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=Is Internet Addiction a disorder?= This considered 'disorder' is not a part of the DSM-5, which provides argument as to whether or not it is actually a disorder. 'Internet Addiction' as a disorder on it's own is arguably non-existent, but in terms of being addicted to the 'content' online, it is possible. The addiction to 'cyber sex', 'cyber relationships', 'net compulsions', 'information and research' and 'computer gaming' are categories explained by Young 1999, that relate to the 'broad' term Internet Addiction.

A study carried out by Young discovered that over half of people considered 'Internet-dependant' were new users of the Internet, and are therefore more 'inclined' to use to the Internet more. She also discusses the fact that 'Non-dependant' users had been using the Internet for more than a year, suggesting that over use of the Internet could 'wear off over time'. There are a variety of aspects online that users could be addicted to rather than the Internet itself, which include communication, gaming, shopping, cyber-relations and anonymity, and so it is argued that users 'just use the Internet excessively as a medium to fuel other addictions.'

The material available online can be addictive to Internet users, not the medium itself. The Internet is where they engage in the addictive behaviour. The fact that Internet users can be addicted to components of the Internet does not mean that they are Internet addicts, but excessive Internet users.

It is difficult to detect and diagnose someone with 'Internet Addiction' as it is a 'highly promoted tool', so instead, it is categorised.

Net Compulsions
Compulsive online gaming, online gambling, stock trading and use of online auction sites are all classed as categories of Internet Addiction, that are said to often result in financial and job-related problems. Internet users can become easily addicted to these types of online activity, rather than the Internet itself.

The ACE model helps to explain compulsive online use.

Accessibility. Because of the convenience of the Internet, users now have easy and immediate access to gambling, shopping and gaming at any time of day, without the hassels of everyday life (e.g. travelling or queues).

Control. Users are in control of their own online activity. With the use of newer technology such as Tablet Computers, users can engage with the Internet without others knowing about it.

Excitement. Internet users often get an excited feeling of a 'rush' or a buzz that they get when winning. Gambling, gaming and online bidding all potentially result in a win. Users will using the net as a way of gaining this emotion.

Internet users can become addicted to playing online games, gambling and shopping through the feeling it gives them. These online activities can create the feeling of convenience, independence and excitement, which makes the user want to do it again.