Page 12 - Screen Addiction: A Teen Epidemic
P. 12

gaming addiction                   Jack, 28–29, 48, 49
                 FOMO and, 28                     Jones, Shevon, 23
                 medical profession recognition of, 37
                 number of Americans with, 29     Keller, Andrew, 39
                 percentage of players having, 6, 37
                 symptoms and defi ning, 30–31, 33,   “like” button
                   34, 35                           dopamine release by brain and, 40–41
               gaming disorder (GD). See gaming     reinforcing nature of, 42–43
                 addiction                          as sign of self-worth, 40
               Gentile, Douglas A.                loot boxes, 44, 45
                 on addiction to offl ine as well as online   Lothian-McLean, Moya, 8–9
                   gaming, 30–31
                 on behavioral addiction, 9–10    Manly, Carla Marie, 43
                 on importance of medical recognition of   marketing and FOMO, 12
                   gaming disorder, 37            mental health issues
               Geraci, Melody, 17–18                correlations of social media with, 25
               Glowiak, Matt, 50                    disconnection from real life and,
               Governors Highway Safety Association   11–13
                 (GHSA), 17                         increase in screen use and, 5
               Griffi ths, Mark D., 6–7, 42         time spent on social media by
                                                     teenagers and, 26–27
               Harsh Realities of Phone Distraction, The  Millennium Cohort Study, 27
                 (Cambridge Mobile Telematics), 16  mindfulness, 47, 51
               Haugen, Frances                    mood modifi cation, 7, 9–10
                 on Instagram and girls, 19, 20–21  Murthy, Vivek H., 5
                 Instagram as worse for health of users
                   than other social media, 23–25  National Highway Traffi c Safety
               health insurance and treatment, 49,   Administration (NHTSA), 15, 16, 17
                 51–52
               Hogan, Steve, 12                   offl ine gaming, 28, 31
                                                  O’Neill, Essena, 23
               inclusion, as biological need, 9   online gaming addiction. See gaming
               infi nite scroll, 38–39, 40, 42, 47  addiction
               infl uencers                       Oxford University, 5, 29
                 O’Neill, 23
                 photos of, 25                    parents’ relationships with teenagers,
                 Vlasova, 21–22                     14–15
               inpatient treatment, 53            Path of Exile (video game), 45
               Instagram, 24                      Pearlman, Leah, 40
               danger posed to teenage boys by, 26, 27  peers, importance of fi tting in with, 9
                 danger posed to teenage girls by,   Pew Research, 9, 18
                   19–22, 21                      physical safety
                 depression and, 12–13              accidents in home, 18
                 misperceptions about age of Black   of pedestrians, 14, 17
                   teenagers, 23                  Przybylski, Andrew K., 29–30, 31–32
                 as worse for health of users than other   Psychology Today (magazine), 42
                   social media, 23–25
               intermittent variable rewards, 41–42  Raskin, Aza, 38, 39
               International Classifi cation of Diseases,   real life, anxiety and disconnecting from,
                 11th revision (WHO), 35, 37        11–13
               internet gaming disorder (IGD). See  relapses, 7, 49
                 gaming addiction                 residential treatment programs, 53
               internet use by teenagers, 18      Rosenstein, Justin, 41


                                               63
   7   8   9   10   11   12   13   14