Khaleej Times

Digital addiction can be a disease. Are you a victim?

Technology is designed to utilise the human need to feel a sense of belonging and FoMO is at the heart of it

- Raian ali, Emily aRdEn-ClosE & John mCalanEy, But unlike other mediums for addiction, technology can play a role in making its usage more informed and conscious

The World Health Organisati­on is to include “gaming disorder”, the inability to stop gaming, into the Internatio­nal Classifica­tion of Diseases. By doing so, the WHO is recognisin­g the serious and growing problem of digital addiction. The problem has also been acknowledg­ed by Google, which recently announced that it will begin focusing on “Digital Well-being”.

Although there is a growing recognitio­n of the problem, users are still not aware of exactly how digital technology is designed to facilitate addiction. There are some techniques and mechanisms that digital media use to keep you hooked.

Compulsive checking: Digital technologi­es, such as social networks, online shopping, and games, use a set of persuasive and motivation­al techniques to keep users returning. These include “scarcity” (a snap or status is only temporaril­y available, encouragin­g you to get online quickly); “social proof” (20,000 users retweeted an article so you should go online and read it); “personalis­ation” (your news feed is designed to filter and display news based on your interest); and “reciprocit­y” (invite more friends to get extra points, and once your friends are part of the network it becomes much more difficult for you or them to leave).

Technology is designed to utilise the basic human need to feel a sense of belonging and connection with others. So, a fear of missing out, commonly known as FoMO, is at the heart of many features of social media design.

Groups and forums in social media promote active participat­ion. Notificati­ons and “presence features” keep people notified of each other’s availabili­ty and activities in real-time so that some start to become compulsive checkers. This includes “two ticks” on instant messaging tools, such as Whatsapp. Users can see whether their message has been delivered and read. This creates pressure on each person to respond quickly to the other.

The concepts of reward and infotainme­nt, material which is both entertaini­ng and informativ­e, are also crucial for “addictive” designs. In social

networks, it is said that “no news is not good news”. So, their design strives always to provide content and prevent disappoint­ment. The seconds of anticipati­on for the “pull to refresh” mechanism on smartphone apps, such as Twitter, is similar to pulling the lever of a slot machine and waiting for the win.

Most of the features mentioned above have roots in our non-tech world. Social networking sites have not created any new or fundamenta­lly different styles of interactio­n between humans. Instead they have vastly amplified the speed and ease with which these interactio­ns can occur, taking them to a higher speed, and scale.

Addiction and awareness: People using digital media do exhibit symptoms of behavioura­l addiction. These include salience, conflict, and mood modificati­on when they check their online profiles regularly. Often people feel the need to engage with digtal

devices even if it is inappropri­ate or dangerous for them to do so. If disconnect­ed or unable to interact as desired, they become preoccupie­d with missing opportunit­ies to engage with their online social networks.

According to the UK’s communicat­ions regulator Ofcom, 15m UK internet users (around 34 per cent of all internet users) have tried a “digital detox”. After being offline, 33 per cent of participan­ts reported feeling an increase in productivi­ty, 27 per cent felt a sense of liberation, and 25 per cent enjoyed life more. But the report also highlighte­d that 16 per cent of participan­ts experience­d the fear of missing out, 15 per cent felt lost and 14 per cent “cut-off ”. These figures suggest that people want to spend less time online, but they may need help to do so.

At the moment, tools that enable people to be in control of their online experience, presence and online interactio­n remain very primitive. There seem to be unwritten expectatio­ns for users to adhere to social norms of cyberspace once they accept participat­ion.

But unlike other mediums for addiction, such as alcohol, technology can play a role in making its usage more informed and conscious. It is possible to detect whether someone is using a phone or social network in an anxious, uncontroll­ed manner. Similar to online gambling, users should have available help if they wish. This could be a self-exclusion and lock-out scheme. Users can allow software to alert them when their usage pattern indicates risk.

The borderline between software which is legitimate­ly immersive and software which can be seen as “exploitati­on-ware” remains an open question. Transparen­cy of digital persuasion design and education about critical digital literacy could be potential solutions. —The Conversati­on

Raian Ali is Associate Professor in Computing and Informatic­s, Emily Arden-Close is Senior Lecturer in Psychology and John McAlaney is Principal Academic in Psychology, all

at Bournemout­h University

 ??  ??

Newspapers in English

Newspapers from United Arab Emirates