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<hw>Media Addiction
<ab>This entry discusses the origins, theoretical traditions, and methodological development
of the field of media addiction in the past two decades. Specifically, the theoretical
underpinnings, definitions, symptoms, and assessments of media addiction are reviewed, and
its critical overlap with the research on chemical-based addiction is addressed. On the basis
of this conceptual review, a content analysis of the latest developments in four of the most
frequently researched media addiction themes in recent years is presented: Internet addiction,
online game addiction, smartphone addiction, and cybersex addiction. This review and its
results then serve to inform conclusions about the significance and relevance of media
addiction and its context-specific contingencies and to suggest several fruitful directions for
future research.
<k>Keywords: Internet studies; media and society; media psychology; social media
<a>Introduction
<pf>Research on media addiction began in the 1970s, when mass media described audiences
as “television addicts,” who could not stop sacrificing their leisure time, social moments, and
working and studying hours to the consumption of television content. An increasing amount
of research has shed light on the similarities and differences between this new problematic
behavior and other well-known addictions, such as substance abuse and pathological
gambling. Furthermore, in recent decades, studies have emerged regarding the effects of
technological innovations and new media on the daily lives of users. Television addiction,
game addiction, Internet addiction, mobile phone addiction, and so on have given rise to
heated discussions and debates on the definition of media addiction per se and on its related
causes and consequences. Although certain aspects of this complex psychosocial process
remain unclear, recent studies have reported important findings on diagnosing addictive
<pf>Although the concept of media addiction first emerged as a popular metaphor, empirical
studies have enriched its meaning. The concept was first derived from previous scholarship
on “substance abuse” and “pathological gambling.” These two traditions have established
comprehensive diagnostic criteria, which can be traced in different versions of the Diagnostic
and Statistical Manual of Mental Disorders (DSM), for example DSM-5 (see American
alcohol abuse or drug abuse emphasizes a maladaptive pattern of substance use that causes
significant impairment or distress, for instance poor academic performance and impaired
excitement in the next gambling session, lack of time management, and a desperate financial
situation.
Scholars have expressed the view that media addiction shares similarities with
substance abuse and pathological gambling. Hence the DSM assessment criteria for these two
well-known addictions have been commonly adopted and modified in order to formulate
diagnostic tools for identifying media addiction. However, the unique characteristics of
media addiction have also been emphasized. For example, Griffiths (1996) noted that many
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addictive behaviors, including computer-game playing and surfing the Internet, do not
involve drug ingestion. He suggested six components that fulfill the criteria of “addiction”
1 SALIENCE: this component refers to the fact that the activity of interest becomes the
most important activity in the person’s life and dominates his or her thinking (it
2 MOOD MODIFICATION: this component refers to the subjective experience that people
activity of interest are required in order for that activity to achieve the former effects;
4 WITHDRAWAL SYMPTOMS: these are the unpleasant feeling states and physical effects
5 CONFLICT: this component refers to conflicts between the addict and those around
behavior dictated by the activity of interest, such that the most extreme forms of
behavior, typical of the height of the addiction, are quickly restored even after many
<pf>Griffiths (1995) coined the term “technological addiction” to describe this nonchemical
type of behavioral addiction. He further explained that technological addiction could be either
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addiction, problematic computer gaming and online chatting are active addictions that
involve inducing and reinforcing features (i.e., strengthening the addictive tendency).
that does not involve an intoxicant” (p. 238). Despite the existing debate on the nature of
media addiction, most researchers take into account previous definitions of addiction and
integrate other possible new symptoms. Hence, although different terminologies have been
proposed (e.g., media dependency, problematic media use, and pathological media use), they
all include similar criteria for the assessment of basic symptoms. In addition to these classic
assessment tools, recent empirical studies have employed several versions of tests in order to
enhance the validity and reliability of the results in different geographical areas and
population groups.
<a>Media addiction assessment
<pf>A pioneer in Internet addiction research, Young (1998a) developed an instrument called
the Internet Addiction Test (IAT), which consists of 20 items. The questionnaire was
developed in order to assess the problems that influence the daily lives of Internet users and
to determine whether these problems meet certain criteria for Internet addiction. Of the 20
items on the test, eight are based on the classic pathological gambling diagnostic scale used in
DSM-4 (see American Psychiatric Association, 1994). Respondents who meet five of these
eight criteria are classified as addicts. The eight-item assessment scale contains the following
1 preoccupation with the Internet (e.g., thinking about previous online activity or anticipating
the next online session);
4 feeling restless, moody, depressed, or irritable when attempting to stop Internet use;
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5 staying online longer than originally intended;
<pf>However, the cutoff point has caused controversy regarding the evaluation of the
Some scholars prefer the term “addiction tendency” in discussing the issue. By using Likert
scales in measuring the strength of each symptom, researchers have distinguished different
addiction criteria. For instance, Charlton and Danforth (2007) highlighted that it is necessary
to differentiate gaming addiction from high engagement in games. They suggested that
gaming addiction is associated with core addiction criteria (e.g., conflict, withdrawal, relapse,
and reinstatement), while high engagement is related to peripheral addiction criteria (e.g.,
cognitive salience, tolerance, and euphoria). They believed that high engagement might be a
preliminary stage in computer-related addiction and that only core criteria provide true
Another active scholar in addiction research, Griffiths (2000), argued that the most
stringent way to assess whether behavioral patterns such as Internet addiction and online
game addiction are indeed “addictive” in the nonmetaphorical sense is to compare their
symptoms against the established clinical criteria for drug-related addictions. He objected that
the addiction criteria proposed by most addiction researchers lack measures of severity, do
not take the temporal dimension into account, and often overestimate the prevalence of the
problem. Griffiths pointed out that, in assessing behavioral addiction, excessive usage is
usually symptomatic, and only a small minority of users display “true” addiction.
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<a>Current scientific knowledge about media addiction
<pf>A content analysis has been conducted specifically for this entry, in order to provide a
extensive search was performed on five major databases of the communication literature,
namely ProQuest, EBSCOHost, Web of Science, Google Scholar, and Academic Premier.
The authors also searched various dissertation abstracts and databases such as Sage
and PsycArticles for all the relevant published works related to media addiction research.
Their study placed no restrictions on the date of publication but targeted articles from the
beginning of the databases. It started with a comprehensive list of keywords that consisted of
media addiction, online addiction, Internet addiction, online gambling, reality programs
addiction, soap opera addiction, game addiction, cartoon addiction, pornography addiction,
networking services (SNS) addiction, online shopping addiction, online chatting addiction,
selfies addiction, photo-sharing addiction, and cybersex addiction. These keywords yielded
439 relevant empirical studies spanning the period 1994–2014 and covering journal articles,
theses, and dissertations. Books and four articles published before 1994 were excluded. These
others. Two coders were trained to do the coding, and the Scott’s pi intercoder reliability was
The analysis of the selected literatures in media addiction research showed that the
number of media addiction studies has consistently increased for more than two decades (see
Figure 1). After a brief initial stage in the early 1990s, the number of publications has
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gradually increased in an ascending annual growth rate. In order to understand the
development of media addiction research during the past 20 years, this time span was divided
into four five-year periods (except for the early period of slow growth in this research field,
which extended over six years). Table 1 shows the pattern of growth at each stage. The early
stage, from 1994 to 1999, only recorded 30 related articles. The period from 2000 to 2004
marks the first upsurge, in which the number of publications (n = 71) significantly increased.
The accelerated development stage then occurred from 2005 to 2009; however, this phase
was unstable and fluctuating (n = 112). From 2010 to 2014, the amount of media addiction
research grew quickly, producing 226 publications, which accounted for more than half of all
<pf>The analysis yielded 11 themes in the research on media addiction published over the
past two decades, each publication having only one theme. As shown in Table 2, Internet
addiction was the dominant theme in 270 publications, which represented 61.5% of all
articles. This phenomenon also coincided with the periods (from 2005 to 2014) in which
media addiction research experienced the most growth—338 or 77% of all publications (see
Table 1). In addition, other popular themes in media addiction research, such as online game
addiction (3.87%), and online shopping addiction (2.73%) were all related to the Internet.
Combined, these constituted over 86% of all the themes in media addiction research. The
lesser themes of technology, TV, pornography, gambling, and online chat addiction were also
identified.
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<insert Table 2 near here>
<pf>The following section summarizes the four most prevalent themes in the recent research
on media addiction. It is important to note that these themes are not clear-cut classifications
but comprise a phenomenological typology, based on the objective of using the device or a
particular activity via a medium. In the four themes of media addiction, the emphases of the
research differ, but certain symptoms of the addictive behaviors and related consequences are
commonly shared.
<b>Internet addiction
<pf>Although the number of early studies on television addiction and video game addiction
increased steadily, the rise of the Internet stimulated a great amount of research on addictive
behavior in media use. This group of studies systematically expanded the theoretical and
methodological framework in the field. Internet addiction is still the dominant theme in
to control the use of Internet, which in turn leads to feelings of distress and to the functional
withdrawal, and so on. Internet addiction has been compared to other nonchemical
television viewing, compulsive buying, and excessive exercise. As in other addictions, the
Several assessment scales have been commonly adopted in the current research. As
mentioned in the previous section, Young’s (1998a) eight-item scale, also known as Young’s
Diagnostic Questionnaire (YDQ), has been adopted in many empirical studies. Brenner
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Behavior Inventory (IRABI), which is based on substance abuse criteria from DSM-4.
Internet Use (PIU), which mainly follows DSM-4 criteria. The Internet Addiction Scale
(IAS), which was developed by Nichols and Nicki (2004), is based on substance dependence
criteria from DSM-4 and two additional criteria—salience and mood modification—that were
individual level, personality traits and motivations are most frequently cited (Chak & Leung,
loneliness, shyness, and leisure boredom. Low self-esteem is usually associated with
depression and poor self-control over excessive Internet use. Loneliness is linked to low
levels of social involvement and high levels of self-disclosure on the Internet. Lonely people
tend to have weaker social relationships in real life, but virtual space can compensate for this
drawback. Shyness is also linked to unsophisticated social skills, and the Internet offers a
comfortable environment for shy people to control the interaction process. Leisure boredom
who cannot find meaningful recreational activities in their leisure time are more likely to
become addicted to the Internet. This psychosocial approach suggests that Internet addiction
Studies based on the uses and gratifications (U&G) theory have provided explanations
for the mechanism of another type of individual-level predictor: motivation. Related studies
have conceptualized several gratifications that are specific to Internet adoption. Examples are
psychologists identify Internet addiction as a pathological behavior but its symptoms may be
found in normal populations, which places it within the scope of conventional theories of
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media dependence. Because the scale of severity can range widely, habitual Internet use
could be equated with “mild” Internet addiction among normal populations of users. Hence
users might begin to experience loss of control over their online behavior in the context of
mounting usage, which was initially motivated by the gratifications offered by online
behavior.
influence are potential causes of Internet addiction. Furthermore, certain events in daily life,
such as work stress and accidents, can increase the risk of problematic Internet use. Finally,
Internet addiction can have significantly negative consequences, such as poor academic
performance and poor time management, financial burden, and mental depression (Leung &
Lee, 2012a). Internet addiction is also associated with risk-taking behaviors and unhealthy
<pf>Internet users spend a large amount of time playing various types of online games
because of the availability of multimedia, instant feedback, and connectedness among users.
functions. Players are able to interact with others anonymously and instantly. They even form
features, online games are highly attractive to individuals who use the Internet for social
stimulation. Entertaining, interactive, and real-time online games have become one of the
primary reasons why teenagers spend hours every day on the Internet. In DSM-5, the latest
version of the DSM, Internet gaming addiction (IGA) has been listed as an emerging disorder
media richness, real-time interaction, and lack of boundaries. Game developers create virtual
communities in which players can assume any role they desire, enjoy multimedia
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presentations, and accomplish missions with netizens who live on the other side of the world.
After selecting a role, players interact with other players who play virtual roles; they
accumulate valuable experience and collect virtual assets. Online games continue even when
individual players log out and do not log in again for days or weeks; when they return, their
Past research with children and adolescents has shown that, by comparison with
nonpathological gamers, pathological gamers spent twice as much time playing games (24
hours per week), were more likely to have video game systems in their bedrooms, reported
having more trouble paying attention in school, received poorer grades, had more health
problems, and were more likely to feel “addicted.” Prior research found that personality traits
play a vital role in online game addiction. For example, aggressive traits may influence online
gaming. Research has shown a link between excessive gaming and the propensity for game
violence. Excessive adolescent male gamers were more attracted to violent video games than
nonviolent ones were. Individuals with the trait of neuroticism have a predisposition to
anxiety and a tendency to worry. Some studies observed that online games have a negative
influence on well-being and that neurotic individuals are more likely than nonneurotic
<pf>As the mobile phone has become popular, sophisticated, and multifunctional, this device
is a new target for addiction research. The smartphone is a portable device that integrates
smartphones provide several advanced communication utilities, such as photo and video
sharing, social networking, emails, mobile games, and so on. With recent technological
breakthroughs, current smartphones resemble computers and offer users experiences beyond
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communication. Smartphones can perform the functions of computers, such as tracking
Scholars have developed several assessment scales. Leung (2008) proposed the
Mobile Phone Addiction Scale (MPAS) by integrating the dimensions in the Mobile Phone
Problematic Use (MPPU) scale (Bianchi & Phillips, 2005), the Internet Addiction Test
(Young, 1998b), and the Television Addiction Scale (Horvath, 2004). The 17-item MPAS
yields a four-factor structure of symptoms of mobile phone addiction that accounted for
60.4% of the variance. Subsequently, Bian and Leung (2015) conducted a similar study,
which examined 414 smartphone users in China. Their 19-item scale yielded a clearly
identifiable five-factor structure of symptoms of mobile phone addiction that accounted for
70.09% of the total variance. These factors included disregard of harmful consequences,
preoccupation, inability to control cravings, loss of productivity, and feelings of anxiety and
being lost. In general, the symptoms identified in these studies were conceptually consistent
with the original theory, that is, they were hurtful consequences and were described in DSM
stress. Previous studies showed that people with certain psychological traits, including low
smartphones. Because it provides a distraction from stressful experiences, the addictive use of
the smartphone serves as a mechanism for coping with stress. Thus a positive view is that
mobile phone users may employ smartphone addiction to relieve negative emotions and
experiences caused by pain and tension in their daily life. The impulsive behaviors of such
people can be considered a reward that reduces emotional tension and facilitates future
behavior. In other words, media addiction is converted into a strategy for alleviating daily
pain and tension. This argument has been verified by empirical studies, which contended that
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Internet addiction is accompanied by other potential risk factors, such as alcoholism,
<pf>Sex is the most frequently searched topic on the Internet. Easy and convenient access to
online pornography and adult chat sites makes these services into an immediately available
vehicle for falling into compulsive patterns of online use. In fact pornographers have always
been the first to exploit new publishing technologies such as digital photography, videotape,
Specific factors might make the Internet a powerful force in the area of pornography;
these factors are access, affordability, and anonymity. Easy access to the Internet can allow
users to obtain sexual materials at any time. The cost of such materials and interactions
makes them more affordable online than offline. The perception that one can protect one’s
anonymity in the privacy of one’s home has been found to have a powerful effect on the
openly about one’s sex life, questions, concerns, or fantasies drive the cybersex addiction.
One of the most common consequences of online addiction is the problem of online
affairs. An online affair is defined as a romantic or sexual relationship that is initiated via
online contact and maintained predominantly through electronic conversations that occur
through e-mail, chat rooms, or interactive games. Online affairs differ dramatically from real-
life affairs and are potentially more seductive. Given the global nature of the Internet, online
affairs can be culturally diverse; consequently they can seem more glamorous than
inhibited, which accelerates the perception of intimacy. People are more likely to be open,
honest, and forthright, revealing personal truths in the cyberspace. Thus the degree of
intimacy that might take months or years to develop in an offline relationship may take only
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days or weeks online. A friendly conversation with a trusted online companion can quickly
become erotic, allowing users to share their most private sexual fantasies with each other.
Erotic online chats can be accompanied by self-stimulation designed to heighten the sexual
experience. Online affairs or cybersex addiction can lead to changes in a couple’s daily life,
for instance changes in sleep patterns, increased demand for privacy, ignoring
responsibilities, lying, personality changes, loss of interest in sex, and declining investment in
heavy use of smartphones or Internet for online social networking. Logging on to online
social platforms has now become the most common practice of Internet users. Many SNS
providers have introduced mobile applications that can be installed on smartphones for fast
and easy access to SNS. Therefore recent research on media addiction has noted that
smartphone or Internet addictions have been increasingly related to the use of SNS
applications.
Social media are computer-mediated tools that allow people to create, share, or
exchange information. They serve as interactive virtual platforms for registered users to
communicate with one another, although their functionalities are currently expanding into
peripheral areas that provide other benefits, including entertainment, education, shopping,
and other services. The interactions among users through these platforms are often instant and
not geographically bounded. The information exchanged can exist in multiple forms—text,
pictures, videos, voices, and so on. Registered users of social media are usually individuals,
but institutional users, which are primarily service providers, have been increasing their
presence in social media. The presence of institutional users extends the dimensions of social
media to the field of services, such that individual users can now watch an educational video
provided by Facebook (2014) revealed that in March 2014 there were 1.28 billion active
users on the site per month, and more than 800 million of these users logged onto the online
social platform every day. The interactive features of social media make it easier for users,
especially young people, to get addicted. Individual users can create, share, and communicate
their messages to their target audience, which ranges from specific friends to the mass
market. People with bigger social networks and high SNS usage are likely to install mobile
applications of SNS, which leads to spending even more time on online social platforms.
Social media addiction has been defined as a failure to regulate usage, which in turn
causes negative personal outcomes. However, scholars have different views on defining
addiction, depending on the level of obsession. Some believe that, when users become
obsessed and increasingly dependent on social media, for instance in the form of excessive
use of an object, they are to be considered addicted. Griffiths, Kuss, and Demetrovics (2014)
also make the valid point that describing SNS addiction is not a clear-cut process. In
particular, they posit that becoming addicted to the social aspects of SNS use might represent
“cyberrelationship addiction,” while addiction to SNS games like the popular Facebook
application Farmville should fall under the classification of “gaming addiction.” Some
scholars consider social media addiction to be an intensive consumer behavior with great
loyalty that arises from the benefits of SNS, rather than patients with a disorder that requires
treatment. In their view, excessive usage of social media does not harm individuals or the
society. Other scholars assert that heavy use is not sufficient to qualify as addiction.
Addictions are habits that begin when the pleasurable outcomes become a conditioned
response to a negative effect. The behavior then becomes a goal in itself, which leads to
preoccupation with it. For example, a Facebook user may consider it a platform for
communication to begin with. However, when the user is troubled, Facebook chats offer
relief, which then stimulates repetitive, reliant behavior. Eventually, the user considers
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Facebook chats as the only communication channel, which then negatively affects that user’s
normal life.
Caplan’s (2010) social skill model of generalized problematic Internet use is a recent
theory of online addiction. In this model, individuals who prefer to communicate in an online
Internet use. Individuals who demonstrate deficient self-regulation of Internet use tend to
engage in online social communication as a means of escaping from negative mood states,
phenomenon known as mood alteration), which then reinforces online use. Given the social
focus of SNSs (e.g., Facebook, Twitter, Instagram, and LinkedIn), this theory has the
<pf>The field of media addiction studies continues to debate the sources and nature of
addiction. The most controversial issue concerns whether the existing terminology of media
addiction conveys the real meaning of problematic behavior in diverse media activities. Some
scholars hold that media are only channels and that careful attention should be paid to
concrete behavior on certain media platforms. Such debates are particularly relevant to
new media products and services. Traditionally, the development of Internet and game
addiction research is closely based on the classic DSM approach. This trend also influences
forthcoming studies on mobile phone addiction. However, future studies should differentiate
computer-based and mobile-based communication. Mobile media are both unique and
ubiquitous, which may facilitate media addiction in different ways and with different
intensities.
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With regard to methodology, mainstream studies have used the cross-sectional survey,
which cannot yield enough evidence to provide a causal explanation. Future studies should
psychological process of media addiction. In addition, there is a strong need for a systematic
method of developing items for the measurement of emerging forms of addictive behaviors.
As the present entry demonstrated, researchers currently tend to take a haphazard approach,
behavioral addiction researchers should think carefully when borrowing criteria or items from
scales that measure other addictive disorders. These results could offer clarity regarding
Furthermore, the four most prevalent themes in media addiction research discussed in
this entry have clear implications for treatment and intervention. However, past research
focused mostly on symptoms of the addictive behaviors and related consequences. Few
research studies have been done on intervention, treatment, and recovery. Intervention
strategies need to focus on helping addicts to slow down their decision-making process so
that they can appreciate the possible long-term risks of their behavior. Treatment also needs
to assist addicts in developing coping skills and media time management skills that will allow
for a more effective control of impulsivity. Future studies should focus on how parents,
educators, social workers, and health professionals can watch out for warning signs and can
<rh>References
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Leung, L. (2008). Linking psychological attributes to addiction and improper use of the mobile phone
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<rh>Further reading
Beard, K. W. (2005). Internet addiction: A review of current assessment techniques and potential
assessment questions. Cyberpsychology & Behavior, 8, 7–14. doi: 10.1089/cpb.2005.8.7
Caplan, S. E. (2002). Problematic Internet use and psychosocial well-being: Development of a theory
based cognitive–behavioral measurement instrument. Computers in Human Behavior, 18(5),
553–575. doi: 10.1016/s0747-5632(02)00004-3
Khang, H., Kim, J. K., & Kim, Y. (2013). Self-traits and motivations as antecedents of digital media flow
and addiction: The Internet, mobile phones, and video games. Computers in Human Behavior, 29,
2416–2424. doi: 10.1016/j.chb.2013.05.027
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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,
3528–3552. doi: 10.3390/ijerph8093528
Chinese University of Hong Kong. He currently serves as director of the Center for
Communication and Public Opinion Survey and founder and program director of the MSc
in New Media program since 2000. His research interests focus on the uses and effects of
new media. Dr. Leung is the editor of the Chinese Journal of Communication. He holds a
communication technologies, with a special focus on social media and online network
studies. He received his PhD in communication from the Chinese University of Hong
Kong, and is an alumnus of Oxford Internet Institute (Oii) summer doctoral program.
<bio>Jingwen Liang is PhD candidate in the School of Journalism and Communication, the
Chinese University of Hong Kong, Hong Kong. Her research focuses on media
social judgment and civic engagement. Some of her studies were published in New Media
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<th>Table 1 Media addiction research (by period).
<tc>Number of
<tc>Period <tc>Year <tc>Percentage
Publications
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<th>Table 2 Themes in media addiction research.
8. TV addiction 6 1.4
22