Dependence on new technologies in one word. Can we survive without technology? The influence of modern technologies on the younger generation

Technology Addiction

Why are both drug addicts and the computer public called “addicted”?

Clifford Stoll, astronomer and writer

United Parcel Service Truck» stops in front of the house, and you are at a loss as to what the courier Tom brought this time. Maybe another food processor - you already have two of them, but this one is probably better! Or those fancy boots you bought on eBay? So what if they are one size smaller - they break apart on their own... You look at Tom and motion for him to leave the package at the door, since you are not going to jump up from behind the computer right now. The auction on eBay is coming to an end, and you definitely need these jeans! They are much nicer than your current ones - almost the same, but still a little lighter. It’s just that some freak spends the whole day raising everything and raising the stakes. This is the most exciting thing about an auction: making others feel like they have already won, and in the last seconds suddenly tripling the amount. All it takes is paying just five dollars more than your competitor's highest bid, but they'll finally find out what pathetic losers they are! Three, two, one... It worked! You are now the proud owner of your eleventh pair of classic cut jeans.

It's time to look for those lots that usually interest you: three types of shoes, four brands of clothing, porcelain for every day, china for guests, a ski suit, children's clothing... The search does not turn up anything that deserves a bid. Then you go to your favorite online shopping sites: linen sale, lamp sale, furniture sale, but again nothing interesting. A clock comes into view, and then you realize that five hours have already passed! The husband and children will be home soon, it's time to cook dinner. But, most importantly, you need to have time to hide that box behind the door - no matter what is in it. All hope is for late evening: when everyone goes to bed, something new will appear on eBay...

When we say addiction, we usually mean drugs or alcohol. However, the same neural networks in the brain that turn people into alcoholics and drug addicts are responsible for compulsive habits associated with new technologies, which are almost as addictive and, in the long term, destructive to the individual. Almost all the activities that people enjoy - eating, shopping, having sex, playing - can cause psychological and physiological addiction. However, the constant availability of the Internet and network anonymity have given rise to new class obsessive habits that arose due to World Wide Web and other digital technologies.

Are we watching a new reality show on TV or searching for Google old, the brain and other organs automatically respond to the hail of new stimuli that rains down on us from the screen. The pulse slows down, the blood vessels in the brain dilate, and blood flows away from the main muscles. This physiological response helps the brain focus on mental stimuli. Due to the rapid change and alternation of images, our “orienting reaction” is replaced by feverish activity: we continue to look at the screen, but in the end, instead of a new dose of stimuli, fatigue comes. After such a marathon, the ability to concentrate decreases, and many people complain of feeling empty - as if the energy had been “sucked” out of them. Despite these side effects, it is difficult not to succumb to the temptation of the computer and television, and the brain - especially the young - easily gets hooked on it. In our time computer games are selling like crazy.

Internet addicts admit to experiencing a surge of good mood, or “high,” as soon as they start up their computer. The peak of pleasure is visiting your favorite sites. If you're addicted to shopping, scrolling through advertisements, pulling a credit card out of your wallet, or walking into a sale is all it takes to get a high level of excitement. Euphoria comes even before you take action concrete actions. This is due to special chemical processes in the brain that control your behavior, ranging from subtle cravings for something tempting to full-blown addiction. Behind these reactions is the brain's dopamine system. The neurotransmitter dopamine is a signaling molecule that regulates everything related to punishment, reward and exploration of new things.

It is dopamine that causes euphoria. Alcohol, methamphetamine or online casinos trigger the same chemical process in the brain. The victim of addiction, finding himself without his drug, is forced to lust and search for it with obsessive persistence. When you drink whiskey or use a credit card, dopamine sends signals to the reward center of the brain, causing the addict to repeat the compulsive behavior over and over again. Even if they don't bring the same pleasure. Even if the victim of addiction is well aware of all the negative consequences.

The “rewards” of the dopamine system are a powerful force that even those who are not addicted are familiar with. Research shows that volunteers who are addicted to an addictive computer game play non-stop, no matter how hard you try to distract them. The dopamine system helps them ignore noise and discomfort. More recent work has shown that dopamine levels jump during food and sex. One can only imagine the release of dopamine caused by an interactive computer game with sexual motives (and such games, of course, exist).

When Internet addiction takes hold of a person, the brain’s “command post,” the anterior cingulate cortex, loses control over it. This area at the front of the brain is responsible for decision making and reasoning. To overcome addiction, you need not only to control the dopamine system, but also to stimulate the work of the anterior cingulate cortex.

ANYONE CAN GET HOOKED

People of any age are susceptible to Internet addiction: 30-40-year-old housewives, teenagers, 50-year-old businessmen, students, and even children under ten. Everyone runs the risk of being hooked by web applications. In February 2007, the newspaper Los Angeles Times published this story. Employee of a large computer company, who worked for 19 years without any complaints, was fired because he visited sex chats during breaks. The employee himself, a married man with two children, justified himself by saying that sex chat allowed him to relieve stress that had not left him since the Vietnam War. At the time the article was published, his claim for illegal dismissal was being considered by the court.

Many children and teenagers may not be literally addicted, but new technologies make it difficult for them to think clearly. The anterior cingulate cortex in their brains collapses under the onslaught of dopamine when they text with friends. Texting while driving (especially if a teenage driver is doing it) very often causes fatal car accidents. Although texting is far more distracting than talking on the phone, in the United States, as of July 2007, only a small fraction of states have made texting while driving illegal.

Top managers have a special reason to keep their Blackberries in their hands - it's a game called BrickBreaker. Lawyers, bankers and hedge fund managers admit that they have "caught the brick mania." The player uses two keys to move a special platform left and right so that the ball that bounces off it will knock down another brick at the top of the screen. Many share their strategy in chats, boast about their records and do not hide their admiration for brick gurus who have scored more than a million points. Top managers admit to playing during conference calls and sports, and many have become so addicted to the game that they have been forced to remove it from their communicators because they couldn't resist the temptation to play at work.

A recent study from Stanford University found that 14 percent of computer users neglect school, work, family responsibilities, food and sleep in order to be online. The Internet is quickly becoming the main entertainment and source of information and may soon become more popular than traditional television.

Students who have difficulty adjusting to campus life are reported to be particularly likely to use the Internet to relieve stress. Instead of overcoming difficulties in direct communication with classmates, they find solace in social networks, email correspondence, Internet instant messengers and chat rooms. Online life is easier to arrange than real life. More than 18 percent of students suffer from Internet addiction, and another 58 percent complain that excessive Internet use interferes with their ability to study and attend classes and ultimately affects their grades.

It is not the Internet itself that causes addiction, but some specific activity on the Internet. People get hooked on database searches, online dating, online shopping, porn sites - or even checking own mail. Others are kept online by online casinos, online trading, computer games and ICQ.

Even if you are not addicted to the Internet and related technologies, they constantly lure you - and in the end they can lure you. To find out if you have this problem, it's worth taking a look at the Technology Addiction Questionnaire (see Chapter 6).

New technologies attract us so much because they give us the illusion of control over the situation. The computer quickly and obediently executes our commands. We can turn it on or off whenever we want. Or we can reboot or put it into sleep mode. We are free to manage our online communication or, if we want, not to communicate on the Internet at all.

However, for those who are susceptible to addiction, this feeling will be deceptive. The screen, keyboard and mouse become part of a person - a special umbilical cord of hardware and software that connects him to the vast world where everyone is united by the Internet. Active users admit that on the Internet they feel anonymous and absolutely free, and therefore are extremely frank and share the most intimate details about their lives with their Internet friends - in ordinary, real reality, they would never allow themselves to do this. Many people enjoy speaking online on behalf of fictional characters. However, not everyone realizes that if you write about your thoughts and feelings on the Internet, this information becomes public once and for all - and is available not only to friends and family members, but also, for example, colleagues or those who will hire you for new job. And, of course, to people who do not share your interests. Blogs are becoming more and more popular, and now bosses are beginning to monitor the diaries of their subordinates and do not hesitate to fire those who jeopardize the image of the company or brand with their entries.

Michael Hanscom, Associate Microsoft from Seattle, one day I noticed that several computers had been delivered to a corporate warehouse Power Mac G5 production Apple. Even Microsoft and writes programs for Apple and simply showing interest in competitors' technologies, Hanscom thought it was funny to see Macs on the way to his company's office. He posted the photo on his blog with the comment “It seems that someone from Microsoft got new toys." The next day he was fired.

Both blogs and online shopping threaten addicted people with a wide variety of troubles, not necessarily related to work. Addiction is not acquired overnight: the behavioral patterns caused by habit formation accumulate gradually. Usually it happens like this: at first a person goes online occasionally, but emotional response and the time spent on the Internet increases and the brain requires an increasing dose of dopamine. Soon a psychological addiction arises, which makes a person feel uncomfortable if he is not on the Internet. Then the person develops an addiction to the Internet. Now the user feels the need to spend more time online and perhaps look for more exciting sites. Truly addicted people refuse to admit that it is difficult for them to control their actions on the Internet. Even if they do not spend much time on the computer, the craving for the Internet interferes with leading a normal life in real world- work, communicate with family and maintain relationships with other people.

Everyone has their own reasons for addiction. Genes determine a lot. Some people inherit a tendency to get hooked on anything, and the Internet is full of the same temptations as the real world: gambling, food, sex and shopping. Some people seek refuge on the Internet from depression, fears, boredom or conflicts with other people. Many teenagers get hooked on interactive online entertainment - chat rooms, social networks, computer games - simply under peer pressure.

Experts in addictive behavior say that Internet addicts are characterized by mood swings, addiction, withdrawal, and relapses (see sidebar). By some estimates, 10 percent of all users meet the criteria for addiction, which applies equally to pathological gamers and victims of shopping addiction. Let's remember: people become addicted not to substances - be it drugs, alcohol, nicotine or food - but to the process. However, if a drug addict, alcoholic or glutton, who has decided to fight a bad habit, hopes to finally “quit” his vicious occupation (we don’t take nutrition into account, of course), then Internet addicts simply tend to go online less often. By the way, the American Medical Association recently recommended further research into this question: should Internet addiction and computer game addiction be included in the list of official diagnoses?

PROPOSED CRITERIA FOR INTERNET ADDICTION

The following conditions are necessary:

Preoccupation: The person ruminates about previous Internet sessions or constantly thinks about when the next opportunity will present itself;

Addiction: to get pleasure from going online, it takes more and more time each time;

Loss of control: a person is unable to completely stop using the Internet or spend less time on the Internet;

Withdrawal syndrome: attempts to stop using the Internet or spend less time on the Internet cause a surge in anxiety, irritability and similar mood swings;

Long stay on the Internet: a person regularly spends more time on the Internet than he intended;

In addition, one or more of the following conditions must be met:

Loss of strength: using the Internet leads to job loss, severance of close relationships with someone, and interferes with career growth and study;

Disguise: the user lies to others to hide what he is doing online;

Escape from reality: On the Internet, a person seeks solace, hides from problems, or tries to avoid the difficulties of face-to-face communication.

Internet addicts, as a rule, spend forty or more hours a week on the Internet - and this does not include working on a computer in the office. If you count how many hours it takes to eat, work, travel to the office and back, change clothes and shower, then you have about four to five hours a day left for sleep. Then the user will wake up and sit down at the keyboard again. When friends and relatives ask how much time they spend on the Internet, Internet addicts tend to lie and become defensive. Apathy, depression, fear, anxiety, fatigue, irritability and foggy consciousness are a common state for such people.

Internet addiction has not only a mental, but also a physical side. Those who look at the monitor for too long experience tired eyes, numb muscles and frequent headaches. Letters appear less clear on screen than on paper. Monitor contrast is usually lower than it should be, and glare from a glossy screen makes it difficult to see. Regular use of a computer mouse causes tendinitis (tendon tissue degeneration) and muscle spasms in the hand and shoulder. Because both vision and joint mobility decline with age, older people are more likely to develop these symptoms, although computer abuse can cause symptoms at any age. Recent work has shown that teenagers who spend more than two hours a day on the computer are more likely to report shoulder, neck and lower back pain.

OBSESSED WITH EMAIL

Now that for most of us logging on to the Internet at any time is not a problem, many prefer to find out news not from newspapers and magazines, but on the Internet. These same people constantly check their email while doing many other things online. Mobile devices make it possible to read emails during business meetings, corporate outings, school football games (where parents with their gadgets come to cheer on their children) and even during church services. Among the heads of companies included in the list Fortune 500, there are those who check their email after every swing while playing golf. Moreover, some people agree to vacation only in places where high-speed Internet is available at any given time.

For many of us, checking email becomes so addictive that it becomes an operant conditioned reflex - which means that behavior is determined by its consequences (see: Checking your email, you receive an intermittent positive response. From time to time the mail brings good news: an old friend showed up, sent a funny an anecdote or an answer to your request that you have been waiting for a long time. It happens that the news is completely excellent: well, for example, a winning lottery ticket that you thought was lost was found in the laundry. However, more often letters come like letters, just boring ones. sometimes downright unpleasant. Or even spam. It is impossible to know in advance whether you will enjoy checking your mail again, so you check it again and again. Behavioral psychologists have described in detail how such behavior is shaped by rewards and punishments. in a row - that is, only good news - motivates worse than rewards randomly interspersed with punishments. Like compulsive gamblers, email users repeat the compulsive action over and over again because they hope to break the bank on the next try. The neural networks of the brain are prepared in advance for such a development of events.

EMAIL AND OPERANT CONDITIONING

HOW TO GET HOOKED

Suppose you read the first few messages, and there is nothing good: spam, unfunny jokes, a “chain letter” and a reminder of an unpleasant task that you are trying to avoid. The thought creeps into my head as to whether I should send all this mail to hell. The faces below represent neural networks that produce negative emotions:

Suddenly a letter arrives with good news. Let's say you've been promoted. Or the wife reports that her son has only A's in his diary.

A joyful letter will trigger a completely different mechanism: neurons will release a dose of dopamine. This will reinforce your habit of checking your email regularly. Now you are ready to read more and more messages, expecting that luck will smile on you in the end:

Operant conditioning, where a sequence of actions determines future behavior, is an extremely powerful mechanism. It manages addictions and obsessive states. Imagine that all your emails use only a “happy” neural network:

Then a new letter with good news will work much less: you will experience the same ordinary pleasure as from a warm shower or from withdrawing money from an ATM.

Even though checking email is annoying, there is something to counter it. Addiction specialists and treatment centers already offer a variety of programs to combat a variety of addictions to new technologies (see Chapter 7). For example, in Pennsylvania, the author of many trainings for top managers has developed another “twelve step program” to combat email addiction. His clients admitted: because of the mail, their productivity drops, and problems arise in everyday life.

COMPUTER GAMES: YOU CANNOT DO ONE

He took the skateboard to the storage room, where a bicycle, a basketball and a football uniform were already collecting dust. Eleven-year-old Ryan hasn't touched any of this for weeks, or even months, apparently since he started playing the Game. Run home from school, do something homework- and quickly to the second floor, where, sitting down at the computer, he will turn into the Fencer from Farlander, into the Guardian of the Great Plan. Many of his friends are here, and for them he is a god: only he, Ryan, has reached level 10. No matter how hard your friends try, no matter how many hours they devote to the Game, level 10 is too tough for them. Of course, Ryan (that is, of course, the Fencer) had to kill some of his friends, seize all their treasures and steal their bonuses - but there is no escape from this in the Game.

In the midst of a climactic battle with his best friend Dylan (called Titanus, Emperor of Horus in the Game), Ryan's mom comes into the room and says it's time for dinner. Ryan barely recognizes her - he is immersed in the fight against the enemy. Victory over Titanus promises him mountains of treasure and several more bonuses. The thought that this will upset your friend and throw him back to level 1 is inappropriate now.

Ryan's mom, bored to death with this stupid computer game, already regrets buying it for her son. She repeats louder: “It’s time for dinner. Can you hear me, Ryan? “Yeah, yeah,” Ryan answers, without looking up from the screen. “Perhaps you misunderstood me. I said now." - “Okay, I’ll just kill one bastard and come.” - "No. You won't kill any bastard. Let's go. Immediately". - Ryan's mom goes to the computer and presses the power button. Ryan jumps up and shouts: “Mom, what have you done?!” I didn't have time to save! Now I'm back at the first level." - “I have a better idea. Why don't you become a normal kid again? I'm throwing away your game. - She takes out a CD from the tray, without which it is impossible to start the game, kisses Ryan on the cheek and says: “Wash your hands, honey, we're having fried chicken for dinner.” - “I hate chicken! - Ryan shouts. - I am a Swordsman! Mom bursts into a smile: “That’s great. You can cut up the chicken.”

For many years, the main entertainment was television, but today's youth choose computer games. The Association of Interactive Computer Programs estimates that approximately 145 million people played them in 2006, or 60 percent of the US population. White women prefer to communicate with friends on social networks like MySpace or Facebook, in chats and Internet messengers; 80 percent of online gaming audiences are young men, and it's not just teenagers: the average age of players is 28 years old.

Online gaming sites are called “sticky sites” because players become “sticky” to them for a long time. A special study showed: those who play Everquest(this is a computer game in the fantasy genre) spend an average of 22 hours a week on it.

Players move through a virtual 3D space, exchanging conversations with friends or thousands of other players in real time. They drive racing cars, conquer fantasy worlds of the future, inhabit futuristic landscapes, or, conversely, are transported to the past. Many at some point even begin to identify themselves with the characters in the game. Having collected enough weapons and points, the game moves to the next level. Often players escape to cyber worlds to enjoy the power and strength there that are not available to them in reality, where apathy and loneliness await them.

For many role-playing games on the Internet they become something like social networks, but only deployed in a fictional world. The relationships between the characters are transferred to real life and begin to displace real relationships between people. It was recently reported that a 53-year-old man (let's call him N) spent time playing Second Life fourteen hours a day. IN virtual reality he was hiding behind the mask of a successful entrepreneur, although in fact he worked as an operator in a call center (telephone help desk). In the game world, hero N met a girl heroine (who was controlled by a real woman in the real world). Their virtual romance developed rapidly, and finally the virtual heroes got married. The man claimed that he “really cared about her,” but did not at all plan a real meeting with the owner of his heroine. N's real-life wife complained that the game distracted him from family matters and work, and that their personal life was in danger of collapse. N himself objected that his real wife was simply jealous of his virtual one.

Games lure people into virtual reality and suppress frontal lobe development in adolescents (see Chapter 2). The mechanisms by which games influence the brain are such that dependence on them occurs more easily and quickly. During the game, neurons release dopamine, so we simultaneously experience intense pleasure and a sense of control over the situation. Gamers admit: virtual social networks that arise in game worlds are a source of additional pleasure.

DEPENDENCE ON INTERNET PORNOGRAPHY

The Internet is filled with pictures, texts and videos on the topic of sex, and it’s easy to find them (especially if you don’t have special “parental control” programs on your computer). Even though only 4 percent of websites contain such materials, at least every third Internet user was specifically interested in them. 40 million Americans visit porn sites at least once a month. 35 percent of all files transmitted over the Internet are pornography. Some limit themselves to sending emails with obscene jokes or pictures. Less innocent manifestations of sex attract a much larger audience on the Internet. Online pornography is captivating due to its accessibility, cheapness and anonymity.

Although there is less pornography on the Internet than anything else, it is nevertheless quite well represented there. For the query “sex,” search engines find more than 400 million pages. Dr. Amanda Spink and her colleagues from the University of Pennsylvania analyzed Internet search patterns for sex-related materials - and it turned out that such search “swims” on the Web last longer than usual, and the chain of requests is longer. Of the 100 sex-related search sessions, 40 took more than 6 minutes. In other cases - only 22 out of 100: the difference is obvious. “Sexually charged” queries are usually simple keywords: “nude”, “sex”, “naked”. However, if a person asks Google not about sex, then the language of requests (within one session) is more complex and richer.

Cybersex is in demand even by those who have a partner in real life (for example, it can be practiced by two lovers who live far from each other). However, problems are inevitable if cybersex partners are strangers or if the activity is repetitive and protracted. For those who are genetically (or otherwise) predisposed to addiction, viewing pornographic images or exchanging sexually charged messages can become a habit. The accessibility of the Internet and online anonymity make cybersex an activity that is quite difficult to refuse.

Some become hooked on erotic photos and porn videos, while others, over time, just having sex in the virtual space becomes not enough. Often, craving for Internet pornography is only one aspect of sexual addiction that can manifest itself different ways and offline.

Sexual images trigger the release of dopamine, similar to the neurochemical processes in the brain of a drug addict who has just taken a dose of cocaine or heroin. A sexually addicted person is capable of searching half the night for such a picture that will act as it should and turn on the dopamine “reward system”. The prefrontal cortex in such people switches to searching, storing and retrieving information that can satisfy the insatiable brain, which constantly requires a new portion of dopamine.

Since about 70 percent of companies provide their employees with Internet access, cybersex is a headache for many employers. A 2006 study of more than 3,400 volunteers found that the high availability of the Internet makes sexually oriented activity at work inevitable, and the more time spent on porn sites, the lower productivity. One corporate study found that 41 percent of those who were reprimanded for using a work computer inappropriately watched pornography at work.

LAS VEGAS ON THE KEYBOARD

Gambling was addictive both a hundred and two hundred years ago. Using this example, it is most convenient to explain the operant conditioned reflex model, where “intermittent rewards” play the main role. A single big win (backed by a stroke of luck) forces you to make risky bets again and again. Pathological gamblers often ruin the lives of both themselves and those around them, whom they annoy with their financial difficulties and mental trauma. One in four members of the Society of Gamblers Anonymous complains that because of their addiction to gambling, they have lost either their job, their family, or both.

Games and high technology have existed side by side for a long time: “one-armed bandits” have been replaced by sites where people place bets without leaving their home. Illegal online casinos, available 24 hours a day, 7 days a week, are experiencing an incredible boom. In 2005, 4 percent of Americans visited online casinos, with 40 percent of them playing online for less than a year, and 70 percent for less than two years.

When bets are placed online, and electronic dollars are at stake, it’s not as bad to part with them as with paper ones. Hence the huge debts and excessive passion for gambling. Online casinos are not particularly careful to ensure that all players are of legal age (by law, minors cannot play). From time to time, unscrupulous owners of online casinos registered in offshore companies instantly erase their website and steal credit card numbers, but practically nothing legal way there is no calling them to account. Some sites add the term “compulsive gaming” to the list of keywords. This move is aimed at players who are already struggling with their addiction and are looking for advice on Google - but they end up straight in an online casino. The scope of the industry can be limited by law, and American officials have become more stringent in enforcing existing laws. In 2006, Congress passed the Unlawful gambling, which instructs banks and credit card companies to block Money transfers in favor of online casinos.

Those who gamble online are at higher risk of gambling addiction than those who go to brick-and-mortar casinos. Dr. George Ladd and Dr. Nancy Petrie from the University of Connecticut found that out of a sample of 400 people, only 8 percent were Internet gamblers, but 74 percent of these gamblers were actually addicted to the game. For comparison: among visitors to regular casinos, only 22 percent are addicted.

Research shows that the familiar dopamine, a small molecule that gives us feelings of pleasure and the drive to seek new rewards, also contributes to gambling addiction. Doctors from Mayo Clinic and others medical centers recently published a paper on patients with Parkinson's disease who took a drug that has an effect similar to that of dopamine. The drug eliminated the trembling of the limbs characteristic of Parkinsonism, but several patients developed problems with online casinos and compulsive sexual behavior, and also showed excessive Internet shopping. Fortunately, the symptoms subsided when the dose of the medication was reduced for some and the drug was stopped for others.

SHOPPING UNTIL YOU FALL

The amazing rise of online shopping sometimes makes us think that we can buy everything online. Many people are reluctant to leave their credit card number on unfamiliar sites, but sooner or later they trust PayPal or other payment systems as the benefits of online shopping become apparent to them. You no longer need to painfully search for a parking space near the store and carry around with huge bags. You don't even need to get up from your computer: you enter keywords, compare prices, enter your credit card number - and you're done. You can even customize the configuration to suit your taste - and it doesn't matter whether you're buying a car, a used refrigerator, or an engraved iPod.

Unfortunately, online shopping quickly becomes a compulsive habit. Banknotes do not change hands, the cash register does not knock out a receipt - and as a result, the victim of shopping addiction loses the feeling that real money is being spent. Online shopping is addictive for the same reason as regular shopping. Each new purchase gives rise to a sweet excitement in your soul: the joy of anticipation gives way to the joy of possession, and it’s not so easy to resist the temptation!

Auctions feed the brain with even greater doses of dopamine, and addiction sets in even faster. Place a bet and beat your competitors - what could be more enjoyable? Users eBay and other online auctions easily take the bait. The actual item you win is not as important as the repetitive ritual of buying that gives you a thrill. As with any other addiction, it is difficult for a person to recognize the problem before it turns into trouble in other areas of life - it hits the wallet, work and personal well-being.

WHERE TO SEEK HELP

Whether you're truly addicted or just aren't ready to say no to certain sites, all is not lost. Experts agree that there are different ways to overcome bad habits that we owe to the dopamine “reward system.” In the fight against addiction in its extreme manifestations, psychotherapy, twelve-step programs and, of course, the influence of family and friends are useful. But if you don’t want to improve yourself, nothing will work.

In China, where, according to various estimates, about two million young people suffer from Internet addiction, special training has helped many thousands recover. The government-funded Internet Addiction Center relies on the “carrot and stick” approach and daily exercise. Addicted people were helped to understand that they were not alone. Similar centers began to appear in the USA and Europe.

If you think that the Internet, computer games or other high technologies threaten you or your friends with addiction (see Chapter 6), then recommendations on how to resist this should be found in Chapter 7. The method is also suitable for those who have not yet become addicted. -truly addicted, but spends too much time on the Internet. Other exercises for developing social skills and the ability to communicate not only help people spend time without a computer with benefit and pleasure, but also make their lives more comfortable and harmonious.

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We live in the 21st century and we are surrounded by technology. Is it good or is it bad? Let's think about it.

The first thing that springs to mind is technology is great. It makes our life easier in many ways. For instance we have a lot of kitchen appliances that help us cook, cut, and wash in less time than 20 years ago. So housing has become much less time consuming. It applies to many other areas of our life.

Technologies help us be connected. Most people have some kind of a smart phone that allows them to stay online, share their news with friends and relatives no matter where they are at the moment. Nowadays we have easy access to information, which help in education and business. There are numerous resources that give people the opportunity to study at home or be accepted in a university abroad without leaving their home country.

Of course we need to mention technologies used in medicine. They help save lives or improve lives of those who suffered from accidents or were born with some abnormalities. Technologies help us travel in quicker ways. The list of advantages can go and on.

But does technology have disadvantages? It definitely does. The speed with which modern technologies develop and our attempts to catch up with it make our lives more stressful. We have become more isolated, as more and more people replace real relations with social media ones. We virtually don’t need to go out to satisfy our basic needs like food, medicine etc.

Technology definitely improves our lives but only when used in moderation.

Translation:

Technologies in our lives

We live in the 21st century, and technology surrounds us. Is it good or bad? Let's think.

The first thing that comes to mind is that technology is wonderful. They make our life easier. For example, there are now many household appliances that help us cook, cut and wash in less time than 20 years ago. Housekeeping now takes much less time. And this is true for many areas of our lives.

Technology helps us always stay connected. Most now have a smartphone, with which they access the Internet and share news with friends and relatives, wherever they are. Today it is very easy to access necessary information, which helps both in training and in business. There are many resources that allow you to study at home; it is possible to enroll in a foreign university without leaving your home country.

Of course, we should also note the technologies used in medicine. They help save lives and improve the quality of life for those who have been injured in an accident or born with a disability. Technology allows us to travel in less and less time. The list of advantages that technology gives us can be continued for quite a long time.

These days, people are increasingly using the term “addiction.” For example, if a person constantly goes to the gym, he may be told that he is addicted to sports (although this is hardly a bad thing). Smartphones and other gadgets are also constantly accused of causing unhealthy attachments.

However, in the medical literature, addiction is usually called only a harmful, persistent and uncontrollable attachment to a thing or style of behavior, which involves causing harm to oneself. In other words, such simple actions as watching news on social networks or spending time watching TV are not an addiction until they begin to cause tangible harm to a person.

According to neuroscientist Mark Lewis, addiction is a form of learning. Lewis states, “Our brains then simply take the shortest route to get what they need.”

Neuroscientist Mark Lewis has long studied the problems of addiction. He has documented research related to the effects of heroin, ketamine, cocaine and other psychotropic substances. First and foremost, Lewis is convinced that addiction is not a disease. At least not in the traditional sense of the term. In addition, the scientist believes that when a person develops an addiction, the reward center, which is located in the brain, begins to respond to only one single stimulus.

It is generally accepted that addictive substances are a special chemical compound that no one can resist. However, it is not. “The interesting thing is that everyone reacts differently to the same drug,” says Lewis. Millions of people around the world are given narcotic painkillers after surgery, but only a few become dependent on these substances. Likewise, many people drink alcohol, but only a small percentage of them become alcoholics. We all eat and work, but this does not necessarily make us gluttons and workaholics.

Why do all these differences depend? In a state of addiction, a person experiences an irresistible physical or psychological desire. Without this desire, one cannot say that a person has a morbid addiction to something.

Irresistible desire

Here it is advisable to give an example related to the use of ear sticks. For those who constantly use them, the feeling of moisture in the ears becomes unpleasant. Using a small cotton soft-tipped stick seems to be a reasonable solution to the problem, despite the manufacturers' warnings.

Of course, this problem is more than far-fetched. “Earwax happens for a reason—our bodies need it,” explains Dr. Derebery. “There is no need to constantly clean your ears.” If you wait a little, the feeling of moisture in the ear will soon go away. However, as often happens in life, people act as they want, and not as they should. Addictive foods are usually a temporary solution, but the solution creates even more problems. Thus, constant cleaning of the ear canal with cotton swabs causes dry skin, which can lead to irritation. Irritation causes itching. All of these problems can ultimately lead to a person having to seek medical help.

This is called the “ear stick effect”: the constant use of a certain product becomes a source of other problems. For example, drug addiction leads to social isolation, which makes a new dose even more desirable. The more a person sits at home in front of a computer, the more lonely they become, which makes the craving for screen time even stronger. The “ear stick effect” occurs when a solution becomes a source of new problems, gradually leading to...

The diagram clearly shows the ear wand effect:
Use - the product solves the problem;
Abuse - the solution itself becomes the problem.

However, when it comes to addiction to consumer goods, there is a unique and troubling phenomenon. In this case, someone begins to profit from the harm caused by addiction.

Addiction and profit

There are two types of addictive products. The first type refers to goods whose producers do not know anything about their buyers. Alcohol, cigarettes and even ear sticks fall under this description. These products can be easily found on store shelves. At the same time, the manufacturer remains with a minimum of information about who buys these products, how and how often.

The second type includes products whose manufacturers are well aware of the behavior and preferences of their customers. For example, casino owners know their players very well thanks to loyalty cards. Online gaming sites and social networks track users' every click.

Manufacturers of both types of products can reduce the addictive effect of consumers different ways. Companies that don't know anything about their customers should warn potential buyers about possible harm health. The more noticeable and intimidating this warning is, the stronger the effect will be.

For example, cigarette packs often feature chilling photos of people with various diseases, and the inscription on the pack reads “Smoking kills.”

When it comes to companies that know their customers well, much more can be done to prevent addiction from occurring. Such organizations have a duty to help those who want to stop but cannot. However, development companies rarely take this responsibility seriously.

How to prevent Silicon Valley from becoming Las Vegas

Two years ago, a book was published on how to create products that will... The book became a bestseller, but unfortunately, people's greater involvement in the process of using goods or services can lead to addiction. Its pages described techniques to help clients develop healthy habits (for example, using fitness bracelets, tracking personal expenses, etc.). However, these same techniques can be used to form bad habits.

The solution is not to make the product or service less attractive, but to help those who become dependent on it. Fortunately, the two-way nature of Internet services helps companies identify those people who tend to use in moderation. For example, on sites with online games, you can implement a reminder function about the time spent in the game. The owners of Facebook could provide the ability for their users to turn off the news feed in certain time days.

Owners of Internet services are aware of the usage characteristics specific to each client. It is not necessary to bother every user with warnings. It will be enough to pay attention to those whose behavior indicates the formation of addiction. For example, you can set a trigger based on the number of hours spent in an online service. In fact, there are a lot business owners can do to prevent . The other problem is whether they really want to do this.

There are certain areas of activity, as well as certain companies, that do not want and will not help addicted people. This applies not only to dealers selling illegal substances. There are many types of legitimate businesses that rely on addicted people. These include, for example, online games or casinos.

Many companies also derive a significant portion of their profits from their most loyal customers. For example, in the fast food industry, 20% of customers generate 60% of a company's total revenue. Such buyers are called “heavyweights”. There is nothing wrong with consumers having a favorite brand. However, a completely different situation arises when a company begins to take advantage of people who have already developed an addiction.

For example, all American casinos have a so-called self-exclusion rule that applies to customers who want to stop playing. However, it is also well known that casinos accept self-excluded players with open arms. Managers admit that they allow people to play even if they have publicly asked to be blacklisted.

The problem is that companies specializing in gambling and online games are themselves dependent on their addicted players. If they start helping them overcome addiction, they will lose the lion's share of their income.

Fortunately, not all companies are so dependent on players with painful attachments. For example, Facebook's profits won't be at risk if its management starts helping people who spend too much time on the social network. In fact, many companies working in the field of information technology have already begun to work with addicted people, setting certain restrictions and limits.

Thus, unlike manufacturers of cigarettes and ear sticks, owners of Internet services have information about users and are able to monitor their behavior, so it is easiest for them to intervene in the process. Of course, information technology companies do not need to “cure” addicts; they shouldn't even try to do it. In addition, you should not limit certain users access to the service. It will be enough to simply show friendly behavior and pay attention to the problems of your clients. If you see that a person is showing signs of addiction, then you need to give him a helping hand. Having all the necessary data, it will be almost no difficulty for owners of Internet services to do this.

Main conclusions

  • The so-called “ear stick effect” occurs when the solution to a problem itself becomes the source of the problem and subsequently harms the person himself.
  • The use of many products can lead to the “ear stick effect”. Most people, seeing the negative consequences, refuse them themselves.
  • However, there are some people who can't stop. They suffer from their own addiction to a particular product or service, but continue to use it despite tangible harm.
  • Business owners can recognize individual customers suffering from this kind addictions, and help them cope with their problems.

High conversions to you!

Based on materials:

07.07.2017

Nuremberg - Moscow, June 29, 2017 – A third of participants (34 percent) in an online GfK survey conducted in 17 countries, including Russia, firmly believe that “temporarily stopping the use of technology (your mobile, computer, TV, etc.) It will be difficult for them, even if necessary.” Only 16 percent of respondents are ready to easily survive a temporary separation from their gadgets.

Data obtained by the research company GfK show that gadget addiction is equally evident among both men and women: approximately same number men and women agree that they would find it difficult not to use technological devices.

However, clear differences in responses can be found when comparing results by age groups and family income levels.

Who is most dependent on gadgets?

The hardest people to stop using technology for a while, even when necessary, are teenagers (15-19 years old): 44 percent of them agreed that this is true. The situation with technology addiction is similar among young people aged 20 years and older (41 percent). Among users over thirty years of age, dependence on technology is already less; in this group, 38 percent of respondents agreed that it is difficult for them to give up using gadgets even temporarily and when necessary. But in older age groups, the share of those who find it difficult to put gadgets aside drops sharply: 29 percent in the group of users 40-49 years old, 23 percent in the group of users aged 50-59 years and 15 percent in those over 60 years old.

And it is worth noting that in the group of consumers over 50 years of age, the proportion of those for whom giving up the use of gadgets does not present any difficulty was higher than those who have difficulty imagining themselves without technology.

The higher the family income, the greater the proportion of people dependent on technology.

In families with high income(across all 17 countries) 39 percent of respondents admitted that they would find it difficult to take a break from using technology devices, even if necessary. 11 percent would not experience any difficulties temporarily giving up gadgets.

The picture is different in low-income families: here 30 percent of respondents are willing to put their devices aside with difficulty, while 20 percent of respondents will do it with ease.

In China, Latin America and the United States, it is difficult to put gadgets aside. In Russia this is less of a problem

In terms of individual countries, China leads the share (43 percent) of online respondents who strongly agree with the statement that it is difficult to take a break from using gadgets. Following with a slight lag are the countries of Latin America: Brazil, Argentina and Mexico (42, 40 and 38 percent, respectively). The United States closes the top five with 31 percent.

In contrast, in Germany, the largest proportion (35 percent) disagreed that they would find it difficult to put down their gadgets for a while. In second place are the Netherlands (30 percent), Belgium (28 percent), Canada and Russia (27 percent in each country).

A detailed study report with data by age, gender and income level for each of the 17 countries is available here (at English language): www.gfk.com/global-studies/global-study-overview/

About research

The GfK online survey involved 22,000 respondents aged 15 years and older (in Russia - 16 years old) from 17 countries, including Russia. Participants were asked to indicate the extent to which they agreed or disagreed with the statement: “I have difficulty taking breaks from using technological devices ( mobile device, computer, TV, etc.), even if I know I should do it.”

*The data in this press release represents the top 2 points (agree) and the bottom 2 points (disagree) on a 7-point scale, where “1” means “strongly disagree” and “7” means “strongly agree.”

The field stage of the study took place in the summer of 2016. The data is representative of the Internet audience aged 15+ years (16+ in Russia) in the countries studied. The world average in this press release is weighted by the size of each country in proportion to other countries. Study countries: Argentina, Australia, Belgium, Brazil, Canada, China, France, Germany, Italy, Japan, Mexico, Netherlands, Russia, South Korea, Spain, UK, USA.

About companyGfK

GfK is a reliable source of up-to-date information on markets and consumers in 100 countries. More than 13,000 GfK experts put into practice the company's many years of experience in market research every day.

In Russia, GfK studies consumer behavior and sales in the largest sectors of the consumer market - FMCG, auto business, retail trade, market household appliances and electronics, pharmaceutical market, telecommunications sector, finance, insurance market and others.

More detailed information can be found on the website www.GfK.ru or on Twitter GfK.


It is difficult to imagine the modern world without gadgets. They are everywhere: at home, at school, at work. A person can no longer live without a telephone, TV, or the Internet, and this is very bad. In this text E.L. Vartanova raises the problem of people's dependence on media.

E.L. Vartanova expresses a very wise thought: “We are faced with a new reality - people spend a lot of time on the media.”

Indeed, our reality is significantly different from the reality in which people of past centuries lived. Media is an integral part of the life of modern society. Almost every person devotes several hours a day to information and communication technologies! The author notes that people can no longer spend time “without being involved in the flow of online communications.” This negatively affects communication between friends, relatives, and classmates. People's attention is distracted. When talking with someone, a person does not forget about the smartphone in his pocket. It turns out that a person is always “online”.

The author’s position is presented in the following sentence: “Another problem is that people are becoming dependent on media; they cannot spend time without gadgets or without being involved in the flow of online communications.”

E.L. Vartanova recognizes people’s dependence on media as a problem of modern society and believes that people cannot live fully without information and communication technologies.

I agree with E.L. Vartanova. People no longer spend time in only one world. The real world and the virtual world have merged into one. People have made friends on the Internet. The presence of loved ones in virtual reality is one of the reasons that forms people’s addiction to media. The desire to keep abreast of all the news is also the reason for constant “involvement in the flow of online communications.” It must be admitted that using gadgets as sources of information storage is convenient. In addition, very exciting virtual games. All these are attractive to modern man aspects of the media explain people's dependence on modern technologies. The causes and manifestations of such dependence are illustrated by R. Bradbury’s story “The Veldt”. This work also shows the terrible consequences of over-reliance on gadgets.

The series "Black Mirror" perfectly reveals the problem of people's addiction to media. After watching and analyzing it, you can understand that people are obsessed with the idea that it is impossible to live without gadgets. This worldview speaks of the strong dependence of people on the media.

Thus, people's dependence on information and communication technologies is a big problem, which is currently very difficult to solve. We live in new reality, where media is one of the main elements.

Updated: 2018-06-07

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