Psychology and the New Media - Course summary [UNIVERSITY OF AMSTERDAM]
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It is possible that people are not addicted to the internet but to any of the following elements of the internet; availability (1), efficiency (2), reinforcement (3) and anonymity (4). Reinforcement is especially notable in gaming. Vertical gameplay includes continuous reinforcement and a game that continues without the presence of the gamer can lead to FOMO (i.e. fear of missing out).
The online environment enhances or facilitates activities to such an extent that it becomes addictive. Internet addiction can only really exist if specific characteristics of the internet make a real contribution or if the activity is impossible online.
People are almost always on the internet (i.e. permanently connected) which makes it difficult to say whether there is an internet addiction. It might be more relevant to call it pathological technology use (PTU). The focus of any internet addiction is always on general addiction characteristics that are also central to criteria for gambling addiction and substance abuse.
Internet addiction shares symptoms with substance abuse and pathological gambling in which repeated behaviour plays a role. Addicted online gamers find it difficult to weight long-term benefits and short-term benefits and long-term costs and losses. Excessive gamers prefer a more risky but more attractive option in the short-term. There is high comorbidity with internet addiction. High comorbidity between ADHD and gaming could be due to the fact that both are related to attention issues.
The permanence of being online (i.e. POPC) and the perception of continued closeness with the object of addiction is likely to overwhelm users with problems with self-regulation and self-directedness. POPC is likely to be less relevant for subtypes of internet addiction that require long, continuous sessions (e.g. gaming). The social function of mobile devices urges people to stay online.
General internet addiction consists of loss of control (1), time management issues (2) and craving (3). There are different factors that are involved in general internet addiction:
There might be a link between internet addiction and slightly reduced social functioning. They score lower on agreeableness (1), have low self-directedness (2) and more social anxiety (3). The increased use of the internet is related to depression and loneliness. Lonely people are more inclined to go online as a means of counteracting negative feelings.
Individual differences in social functioning are related to problematic use of technology. There are several elements that contribute to vulnerability for internet addiction:
It is not clear whether there is internet addiction or whether it is more of a phase as the excessive use of technology seems to naturally come to a reduction after a period of time. Self-concept clarity is a negative predictor of internet addiction in adolescents. Internet addiction classification may not take the development of a self-image or combating loneliness into account.
Internet addiction is controversial because it might be a delivering mechanism, not necessarily the thing one is addicted to (1), the overlap with other disorders (2) and the phenomenon is not stable (3). One common symptom of problematic internet use is the lack of knowledge about how long one is spending online or denial about the time spent.
The boundary theory explores the way people manage the boundaries for work life and home life. These boundaries tend to be very permeable due to permanent internet access. The smartphone blurs the boundaries between work time and non-work time. There are different strategies people can take:
Fear of missing out (FOMO) refers to anxiety that an exciting or interesting event may be currently happening elsewhere. This is related to frequent social network use. Younger people and young males, in particular, are susceptible to FOMO.
The features of online games are reinforcement (1), immersion (2), control (3), personalization (4), cooperation (5), interactivity (6), influence on attention (7), narrative (8) and feedback (9). Immersion is linked to the enjoyment of the game. A loss of control may be seen as a challenge but a loss of interactivity is related to reduced enjoyment.
The social cognitive theory states that reinforcement of behaviour of the model (i.e. avatar) causes a change in the behaviour of the observer. There is an increased degree of self-efficacy through in-game training. The self-determination theory states that the motivation to play and the rating of the game depends on the degree to which the game meets the need for autonomy (1), need for competence (2) and the need for connectedness (3). The need for autonomy could be fulfilled by creating control and freedom of choice. The need for competence can be fulfilled by providing feedback and a challenge. The need for connectedness can be fulfilled by providing cooperation.
The self-regulated learning theory states that individuals seek to manage their cognitions, behaviours and learning in pursuit of a given goal. The self-regulatory skills include goal setting, goal monitoring and review of progress.
There are advantages to playing action games:
However, playing action games may also have detrimental effects:
There are also other advantages of videogames in general:
Gaming appears to be related to an increase in visual detection and processing (1), a decrease in self-directed attention (2), an increase in attention for game-congruent stimuli (3) and a decrease in attention for game-incongruent stimuli (4).
Operant conditioning might explain addiction to videogames through partial reinforcement through the unpredictability of the reward. Extrinsic rewards in videogames can make people with intrinsic motivation less likely to play.
Serious games are designed to educate and entertain the user and promote behavioural change via the incorporation of prosocial messages embedded within gameplay. Young people may be highly susceptible to learning in a digital environment because they are fluent and immersed in digital media. Many serious games fail because they fail to incorporate the elements that make videogames attractive to many people.
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This course consists of a summary of the course "Psychology and the New Media" given at the "University of Amsterdam". It contains a summary of each week, which includes both the lectures and the articles. The following articles are provided per week:
Week 1
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