a conclusion, it is necessary to understand the context and all it means, like for any other well-rounded judgment.
Conclusive Words
In conclusion, when discussing technology and its potential impact on our lives, we must be careful with the word "addiction." While addiction is a recognised psychiatric condition, it may not be the best fit for certain technology-related behaviours. It's important to differentiate between clinical diagnoses and cultural perceptions and use language that accurately reflects the behaviours we discuss.
Using terms like "misuse" and "overuse" allows us to consider the bigger picture—the reasons behind our technology use and the consequences it can have. This nuanced understanding helps us develop a more balanced and comprehensive viewpoint.
In the upcoming weeks, we'll continue exploring other psychological and psychiatric terms in discussions about technology. By approaching these conversations with care and understanding, we can gain a clearer perspective on how technology affects us and have more meaningful discussions.
If you have any questions or thoughts, please don't hesitate to reach out!
Until next time,
- Auxane Boch
References and Interesting Reads
American Psychiatric Association (APA) (2013). DSM-5 Classification. American Psychiatric Publishing.
Borges, G., Orozco, R., Benjet, C., Contreras, E. V., P´ erez, A. L. J. E., Cedr´ es, A. J. P. A., ... & Ayuso-Mateos, J. E. L. (2021). (Internet) Gaming Disorder in DSM-5 and ICD-11: A Case of the Glass Half Empty or Half Full:(Internet) Le trouble du jeu dans le DSM-5 et la CIM-11: Un cas de verre à moitié vide et à moitié plein. The Canadian Journal of Psychiatry, 66(5), 477-484.
Darvesh, N., Radhakrishnan, A., Lachance, C. C., Nincic, V., Sharpe, J. P., Ghassemi, M., ... & Tricco, A. C. (2020). Exploring the prevalence of gaming disorder and Internet gaming disorder: a rapid scoping review. Systematic reviews, 9, 1-10.
Heinz, A., Gül Halil, M., Gutwinski, S., Beck, A., & Liu, S. (2022). ICD-11: Änderungen der diagnostischen Kriterien der Substanzabhängigkeit [ICD-11: changes in the diagnostic criteria of substance dependence]. Der Nervenarzt, 93(1), 51–58. https://doi.org/10.1007/s00115-021-01071-7
World Health Organization [WHO]. (2018). Gaming disorder. World Health Organization. https://www.who.int/standards/classifications/frequently-asked-questions/gaming-disorder
Comments