Consideración crítica de las adicciones digitales
- Carbonell, Xavier 1
- Calvo, Fran 2
- Panova, Tayana 1
- Beranuy, Marta 3
- 1 Universitat Ramon Llull. FPCEE Blanquerna.
- 2 Universitat de Girona. Departament de Pedagogia, Institut de Recerca sobre Qualitat de Vida.
-
3
Universidad de Navarra
info
ISSN: 2013-9144
Argitalpen urtea: 2021
Zenbakien izenburua: Number 39, June 2021 [Monographic] Techno-addiction among the young, adolescents and children
Zenbakia: 39
Orrialdeak: 4-22
Mota: Artikulua
Beste argitalpen batzuk: Digital Education Review
Laburpena
Este trabajo propone un análisis crítico de las adicciones tecnológicas y se centra, especialmente, en las redes sociales, el móvil y los videojuegos. El uso de las redes sociales no responde al patrón descrito para la adicción puesto que no cumple los criterios establecidos para ella. Puede ser problemático y generar consecuencias negativas, pero éstas son leves y no llegan al nivel de las adicciones. Es más fructífero estudiar el contexto del perfil psicológico del usuario, las motivaciones y gratificaciones y su contexto socio-cultural para entender cómo se produce un uso problemático y cómo combatirlo. La falta de estudios longitudinales y de muestras clínicas invitan a la cautela para no patologizar conductas novedosas. En el caso del teléfono móvil, no consideramos que sea una adicción puesto que el móvil es una plataforma en el que se pueden encontrar contenidos que pueden llegar a ser problemáticos, pero el móvil en sí mismo no es el problema. Sobre los videojuegos cabe mencionar que tanto el DSM-5 como la CIE-11 lo han considerado un trastorno adictivo que se caracteriza por un patrón de comportamiento de juego persistente y recurrente que conlleva un deterioro o malestar clínicamente significativo en el que es necesario seguir investigando para describir sus particularidades clínicas y mejorar las propuestas de tratamiento.
Erreferentzia bibliografikoak
- Aarseth, E., Bean, A. M., Boonen, H., Colder Carras, M., Coulson, M., Das, D., Deleuze, J., Dunkels, E., Edman, J., Ferguson, C. J., Haagsma, M. C., Helmersson Bergmark, K., Hussain, Z., Jansz, J., Kardefelt-Winther, D., Kutner, L., Markey, P., Nielsen, R. K. L., Prause, N., … Van Rooij, A. J. (2016). Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal. Journal of Behavioral Addictions, 6(3), 1–4. https://doi.org/10.1556/2006.5.2016.088
- Addicott, M. A. (2014). Caffeine use disorder: A review of the evidence and future implications. Current Addiction Reports, 1(3), 186–192. https://doi.org/10.1007/s40429-014-0024-9
- Aichner, T., Grünfelder, M., Maurer, O., & Jegeni, D. (2020). Twenty-Five Years of Social Media: A Review of Social Media Applications and Definitions from 1994 to 2019. Cyberpsychology, Behavior, and Social Networking, 00(00), 1–8. https://doi.org/10.1089/cyber.2020.0134
- American Psychiatric Association. (2013). Diagnostic and Statistical Manual of Mental Disorders (DSM-5). American Psychiatric Association.
- Andreassen, C. S. (2015). Online Social Network Site addiction: A comprehensive review. Current Addiction Reports, 2(2), 175–184. https://doi.org/10.1007/s40429-015-0056-9
- Andreassen, C. S., & Pallesen, S. (2014). Social network site addiction - an overview. Current Pharmaceutical Design, 20(25), 4053–4061. https://doi.org/10.2174/13816128113199990616
- ARISF. (2020). Association of IOC Recognised International Sport Federations. https://www.arisf.sport/
- Baker, D. A., & Algorta, G. P. (2016). The Relationship Between Online Social Networking and Depression: A Systematic Review of Quantitative Studies. Cyberpsychology, Behavior, and Social Networking, 19(11), 638–648. https://doi.org/10.1089/cyber.2016.0206
- Billieux, J., Castro, J., & et al. (2021). Expert appraisal of criteria for assessing gaming disorder: An international Delphi study. Addiction, Accepted.
- Billieux, J., Schimmenti, A., Khazaal, Y., Maurage, P., & Heeren, A. (2015). Are we overpathologizing everyday life? A tenable blueprint for behavioral addiction research. Journal of Behavioral Addictions, 4(3), 119–123. https://doi.org/10.1556/2006.4.2015.009
- Blalock, J. A., & Joiner, T. E. (2000). Interaction of cognitive avoidance coping and stress in predicting depression/anxiety. Cognitive Therapy and Research, 24(1), 47–65. https://doi.org/10.1023/A:1005450908245
- Boyd, D. M. (2014). It’s complicated: The social lives of networked teens. Yale University Press.
- Brien, C. P. O., Ph, D., Auriacombe, M., Bucholz, K., Ph, D., Budney, A., Ph, D., Crowley, T., Ling, W., Petry, N. M., Ph, D., Schuckit, M., Grant, B. F., & Ph, D. (2013). DSM-5 criteria for substance use disorders: Recommendations and rationale. American Journal of Psychiatry, 170(August), 834–851.
- Budney, A. J., & Emond, J. A. (2014). Caffeine addiction? Caffeine for youth? Time to act! Addiction, 109(11), 1771–1772. https://doi.org/10.1111/add.12594
- Calvo, F., Carbonell, X., Oberst, U., & Fuster, H. (2018). May the passion be with you: The addictive potential of collectible card games, miniatures, and dice of the Star Wars universe. Journal of Behavioral Addictions, 7(3), 727–736. https://doi.org/10.1556/2006.7.2018.73
- Carbonell, X. (2020a). Digitalidad y adicción: experiencias y reflexiones. Revista Española de Drogodependencias, 45(4), 9–13.
- Carbonell, X. (2020b). El diagnóstico de adicción a videojuegos en el DSM-5 y en la CIE-11: retos y oportunidades para clínicos. Papeles Del Psicologo. https://doi.org/https://doi.org/10.23923/pap.psicol2020.2935
- Carbonell, X. (2020c). Potencial addictiu de l’ús del telèfon mòbil. Perspectiva Escolar, 409(monográfico), 16–19.
- Carbonell, X., Chamarro, A., Oberst, U., Rodrigo, B., & Prades, M. (2018). Problematic use of the Internet and smartphones in university students : 2006 – 2017. International Journal of Environmental Research and Public Health, 15(3), 1–13. https://doi.org/10.20944/preprints201801.0236.v1
- Carbonell, X., Guardiola, E., Beranuy, M., & Bellés, A. (2009). A bibliometric analysis of the scientific literature on Internet, video games, and cell phone addiction. Journal of The Medical Library Association, 97(2), 102–107. https://doi.org/10.3163/1536-5050.97.2.006
- Carbonell, X., Guardiola, E., Fuster, H., Gil, F., & Panova, T. (2016). Trends in scientific literature on addiction to the internet, video games, and cell phones from 2006 to 2010. International Journal of Preventive Medicine, 7(1), 63. https://doi.org/10.4103/2008-7802.179511
- Carbonell, X., & Panova, T. (2017). A critical consideration of social networking sites’ addiction potential. Addiction Research & Theory, 25(1), 48–57. https://doi.org/10.1080/16066359.2016.1197915
- Carbonell, X., Torres-Rodríguez, A., & Fuster, H. (2016). El potencial adictivo de los videojuegos. In Abuso de Internet: ¿antesala para la adicción al juego de azar on-line? (pp. 83–103). Pirámide.
- Casale, S., & Banchi, V. (2020). Narcissism and problematic social media use: A systematic literature review. Addictive Behaviors Reports, 100252. https://doi.org/10.1016/j.abrep.2020.100252
- Charlton, J. P., & Danforth, I. D. W. (2007). Distinguishing addiction and high engagement in the context of online game playing. Computers in Human Behavior, 23, 1531–1548. https://doi.org/10.1016/j.chb.2005.07.002
- Charlton, J. P., & Danforth, I. D. W. (2010). Validating the distinction between computer addiction and engagement: Online game playing and personality. Behaviour & Information Technology, 29(6), 601–613. https://doi.org/10.1080/01449290903401978
- Chóliz, M. C., Villanueva, V., & Chóliz, M. C. (2009). Ellas, ellos y su móvil: Uso, abuso (¿y dependencia?) del teléfono móvil en la adolescencia. Revista Española de Drogodependencias, 34(1), 74–88.
- Csibi, S., Griffiths, M. D., Cook, B., Demetrovics, Z., & Szabo, A. (2018). The psychometric properties of the Smartphone Application-Based Addiction Scale (SABAS). International Journal of Mental Health and Addiction, 16(2), 393–403. https://doi.org/10.1007/s11469-017-9787-2
- Del Palacio, G. (2019, July 30). Kyle Giersdorf “Bugha”, el millonario de 16 años que ganó el Mundial de Fortnite | Videojuegos. El Mundo. https://www.elmundo.es/tecnologia/videojuegos/2019/07/30/5d3f278021efa0641f8b4637.html
- Ellis, D. A., Davidson, B. I., Shaw, H., & Geyer, K. (2019). Do smartphone usage scales predict behavior? International Journal of Human Computer Studies, 130, 86–92. https://doi.org/10.1016/j.ijhcs.2019.05.004
- Estallo, J. A., Masferrer, M. C., & Aguirre, C. (2001). Efectos a largo plazo del uso de videojuegos. Apuntes de Psicología, 19(1), 161–174.
- Frances, A. J., & Widiger, T. (2012). Psychiatric diagnosis: Lessons from the DSM-IV past and cautions for the DSM-5 future. Annual Review of Clinical Psychology, 8, 109–130. https://doi.org/10.1146/annurev-clinpsy-032511-143102
- Fundación Telefónica. (2016). La sociedad de la información en España 2016. Fundación Telefónica.
- Fuster, H. (2020). El diseño de videojuegos: diversión y pitencial adictivo como dos caras de la misma moneda. Revista Española de Drogodependencias, 45(4), 49–64.
- Ghanizadeh, A., & Shekoohi, H. (2011). Prevalence of nail biting and its association with mental health in a community sample of children. BMC Research Notes, 4(1), 116. https://doi.org/10.1186/1756-0500-4-116
- Gil, F., del Valle, G., Oberst, U., & Chamarro, A. (2015). Nuevas tecnologías - ¿ Nuevas patologías ? El smartphone y el fear of missing out. Aloma, 33(2), 77–83.
- Goodman, M. D. (1990). Addiction: Definition and implications. British Journal of Addictions, 85(1), 1403–1408. https://doi.org/10.1111/j.1360-0443.1990.tb01620.x
- Griffiths, M. D. (1995). Technological addictions. Clinical Psychology Forum, 76, 14–19.
- Griffiths, M. D. (2005). A ‘components’ model of addiction within a biopsychosocial framework. Journal of Substance Use, 10, 191–197. https://doi.org/10.1080/14659890500114359
- Griffiths, M. D., Kuss, D. J., Lopez-Fernandez, O., & Pontes, H. M. (2017). Problematic gaming exists and is an example of disordered gaming. Journal of Behavioral Addictions, 6(3), 296–301. https://doi.org/10.1556/2006.6.2017.037
- Griffiths, M. D., van Rooij, A. J., Kardefelt-Winther, D., Starcevic, V., Király, O., Pallesen, S., Müller, K., Dreier, M., Carras, M., Prause, N., King, D. L., Aboujaoude, E., Kuss, D., Pontes, H. M., Lopez Fernandez, O., Nagygyorgy, K., Achab, S., Billieux, J., Quandt, T., … Demetrovics, Z. (2016). Working towards an international consensus on criteria for assessing internet gaming disorder: A critical commentary on Petry et al. (2014). Addiction, 111(1), 167–175. https://doi.org/10.1111/add.13057
- Holahan, C. J., Moos, R. H., Holahan, C. K., Brennan, P. L., & Schutte, K. K. (2005). Stress Generation, Avoidance Coping, and Depressive Symptoms: A 10-Year Model. Journal of Consulting and Clinical Psychology, 73(4), 658–666. https://doi.org/10.1037/0022-006X.73.4.658
- Immordino-Yang, M. H., Christodoulou, J. A., & Singh, V. (2012). Rest Is Not Idleness. Perspectives on Psychological Science, 7(4), 352–364. https://doi.org/10.1177/1745691612447308
- Jeno, L. M., Vandvik, V., Eliassen, S., & Grytnes, J.-A. (2019). Testing the novelty effect of an m-learning tool on internalization and achievement: A Self-Determination Theory approach. Computers & Education, 128, 398–413. https://doi.org/https://doi.org/10.1016/j.compedu.2018.10.008
- Jo, Y. S., Bhang, S. Y., Choi, J. S., Lee, H. K., Lee, S. Y., & Kweon, Y.-S. (2019). Clinical characteristics of diagnosis for Internet Gaming Disorder: Comparison of DSM-5 IGD and ICD-11 GD diagnosis. Journal of Clinical Medicine, 8(7), 945. https://doi.org/10.3390/jcm8070945
- Kardefelt-Winther, D. (2015). A critical account of DSM-5 criteria for internet gaming disorder. Addiction Research & Theory, 23(2), 93–98. https://doi.org/10.3109/16066359.2014.935350
- Kardefelt-Winther, D., Heeren, A., Schimmenti, A., van Rooij, A., Maurage, P., Carras, M., Edman, J., Blaszczynski, A., Khazaal, Y., & Billieux, J. (2017). How can we conceptualize behavioural addiction without pathologizing common behaviours? Addiction, 112(10), 1709–1715. https://doi.org/10.1111/add.13763
- Kim, D., Lee, Y., Lee, J., Nam, J. K., & Chung, Y. (2014). Development of Korean Smartphone Addiction Proneness Scale for youth. PLoS ONE, 9(5). https://doi.org/10.1371/journal.pone.0097920
- Kircaburun, K., & Griffiths, M. D. (2018). Instagram addiction and the Big Five of personality: The mediating role of self-liking. Journal of Behavioral Addictions, 7(1), 158–170. https://doi.org/10.1556/2006.7.2018.15
- Kuss, D. J., & Griffiths, M. D. (2011). Online social networking and addiction - A review of the psychological literature. International Journal of Environmental Research and Public Health, 8(9), 3528–3552. https://doi.org/10.3390/ijerph8093528
- Kwon, M., Lee, J. Y., Won, W. Y., Park, J. W., Min, J. A., Hahn, C., Gu, X., Choi, J. H., & Kim, D. J. (2013). Development and validation of a Smartphone Addiction Scale (SAS). PLoS ONE, 8(2). https://doi.org/10.1371/journal.pone.0056936
- Lowe-Calverley, E., & Pontes, H. M. (2020). Challenging the concept of smartphone addiction: An empirical pilot study of smartphone usage patterns and psychological well-being. Cyberpsychology, Behavior, and Social Networking, 23(8), 550–556. https://doi.org/10.1089/cyber.2019.0719
- Marcos, M., & Chóliz, M. (2020). Comorbilidad entre adicciones comportamentales en la adolescencia. Revista Española de Drogodependencias, 45(4), 86–95.
- Martín-Fernández, M., Matalí, J. L., García-Sánchez, S., Pardo, M., Lleras, M., & Castellano-Tejedor, C. (2016). Adolescentes con trastorno por juego en Internet (IGD): perfiles y respuesta al tratamiento. Adicciones, xx(x), 125–133. https://doi.org/10.20882/adicciones.890
- Matalí, J. L., Pérez-Racana, A., Oberst, U., Lleras, M., Bertomeu, P., & Flores, E. (2020). Seclusion in adolescents with IGD: New diagnostic criteria or measure of severity? Computers in Human Behavior, 110(July 2019). https://doi.org/10.1016/j.chb.2020.106394
- Miguel, E. (2019). Qué son las loot boxes de los juegos modernos y por qué las acusan de fomentar la ludopatía en los chavales. Magnet- Xataka. https://magnet.xataka.com/preguntas-no-tan-frecuentes/que-son-las-loot-boxes-de-los-juegos-modernos-y-por-que-las-acusan-de-fomentar-la-ludopatia-en-los-chavales
- Montag, C., Schivinski, B., Sariyska, R., Kannen, C., Demetrovics, Z., & Pontes, H. M. (2019). Psychopathological symptoms and gaming motives in Disordered Gaming — A psychometric comparison between the WHO and APA diagnostic frameworks. Journal of Clinical Medicine, 8(1691), 1–18. https://doi.org/doi:10.3390/jcm8101691
- Pang, A. S.-K. (2013). The Distraction Addiction. Little Brown and Company.
- Panova, T., & Carbonell, X. (2018). Is smartphone addiction really an addiction? Journal of Behavioral Addictions, 7(2), 252–259. https://doi.org/10.1556/2006.7.2018.49
- Panova, T., Carbonell, X., Chamarro, A., & Puerta-Cortés, D. X. (2020). Specific smartphone uses and how they relate to anxiety and depression in university students: a cross-cultural perspective. Behaviour and Information Technology, 39(4), 944–956. https://doi.org/10.1080/0144929X.2019.1633405
- Panova, T., & Lleras, A. (2016). Avoidance or boredom: Negative mental health outcomes associated with use of Information and Communication Technologies depend on users’ motivations. Computers in Human Behavior, 58, 249–258. https://doi.org/10.1016/j.chb.2015.12.062
- Pedrero, E. J., Rodríguez, M. T., & Ruiz, J. M. (2012). Adicción o abuso del teléfono móvil. Revisión de la literatura. Adicciones, 24(2), 139–152.
- Petry, N. M., & O’Brien, C. P. (2013). Internet gaming disorder and the DSM-5. Addiction, 108(7), 1186–1187. https://doi.org/10.1111/add.12162
- Przybylski, A. K., Murayama, K., Dehaan, C. R., & Gladwell, V. (2013). Motivational, emotional, and behavioral correlates of fear of missing out. Computers in Human Behavior, 29(4), 1841–1848. https://doi.org/10.1016/j.chb.2013.02.014
- Redacción Marca. (2019, September 11). Los eSports se acercan a los Juegos Olímpicos de Tokio 2020. Marca. https://us.marca.com/claro/mas-deporte/2019/09/11/5d790ab622601d0f198b45eb.html
- Ross, C., Orr, E. S., Sisic, M., Arseneault, J. M., Simmering, M. G., & Orr, R. R. (2009). Personality and motivations associated with Facebook use. Computers in Human Behavior, 25(2), 578–586. https://doi.org/10.1016/j.chb.2008.12.024
- Ryan, T., Chester, A., Reece, J., & Xenos, S. (2014). The uses and abuses of Facebook: A review of Facebook addiction. Journal of Behavioral Addictions, 3(3), 133–148. https://doi.org/10.1556/JBA.3.2014.016
- Sánchez-Carbonell, X., Beranuy, M., Castellana, M., Chamarro, A., & Oberst, U. (2008). La adiccion a Internet y al móvil: ¿Moda o trastorno? Adicciones, 20(2), 149–160.
- Saunders, J. B. (2017). Substance use and addictive disorders in DSM-5 and ICD 10 and the draft ICD 11. Current Opinion in Psychiatry, 30(4), 227–237. https://doi.org/10.1097/YCO.0000000000000332
- Snodgrass, J. G., Lacy, M. G., Dengah, H. J. F., Fagan, J., & Most, D. E. (2011). Magical flight and monstrous stress: Technologies of absorption and mental wellness in Azeroth. Culture, Medicine and Psychiatry, 35(1), 26–62. https://doi.org/10.1007/s11013-010-9197-4
- Tanaka, O. M., Vitral, R. W. F., Tanaka, G. Y., Guerrero, A. P., & Camargo, E. S. (2008). Nailbiting, or onychophagia: A special habit. American Journal of Orthodontics and Dentofacial Orthopedics, 134(2), 305–308. https://doi.org/10.1016/j.ajodo.2006.06.023
- Torres-Rodríguez, A., Griffiths, M. D., Carbonell, X., Farriols-Hernando, N., & Torres-Jimenez, E. (2019). Internet Gaming Disorder treatment: A case study evaluation of four different types of adolescent problematic gamers. International Journal of Mental Health and Addiction, 17(1). https://doi.org/10.1007/s11469-017-9845-9
- Turel, O., & Bechara, A. (2016). Social networking site use while driving: ADHD and the mediating roles of stress, self-esteem and craving. Frontiers in Psychology, 7(MAR). https://doi.org/10.3389/fpsyg.2016.00455
- Turel, O., He, Q., Xue, G., Xiao, L., & Bechara, A. (2014). Examination of neural systems sub-serving Facebook “Addiction.” Psychological Reports, 115(3), 675–695. https://doi.org/10.2466/18.PR0.115c31z8
- Van Deursen, A. J. A. M., Bolle, C. L., Hegner, S. M., & Kommers, P. A. M. (2015). Modeling habitual and addictive smartphone behavior. The role of smartphone usage types, emotional intelligence, social stress, self-regulation, age, and gender. Computers in Human Behavior, 45, 411–420. https://doi.org/10.1016/j.chb.2014.12.039
- Wood, R., & Griffiths, M. D. (2007). Time loss whilst playing video games: Is there a relationship to addictive behaviours? International Journal of Mental Health and Addiction, 5, 141–149.
- World Health Organization. (2018). International Classification of Diseases 11th Revision (ICD-11). World Health Organization (WHO). https://icd.who.int/
- World Health Organization. (2019). International Classification of Diseases: ICD-11 for Mortality and Morbidity Statistics.
- Young, K. S. (1996). Internet Addiction: The emergence of a new clinical disorder. 104th Annual Meeting of the American Psychological Association, 1(3), 237–244. https://doi.org/https://doi.org/10.1089/cpb.1998.1.237