[Aragay N, Ramos-Grille I] Behavioral Addictions Unit, Area of Mental Health Care, Consorci Sanitari de Terrassa, Terrassa, Spain. Faculty of Medicine and Health Sciences, Universidad Internacional de Catalunya, Barcelona, Spain. [Vallès V] Behavioral Addictions Unit, Area of Mental Health Care, Consorci Sanitari de Terrassa, Terrassa, Spain. Faculty of Medicine and Health Sciences, Universidad Internacional de Catalunya, Barcelona, Spain. Area of Mental Health Care, Consorci Sanitari de Terrassa, Terrassa, Spain. [Garrido G] Faculty of Medicine and Health Sciences, Universidad Internacional de Catalunya, Barcelona, Spain. Community Rehabilitation Service, Area of Mental Health Care, Consorci Sanitari de Terrassa, 08227 Terrassa, Spain. [Gamundi Grimalt E] Hematological Cytology, Pathological Anatomy Service, Hospital Universitario de Bellvitge, Barcelona, Spain. [Miranda Ruiz E] Area of Mental Health Care, Consorci Sanitari de Terrassa, Terrassa, Spain.[Jovell-Fernández E] Faculty of Medicine and Health Sciences, Universidad Internacional de Catalunya, Barcelona, Spain. Department of Epidemiology, Consorci Sanitari de Terrassa, Terrassa, Spain
Consorci Sanitari de Terrassa
2024-03-22T14:32:15Z
2024-03-22T14:32:15Z
2023-12-19
Video games; Social networks; Addiction
Videojuegos; Redes sociales; Adicción
Videojocs; Xarxes socials; Addicció
The use of information and communication technologies (ICTs) has become widespread in recent years, leading to an increase in addiction cases. A total of 118 patients who attended the Behavioral Addictions Unit of Consorci Sanitari de Terrassa (Barcelona, Spain) between October 2005 and December 2021 were included in the study. The sample was divided into three groups according to the time period in which they started treatment: between 2005 and 2010 (before the rise in new technologies, named the pre-ICT period), between 2011 and 2019 (a time of major ICT development, named the ICT period) and between 2020 and 2021 (with massive use of the internet due to effects of the pandemic, named the COVID-19 period). We found an increase in the incidence of screen addiction cases related to the development of technology throughout the study years, and this increase was accentuated during the COVID-19 period. This increase was not equal for all types of content consumed via the internet, with patients with video game addiction increasing to a greater extent than patients with internet/social network addiction. In addition, patients with video game addiction were younger and had started gaming at a younger age than those with internet/social network addiction. These results contribute to a better understanding of the phenomenon of technology addiction and to the design of appropriate treatment protocols and preventive programs
Article
Published version
English
Dependència (Psicologia); Addicció a Internet; Xarxes socials en línia; INFORMATION SCIENCE::Information Science::Communication::Social Networking::Online Social Networking; PSYCHIATRY AND PSYCHOLOGY::Behavior and Behavior Mechanisms::Behavior::Impulsive Behavior::Compulsive Behavior::Behavior, Addictive; CIENCIA DE LA INFORMACIÓN::Ciencias de la información::comunicación::redes sociales::redes sociales en línea; PSIQUIATRÍA Y PSICOLOGÍA::conducta y mecanismos de la conducta::conducta::conducta impulsiva::conducta compulsiva::conducta adictiva
MDPI
International Journal of Environmental Research and Public Health;21(1)
http://doi.org/10.3390/ijerph21010001
Attribution 4.0 International
http://creativecommons.org/licenses/by/4.0/