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Technology Addiction Now Starts as Early as Age 2

Turkchem 10 Jun 2021 29 5 dk okuma
TURKCHEM
Yeşilay's 5th International Technology Addiction Congress this year brought together 16 speakers from abroad and 36 speakers in total. The congress, which addressed technology addiction from multiple angles ranging from screen use and social media to online gaming, gambling and pandemic effects, lasted 2 days. Four keynote speakers at the congress addressed topics including COVID-19 and gaming disorder, healthy gaming habits and addictions, ways to prevent technology addiction and the impact of in-game spending on addictions. Yeşilay General Chair Prof. Dr. Mücahit Öztürk, noting that technology use is a necessity up to a point, said: "We are seeing a generation that is introduced to screens, phones and tablets from the moment a child stands up. Therefore, we can say that children from age 2 onwards and young adults up to age 30 are at risk." Yeşilay held its 5th International Technology Addiction Congress with participation from experts in the field from around the world and Turkey. The congress, which addressed themes such as digital addictions, COVID-19 period effects, the relationship between gaming and gambling addictions, excessive use of social media and smartphones, featured 16 foreign speakers from 16 countries alongside a total of 36 speakers. The opening address was delivered by Yeşilay General Chair Prof. Dr. Mücahit Öztürk, with keynote presentations by Prof. Dr. John B. Saunders from Queensland University's National Centre for Research into Substance Use in Young People, Prof. Dr. Joel Billieux from Lausanne University's Psychology Institute, Prof. Dr. Hae Kook Lee from Korea Catholic University's Uijongbu St. Mary's Hospital, and Assoc. Prof. Dr. Daniel King from Flinders University.

In his opening address to the congress, Yeşilay General Chair Prof. Dr. Mücahit Öztürk noted that Yeşilay has pioneered work and research on technology addiction, closely monitors developments in this field, detects emerging risks early, and expressed his satisfaction at organizing the 5th International Technology Addiction Congress in this regard. He stated the following:

  "We face a different situation when it comes to technology addiction. With tobacco, alcohol, substance and gambling addictions, we can say that one must stay completely away from the addictive object or situation. However, when technology is the issue, the situation changes. We all want to use communication technologies, conduct research and have fun. There is nothing wrong with that. Technology use is a necessity up to a point; therefore, to reject it outright would be an irrational approach. However, when people start saying 'I can't do without it,' addiction risk emerges. Moreover, not from birth but from age 2 onwards until people reach their 80s, everyone is at risk; because we are seeing a generation that is introduced to screens, phones and tablets from the moment a child stands up. Therefore, we can say that children from age 2 onwards and young adults up to age 30 are particularly at risk. In this age group, many problems occur such as declining academic and work performance, avoidance of social relationships, sedentary lifestyle and inability to continue artistic activities. We are losing so much value that later recovery may not be possible."

"We are facing a generation with problems in communication and expressing emotions"

Öztürk emphasized that children and young people who choose the virtual world as their social space are not very competent at recognizing the risks involved, and stated: "Parents must absolutely control content and duration; in this way it is possible to minimize risk. We can say that the entire world today is at risk. We are facing a generation with communication skill problems, difficulties in speaking and expressing emotions due to children establishing relationships in virtual environments. The way social media is used is one of the best examples of this—it is being used as a tool to vent anger. They convey words through screens that they would never say to someone they see in daily life. The way to manage these risks is through conscious internet use." Through the Yeşilay Turkey Addiction Prevention Education Program (TBM), Yeşilay raises awareness about technology addiction among 8 million students and 3 million adults annually. The Healthy Generation Healthy Future Talent Competition aims to create awareness among students about addictions from an early age. Under the Yeşilay Counseling Center (YEDAM), free psychosocial support is provided to those with addictions and their families.  

Playing online games more than 3-4 hours daily carries addiction risk

Prof. Dr. John B. Saunders from Queensland University's National Centre for Research into Substance Use in Young People gave a presentation at the congress titled "Gaming disorder: Confronting the challenges of the pandemic age." Noting that digital revolution and COVID-19 pandemic are two important factors in gaming disorder today, Saunders said: "COVID-19 affected life worldwide, lockdowns occurred as a precautionary measure. Social isolation particularly affected young people and the elderly. Some experienced anxiety disorders, depression and post-traumatic stress disorder. The gaming industry continued its operations during this period with statements like 'playing together but in different places.' From March 2020 onwards, we have seen game user numbers increase by 28 million in America and 8.6 million in England. When we look at mobile game users, there is a 28 percent increase in America, 50 percent in England, 34 percent in South Korea and 25 percent in Germany. Moreover, more than half of users say they will continue gaming afterwards; meaning this increase is not a seasonal one; but what matters here is when this activity becomes dangerous and risky. Research shows that playing online games more than 3-4 hours daily carries risk. Beyond this, symptoms such as declining academic performance, anxiety, depression, autism spectrum disorder and deterioration in parent relationships can also emerge. When control over gaming is lost, when importance given to gaming increases and when a person continues gaming despite negative consequences, we then define this as gaming disorder."   Noting that the aim in treatment is to maintain non-gaming internet use habits, Saunders emphasized that during the COVID-19 period, techniques such as activity planning, regular sleep and healthy eating, regular exercise, learning stress reduction techniques, planning children's access to electronic devices and limiting online gaming time are important in terms of preventive work.  

65.5 percent of students increased digital media use during distance learning period

Prof. Dr. Hae Kook Lee from Korea Catholic University's Uijongbu St. Mary's Hospital explained the effects of COVID-19 pandemic on mental health in his presentation titled "COVID-19 and excessive digital use: Current situation and prevention strategy" as follows: "Anxiety about contracting COVID-19 disease decreases over time but we see depression, anxiety and suicidal tendencies increase over time. According to research conducted in Korea, there is a 6-fold increase in depression and a 3.5-fold increase in suicidal tendency compared to 2018. This situation stems from the inability to establish close relationships and the end of social life. Individuals start seeking pleasure in online environments and addiction risk emerges there as well. According to research conducted in Korea, 44.3 percent of smartphone users and 24.4 percent of those playing online games report increased time spent on these activities. This increase is seen particularly among individuals in their 20s. The fact that students spend more time in front of computers due to distance learning also increases risk for them. 65.5 percent of students report increased digital media use. While female students turn to smartphones and shopping, male students spend more time with online games and adult content." Lee, emphasizing that individuals with mental health problems have a higher risk of developing technology addiction, stated: "To prevent technology addiction, a balance must be struck between digital life and real life, the interests of individuals and industries must be balanced, and steps must be taken in both preventive and therapeutic areas with strategies specific to this addiction field."
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