Can someone become addicted to the Internet and suffer from negative real life
consequences? Yes! So what is it about computer-mediated communication that makes it
addictive?
Psychologist Kimberly Young at the University of Pittsburgh has researched the
pathological use of the Internet. In her research, Young found that of the addicted users,
42 percent were not-employed (homemaker, students, disabled, retired), 39 percent were
non-tech white collar workers, 11 percent blue collar workers, and only 8 percent were
high tech, white collar workers (computer programmers, system analysts or engineers).
Youngs sample consisted of self-identified users, middle-aged women and younger men.
Average ages were 43 and 29 respectively. Most had been using the Internet for less than a
year.
Parallel research with a college-age populations shows problem use to be primarily
among technologically sophisticated but socially inept, shy and lonely males.
Addiction and the Internet. To define addiction, Young applied the criteria used
for pathological gambling to Internet use: psychological withdrawal, preoccupation with
the Internet, heavier use than intended, loss of interest in other social occupational and
recreational activities, and disregard for the consequences caused by the uses of the
Internet.
Non-addicted users of the Internet used it to gather information or to maintain
pre-existing relationships. Addicted users were addicted to the two-way communication
function of the Internet. They used the Internet mainly to meet, socialize and exchange
ideas with new people. Internet users do this by visiting chat rooms, and news groups, and
by playing interactive games where participants take on character parts. This way of using
the Internet is similar to a telephone conversation, only with typed messages.
Pathological users use of the Internet interferes with work and school performance and
creates discord among couples. They report lying about on-line use, losing track of time
during use, having depressed moods, and needing the Internet for either arousal or escape.
Young sees three basic reasons for the need to use the Internet to socialize: social
support, sexual fulfillment and creating a persona.
Social support. Young sees problem users as being lonely, socially isolated and
unable to express opinions in their real life circumstances. They fear rejection,
confrontation or the judgment of others.
Chat rooms provide social support, advice, companionship, understanding and even
romance. Users leave the physical world behind and exchange personal information with
other people in cyberspace. This creates a feeling of intimacy and involvement in the
lives of others.
This confidential social support reduces their loneliness, improves self-esteem and
gives them a feeling of euphoria. The problem is that these experiences arent
integrated into real life. They give the illusion of companionship without the demands of
friendship. There is usually no lasting commitment or need to maintain the relationship.
Often these on-line relationships are time consuming. They supplant existing relationships
and lead to even more social withdrawal and marital discord.
Sexual fulfillment. Besides the numerous pornographic websites, the Internet
provides a vehicle for anonymously acting out erotic fantasies in a two-way communication.
This is cybersex. People give each other mental stimulation that fosters sexual arousal
and excitement. Sharing sexual fantasies reinforces sexually deviant behavior, weakens
social norms, and creates dissatisfaction with exiting relationships.
Sex in this context trivializes sex as an erotic pleasure without real the life
feelings and acts of love and affection that bring meaning to sexual intimacy. For people
who view themselves as unattractive, socially inhibited and lonely, the Internet provides
reinforcement to a less than fulfilling sex life.
Creating a persona. People can use the Internet to reconstruct their own identity.
This is similar to acting on a stage. They can use the interactive feedback to shed
themselves of social status, gender, age and race. They can carefully create a false or
"better" image of themselves and become whoever they choose.
By reinventing themselves, people can replace a poor self-concept and feelings of
inadequacy. They can block out unpleasant thoughts of themselves. They can cultivate a
fantasized identity to expand their expression of emotion and to release repressed aspects
of their personality. They can project openness, friendliness, and new ways of relating to
others while getting the reactions of their cyberspace friends."
In actuality, the attitudes of the adopted persona are not being carried over into real
life situations. The projected identity is a form of escape. They remain passive loners
not really interested in social activity. It is a parallel life, not an integrated one.
The status and prestige garnered in chat rooms and interactive games doesnt
translate into confidence in real life situations.
If the formerly repressed behavior does come out, it can be detrimental to existing
relationships. Once unlocked, these personality changes are like the genie that cant
be forced back in the bottle. They still live lonely, unhappy, mundane lives but now the
affected individuals are more aware of how poorly their persona contrasts with their
actual attributes.
Real life versus virtual life. The immersion and time commitment put into
computer-mediated communication are poor substitutes for meeting real needs. The time
invested could be better spent on learning new things, practicing social skills, and
finding genuine friendship and support.
People without a satisfying life need to consider counseling as an alternative. To seek
fulfillment in cyberspace is an addictive illusion, a poor imitation of true intimacy and
belonging. Instead of truly liberating people, their Internet communications binds them
even more.