Addictive behavior: People are glued to their cell phones
This June, the World Health Organization (WHO ) will include video game addiction in the International Statistical Classification of Diseases and Related Health Problems.
Google also recently announced that it would increasingly focus on “digital well-being”. Companies and experts are now increasingly focusing on the problem of digital dependency.
Remember warnings
“Gaming disorder is defined as a pattern of digital gaming behavior characterized by impaired control over games. Unlike other interests and daily tasks, gaming is given priority over other activities despite the occurrence of negative consequences. To diagnose gambling disorder, the pattern of behavior must be so severe that it causes significant impairment in personal, family, social, educational, professional or other important areas of functioning and must be evident for at least twelve months."
according to the WHO. This addictive behavior looks similar with social media.
Researchers at Bournemouth University (BU ) have already suggested generating a type of warning label that would be shown when using digital devices and could raise awareness of possible side effects and addictive behavior.
“Unlike traditional labels for tobacco and alcohol, digital labels can be designed intelligently and interactively,”
explains BU researcher Raian Ali. Google wants to help with its “Digital Well-being” program. New features will soon allow Android users to monitor and manage the time they spend on their devices. The aim is to understand habits, be able to control your attention and concentrate on what is important.
Rare offline phases
According to the British regulator Ofcom, around 15 million British internet users have already tried to give up digital media. After the offline phase, 33 percent reported an increase in their own productivity, 27 percent felt a feeling of liberation and 25 percent enjoyed life more. The study also pointed out that 16 percent of the participants were constantly afraid of missing something, 15 percent felt lost and 14 percent cut off from the outside world.
According to experts at Bournemouth University, it is quite possible to tell if someone is using a smartphone or a social network in an anxious or uncontrolled manner. Similar to online gambling, users should also receive help if necessary. This could be a self-exclusion and lockout scheme.
The “ZenScreen” app is intended to help create a kind of timetable for digital activities ( pressetext reported ).
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