Mostrando entradas con la etiqueta Internet. Mostrar todas las entradas
Mostrando entradas con la etiqueta Internet. Mostrar todas las entradas

viernes, 17 de mayo de 2013

Campaña sobre el uso seguro de Internet

Con un portal web, una campaña radial y seminarios para padres y apoderados en todas las regiones del país, el Ministerio de Educación a través de Enlaces, busca crear conciencia sobre los riesgos y potencialidades de Internet. La iniciativa se enmarca en el Programa Escuela Segura.


Lo que se sube a Internet es como una huella imborrable: siempre queda una marca ya sea de la foto, el video o de lo que se escribe. Los adultos deben conversar con los niños sobre los peligros que existen en la red, igual como les enseñan a cruzar la calle o a no hablar con extraños. Este y otros temas son desarrollados en los seminarios “Ser Familia en la Era Digital”, iniciativa que tiene como objetivo orientar a los padres, apoderados y profesores sobre los riesgos y potencialidades de Internet, brindándoles la posibilidad de que asuman un rol de mediadores activos y “guías digitales” de sus hijos y alumnos en la navegación por la red.
Son 33 seminarios que se están realizando en todas las regiones del país. Enlaces invitó a participar en esta actividad a dos instituciones: Policía de Investigaciones (PDI) y Fundación Queveo, con el objetivo de entregar una mirada desde el tema legal y criminal y desde la sociedad civil.
En forma complementaria, se estrenó el portal www.internetsegura.cl, el cual entrega datos sobre buscadores infantiles, vínculos a sitios de estudio como www.yoestudio.cl, consejos para que niños y adolescentes hagan un uso seguro y responsable de esta tecnología y padres y profesores sepan cómo orientarlos en relación a este tema. Cuenta con distintos perfiles de acuerdo a las necesidades de cada usuario y reúne información propia del Ministerio y de distintos países e instituciones sobre el uso seguro de Internet.
Adicionalmente, desde el sitio Internet Segura se puede acceder al de los seminarios “Ser Familia en la Era Digital”, donde hay información sobre el calendario nacional y los videos de las presentaciones.
Otra estrategia para crear conciencia sobre este tema es la realización de una campaña que actualmente se está emitiendo en varias radios naciones y regionales.
Todo lo anterior se enmarca dentro del Programa Escuela Segura, que busca fortalecer en todos los colegios del país, las medidas para prevenir y proteger a los estudiantes, de todo tipo de riesgos.

martes, 7 de mayo de 2013

Various Cause Effects Of Video Games Psychology Essay


The most successful aspect of video games is that they provide a huge amount of human interaction through imagery and audio, thus encouraging the player to think and act quickly(Wolf, 2001, p15). This aspect makes video games different from any other forms of non-interactive media like television or radio. Video games give clear instructions about actions to be performed to reach particular levels in the game and instils a level of confidence and spirit of victory in its players. They also serve academic purposes and can be utilised as a powerful medium for educating children and youth in a very interesting and powerful manner. For example, video games involving driving can be used as a medium to teach players the traffic rules and penalties imposed if the rules are violated. Puzzle based video games give valuable practice lessons of time management, helps to sharpen specific skills needed to succeed in the game, encourages critical analysis and thought and improves cognitive abilities (Wolf, 2001, p17; Seller, 2006, p20).

Social

Video games have a part in influencing the social behaviour of young players especially children. The interactive gaming gives a virtual environment involving the player and his opponent which is essentially the computer system. In addition to promoting a level of healthy competition among players, the penalties imposed help to give due respect to fellow participants and encourages sportsman spirit to a great extent. Games which involve military contents can help to inculcate patriotism in youngsters as they are made to believe that they are protecting their country from rival attacks. Though there has been criticisms regarding the effect of video games in sparking criminal behaviour among youth, Jenkins (n.d.) observes that the hostile factors contributing to these acts are coming from unsound minds and disrupted families rather than interactive media. In fact, James Gee’s work highlights the benefits of using video games as effective media for logical problem solving and continuous improvement, thus improving the qualitative skills (Gee, 2001).

Psychological

Apart from providing relaxation and enjoyment, video games boost the player’s confidence level and raises curiosity as in most games, each level is exciting and cannot be seen unless the players pass all the previous stages. In children, the level of psychological development obtained leads to sharpening of memory and logical skills, increased mental development and simulation, making them tougher to face the challenges of the real world.


Vices

Contrary to the popular belief that video game players are just youngsters, Entertainment Software Association(ESA) has shown that 49% of game players are in the age range of 18-49 while the demographic statistics give 52% male and 48% female players (ESA, 2009, p3). The revenue obtained by video game sales in US was $11M in 2008 with Wii console games at the top according to NPD statistics (ESA, 2009, p10).

Though the video game industry has flourished and sales figures have been accelerating over the last few decades, a lot of negative publicity has affected the popularity of interactive games to a large extent. Though there are many pros, the bad effects are so obvious and derogatory that they outweigh the advantages to a large extent.


Medical

The increasing popularity of video games is making more and more youngsters spend considerable amount of time and money in front of the gaming console or computer which has harmful medical effects arising due to addiction (Gunter, 1998, p31). The addiction can lead to childhood obesity as children will find no time for outdoor games which are healthy and provides relaxation and exercise to brain, mind and body. The strain caused by continuous exposure to harmful radiation from television affects a significant number of youngsters by ending up having problems with their eyes. The adult players are even more in danger as the addiction causes a change in lifestyle which trigger a variety of fatal illnesses from high cholesterol to heart attacks in addition to causing spinal alignment problems due to wrong posture.


Psychological

Most of the video games depict violence and the motto is to kill and succeed. Young minds are particularly interested in games involving violent attacks, abusive language and homicide. Different researches have been conducted in psychological aspects due to violent video games. Anderson et al. (2007, p12-39, p40-60) has described about the different kinds of aggressive behaviour exhibited by children based on which an aggression model is created. 

The effects of violence can arise from thefts for buying video games to thrills obtained from imitation of the shootings and attacks on innocent subjects. Continuous exposure to violent media has a profound influence on the mental balance of the young player, giving a very wrong impression that ‘killing is winning’.


Social

Recent reports have shown that an average time spent by a child playing console, arcade or home video games is almost 11-13 hours/week (Gentile, 2004, p1; Olson et al.,2007, p1). It means that they get little time for social interactions, academic reading and outdoor games. 

Decrease in peer association hinders development of social etiquettes, family ties and character. The social and emotional commitments are disrupted by over indulgence in interactive media leading to a set of humans devoid of emotions, respect or self-esteem. The increasing amount of violence and destruction involved in most games and the lonely atmosphere provided acts as detrimental to good social conduct. Stromberg (n.d.) has shown that almost 50% of popular games depict either fantasy or human violence to the extent that they encourage players to become less caring and friendly. According to Gentile & Anderson (2003, p131-152), the tendency of aggressive behaviour is affected by repeated game play which often reward the players for violence.


Critical Analysis

Wirth et al. (2003) has given that the virtual environment created by video games is essential to establish a spatial presence. But the impression of world as given by games has very little relation with the original real circumstances or actions. The violence and plan of action depicted in these scenarios, if practised in actual circumstances give horrendous repercussions for both the doer and the society. Some researches show video game learning as better to classroom learning in terms of memory retention (Moreno & Meyer, 2000, p724) but it does not in any way substitute the knowledge obtained from books, classrooms or other interactive learning techniques but just complements them.

The reason for success of video games has been described as the level of “active control” involved (Greenfield, 1984, p102). Active control often enables the player to decide on the course of action to be taken to fight the circumstances which gives them an uneven control and pseudo confidence that may urge them to enact similarly in a real situation. Moreover, the points gained during shooting or killing tends to glorify the violence depicted in games. The addiction to video games often leads to fits of anger and rows between the children and parents. The first rehabilitation centre for teenagers addicted to video games has been set up in London following the urge of parents (Taylor, 2010, p9).

Parents have expressed concerns on the influence on video games on the psychological and social behaviour of children (Gunter, 1998, p35). Most video games have parental control through which the type, intensity and mode of play can be controlled by parents. But recent research has shown that only one-fifth of the parents are exercising their control over purchase of video games, with 55% of stores educating them on ratings (Walsh et al. 2003).
Lee et al. (2009, p562) have put forward that the technological aspect has an influence on violent psychological behaviour in a way that a game played using less sophisticated graphics and audio do less harm. But here also, time is the deciding factor as continuous exposure to the virtual world even in low resolution graphics can cause psychological imbalance and health problems.

Even though clear correlation between violent shooting attacks by teenagers and interactive gaming has not been established in all cases, the increase in vocal abuse and insensitiveness towards crime itself are appalling. American Health Association’s research has given results stating that time spend by teenagers belonging to lower socio-economic status playing games was almost five fold than those of their educated and rich counterparts (ScienceDaily, 2008). This shows that education, and not money is the judging factor for use of technology.


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martes, 5 de marzo de 2013

Internet y educación: "Aprendiendo y enseñando en los espacios virtuales"


Autor: Jorge Rey Valzacchi
Internet y educación: "Aprendiendo y enseñando en los espacios virtuales" es una contribución para todos aquellos interesados en incursionar en el análisis de las ventajas y limitaciones que existen en la relación entre Internet y Educación.

La obra se estructura en tres secciones: Servicios y Herramientas en Internet, Cómo implementar una Página en laWeb e Internet como Recurso Educativo. Através de un abordaje sencillo y abarcativo el autor presenta un panorama global sobre esos temas desde sus aspectos teóricos y referencias hasta los funcionales. A lo largo del texto se presenta como una constante transversal lo referido a las posibles aplicaciones pedagógicas para los docentes de los diferentes niveles educativos.

En síntesis, el autor busca generar un conocimiento básico y reflexivo sobre las ventajas y desventajas, aportes y herramientas que el uso de Internet y las nuevas tecnologías tiene dentro de las instituciones escolares. Definitivamente el valor de estas nuevas y poderosas herramientas dependerá del proyecto pedagógico al que se incorporan.

Es la calidad de este proyecto lo que define el potencial que pueden tener para la transmisión de información y para la generación de nuevas habilidades en estos entornos virtuales Con esta nueva contribución de la serie digital de INTERAMER se aspira realizar un aporte para todos aquellos interesados en este tema para iniciar su camino y sistematizar sus experiencias sobre el empleo de Internet en educación.
INTERAMER DIGITAL Nº 73. Agencia Internamericana para la Cooperación y el Desarrollo AICD/OEA, 2003


miércoles, 20 de febrero de 2013

21 de febrero: Día Internacional de la Lengua Materna

Cartel
El Día Internacional de la Lengua Materna, fue proclamado por la Conferencia General de la Organización de las Naciones Unidas para la Educación, la Ciencia y la Cultura (UNESCO) en noviembre de 1999 (30C/DR.35 Documento PDF).
El 16 de mayo de 2007, la Asamblea General en su resolución A/RES/61/266 exhorta a los Estados Miembros y a la Secretaría a «promover la preservación y protección de todos los idiomas que emplean los pueblos del mundo». En la misma resolución, la Asamblea General proclamó 2008 Año Internacional de los Idiomas, para promover la unidad en la diversidad y la comprensión internacional, a través del multilingüismo y el multiculturalismo.
El Día Internacional se ha observado cada año, desde febrero de 2000 para promover la diversidad lingüística y cultural y el multilingüismo. La fecha representa el día en 1952, cuando estudiantes que se manifestaban por el reconocimiento de su lengua, Bangla, como uno de los dos idiomas nacionales de la entonces Pakistán, fueron muertos a tiros por la policía de Dhaka, la capital de lo que hoy es Bangladesh.
Las lenguas son los instrumentos más poderosos para la preservación y el desarrollo de nuestro patrimonio cultural tangible e intangible. Toda iniciativa para promover la difusión de las lenguas maternas servirá no sólo para incentivar la diversidad lingüística y la educación multilingüe, sino también para crear mayor conciencia sobre las tradiciones lingüísticas y culturales alrededor del mundo e inspirar a la solidaridad basada en el entendimiento, la tolerancia y el diálogo.

Mensaje de la Directora General de la UNESCO, Irina Bokova

El Día Internacional de la Lengua Materna es una excelente ocasión para subrayar la importancia que tienen las lenguas para la identidad de los grupos y de las personas, como base de la vida social, económica y cultural.
El plurilingüismo constituye una fuerza y una oportunidad para la humanidad. Encarna nuestra diversidad cultural y fomenta el intercambio de puntos de vista, la renovación de las ideas y la ampliación de nuestra imaginación. El diálogo verdadero pasa por el respeto de las lenguas, y por este motivo la UNESCO trabaja para promover la utilización de las lenguas como motor del entendimiento mutuo. Alentamos la enseñanza en la lengua materna, que permite luchar mejor contra el analfabetismo y contribuye a una educación de calidad. La protección de las lenguas garantiza también la salvaguardia y la transmisión de los saberes singulares o autóctonos. Puede ser la vía para dotar a todas las personas de los medios para hacerse oír y para hacerse respetar, y es una fuerza de inclusión social.
Este año, la UNESCO ha decidido examinar los lazos entre la lengua y el libro. Los libros son una fuerza de paz y desarrollo que hay que poner al alcance de todos. Son también herramientas esenciales de expresión que participan en el enriquecimiento de las lenguas, al tiempo que preservan la huella de la evolución de las lenguas en el transcurso del tiempo. En la época de las nuevas tecnologías, los libros siguen siendo instrumentos preciosos, manejables, resistentes, prácticos para el intercambio de conocimientos, la comprensión mutua y la apertura al mundo. Son pilares de las sociedades del saber y están a la vanguardia de la promoción de la libertad de expresión y de la educación para todos.
La vitalidad de las lenguas depende tanto de la palabra compartida por los hablantes como de la producción abundante de material pedagógico y textos impresos. En algunos países, la falta de libros y manuales escolares escritos en las lenguas locales constituye un obstáculo para el desarrollo y la inclusión social. Es también de hecho una privación elemental del derecho a la libertad de expresión. Las herramientas digitales permiten en ocasiones suplir esta carencia, pero no bastan, y debemos hacer todo lo posible para garantizar una difusión más equitativa de los materiales y los libros que todas las personas, sobre todo los niños, podrán leer en la lengua que elijan, incluida su lengua materna. La facilitación de estos recursos es una forma de acelerar el cumplimiento de los objetivos de la Educación para Todos hasta 2015. También es importante la traducción al servicio de esta gran empresa, ya que tiende puentes hacia nuevos públicos.
En esta 14ª celebración del Día Internacional de la Lengua Materna, hago un llamamiento a todos los asociados de la UNESCO, los autores y los docentes de todo el mundo, en las universidades, las cátedras y las escuelas asociadas, para que colaboren en aras del reconocimiento de la importancia de la diversidad lingüística y cultural y de la educación en la lengua materna.
Irina Bokova

viernes, 8 de febrero de 2013

The psychological meaning of personal record collections and the impact of changing technological forms


This study explored the personal psychological meanings ascribed to collections of recorded music in a small sample of 20 British consumers. In-depth interviews were conducted with the col-lectors and the data analysed according to the conventions of grounded theory. Three aspects of record collecting were identified as psychologically important: two aspects – records’ status as sacred objects, and record collections as a facet of the self – were felt to be typical of traditional recorded music formats, particularly vinyl. The third, music as sensual (sensory and emotional) experience, appears to be related to contemporary trends in downloading digital music for storage on an iPod or similar player. It is suggested that this third aspect may increase in importance in the future, although aspects 1 and 2 remain salient, even for younger consumers.

lunes, 4 de febrero de 2013

domingo, 22 de abril de 2012

Efectos psicológicos de la exclusión social en torno al uso de las TIC como política educativa neoliberal.


Efectos psicológicos de la exclusión social en torno al  uso de las Tecnologías de Información y Comunicación como política educativa neoliberal. Análisis de los factores sociodemográficos y eficiencia de uso de internet.
Cruz García Lirios

Revista Electrónica de Psicología Política Año 9 Nº 27 – Noviembre/Diciembre de 2011 (Publicado en marzo de 2012)

El presente estudio tiene como objetivo principal establecer un modelo psicológico de percepción de eficiencia en torno al uso de internet. A partir de la Teoría de la Dependencia Económica, se deducen categorías e indicadores de exclusión social relativos a la brecha digital entre países centralmente desarrollados en referencia a países de la periferia económica y educativa. Posteriormente, se explica el impacto de las Tecnologías de Información y Comunicación (TIC) sobre la cognición y el comportamiento humano considerando la Teoría de la Acción Razonada, la Teoría del Comportamiento Planificado, la Teoría de la Aceptación de la Tecnología y la Teoría del Consumo Electrónico. Se plantea a la percepción de uso eficiente de internet como un indicador de la brecha digital y una consecuencia directa de la globalización económica y la política neoliberal que en su dimensión educativa: facilita el incremento de capacidades y habilidades de uso de TIC. Se incluye la validez y confiabilidad de un modelo psicológico en el que la variable sexo fue la determinante principal del la percepción de eficiencia en torno al uso de internet. Los resultados de la investigación permitieron la discusión del impacto de la globalización económica y la política neoliberal en su dimensión educativa sobre la formación educativa que incrementa la exclusión social relativa a la brecha digital en torno al uso de Internet.
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miércoles, 18 de abril de 2012

Pixel Logic: How the Next 10 Years Will Reinvent Your Life


Pixel Logic: How the Next 10 Years Will Reinvent Your Life.

Russel Smith & Michael Foster. Huff Post Tech. 17/04/2012.
As a culture, we are living in an age of digital and cultural reinvention. The world will look back upon the two decades before and after the millennium as a fascinating time to be alive, and we get to experience it firsthand. What's driving the changes we're all experiencing? The main factor is technology. Current technology can already process our experiences faster than we can think about them. Whether we welcome it or not, it's unavoidable, and greater digital acceleration will happen.
All around us, the future is unevenly spread out in expanding digital cities, and dense pockets within these cities -- and in other parts of the world, dollops of the future have been squeezed out more sparingly, in small towns and distant regions barely on the digital map.
Fluid Identities and Connecting to the Universe Next Door
Human identities change greatly over the course of a lifetime, and the near future asks us to reinvent ourselves many more times -- with each reinvention based on a mixture of internal adaptations, individual desires, and external cultural forces.
Time travel or teleportation aren't on the near horizon, but scientists are inching closer to finding proof of life on distant planets. While the theory of living in a multiverse, where other universes exist next door (unseen) and connect to our universe isn't close to being proven, it is now in the cultural zeitgeist as a theory to consider. The TV program Fringe presented us with the challenges involved in having a funhouse mirror universe right next door, especially if your doppelganger had your face and your job. And of course, having a similar hair color, so it's easy to dye-to-match, helps when one must take over another's identity in an alternate universe.
Novelty, Fractal Patterns, and Quantum Physics
The exposure to moments of novelty will increase, until humans adapt to this ongoing pattern of hyper-contextualized-awareness. The world of hyper-meaning will become standard fare, and carrying on hyper-connected games and multi-sensory artistic experiences will become a part of one's daily life. A segment of each day could be centered around connecting to the world of fractals and going on a hyper-dimension mini-vacation, which might be similar to taking a walk inside a Jackson Pollock or Willem de Kooning painting.
Computers will become more sensitive to modeling and finding patterns, and quantum computing will help people make the leap to connecting seemingly unrelated fields such as: poetry, economics, biology and politics. By getting closer to the experience of serendipity in computing and farther away from predictability, the easier it will become for the human mind to increase its understanding of complex systems.
Fully Immersed in a Gaming Universe
The gaming culture has become more interactive, more realistic, and will eventually become more fully immersive. One can easily picture gamers entering a pod (perhaps in the shape of the human form), or a room devoted exclusively to the world of the game. Advances in motion technology and voice capture will refine the multiple layers, lives, and selves one can inhabit and interact with inside the game.
The early 1990s dream of virtual reality was delayed, but it has stayed on track to becoming a reality by making gaming culture mainstream culture. When the military aims to recruit young people with superior hand-eye coordination and a sharp mind, they now search for able-bodied recruits who have spent countless hours merged with a gaming console, and find just the skills and high-tech adaptability required for facing life and death in situations that call for immediate decision-making capabilities, since this is the focal point of a vast majority of games.
The Point System Paints a Bull's-eye on Your Heart
Have you been getting enough sleep lately? No? Sorry, that's going to cost you some points. Had an orange and some whole grain cereal for breakfast? Points added. We're on the verge of the health care industry meets Moneyball. And in the near future, your health statistic could be updated on a weekly or hourly basis, and payments on your monthly premium could fluctuate like the stock market.
An unhealthy lifestyle will affect the points you accumulate, and if your numbers fall below a set level, you could be dropped off the charts, as far as major health insurance providers are concerned. Forget Powerball, the real lottery system will be your ability to pay for a ticket to get in and stay in to a health care system that truly has your best interests at heart, as long as you subscribe to a heart-healthy diet.
Over the next decade, these ideas, trends and systems will increasingly affect how our society shifts and evolves.

domingo, 15 de abril de 2012

Facebook no se extiende por contagio social


E. Martínez. Psicología de la Información. Abril/2012.
¿Por qué nos decidimos a darnos de alta en una red social? La respuesta más popular a esta pregunta suele ser que existe un efecto contagio, semejante al que se produce en la transmisión de enfermedades: cuantas más personas en mi entorno utilicen una red social, más probable es que acabe utilizando dicha red social.
Facebook es actualmente el arquetipo de red social, y el fenómeno del contagio es la respuesta que más frecuentemente se invoca para explicar su difusión mundial. Pero puede que la cosa no sea tan simple. Un equipo de investigadores de la Cornell University ha publicado un estudio en PNAS donde muestran que es más probable que los usuarios se suscriban a Facebook si reciben invitaciones de contactos de grupos diversos que si reciben muchas invitaciones de miembros del mismo grupo.
La metodología es simple. Facebook proporciona una herramienta para enviar emails a los contactos de nuestra libreta de direcciones para invitarles a unirse a la red social. Esas invitaciones contienen un perfil de la persona que nos invita y una lista de otros contactos del remitente ya presentes en la red.
Los investigadores analizaron 54 millones de invitaciones por email, y observaron la emergencia de un patrón que contradice el contagio social: las personas no se unen a Facebook dependiendo del número absoluto de invitaciones que reciban, sino en función de cuantos grupos diferentes de contactos estén presentes en las invitaciones.
El equipo además investigó la vinculación (engagement) de los usuarios que se registraron en Facebook durante el año 2010, definiendo esa vinculación como el uso de la plataforma en al menos 6 días por semana durante los 3 primeros meses después del registro. Y hallaron un resultado semejante al anterior: los nuevos miembros de Facebook cuyos 20 primeros amigos pertenecían a distintos grupos tenían más probabilidades de vincularse a Facebook que aquellos cuyos 20 primeros amigos pertenecían al mismo grupo.
¿Qué explica estos resultados? Aunque los autores del estudio no aventuran ninguna hipótesis, sí lo hace James Fowler (uno de los autores de la popular obra sobre las redes sociales Conectados) en la reseña del estudio en Science Now. Fowler baraja dos hipótesis:
En primer lugar, podría ser que uno de los diversos grupos fuera el decisivo a la hora de animar a las personas a inscribirse en Facebook. En palabras de Fowler:
Maybe you don’t care at all about whether your friends from high school are on Facebook, but when you see someone from your jujitsu club, that makes the difference.
En segundo lugar, también podría suceder que tener más grupos diferentes de amigos utilizando Facebook incremente la presión grupal para utilizar la plataforma.
En cualquier caso, si como dice el estudio lo que importa es el grupo en concreto, y no el número de contactos, creo que estamos ante un nuevo resultado que muestra la preeminencia de la homofilia en las dinámicas de conexión en las redes sociales.

sábado, 7 de abril de 2012

Issues for DSM-V: Internet Addiction

Issues for DSM-V: Internet Addiction
Jerald J. Block



Internet addiction appears to be a common disorder that merits inclusion in DSM-V. Conceptually, the diagnosis is a compulsive-impulsive spectrum disorder that involves online and/or offline computer usage (1, 2) and consists of at least three subtypes: excessive gaming, sexual preoccupations, and e-mail/text messaging (3). All of the variants share the following four components: 1) excessive use, often associated with a loss of sense of time or a neglect of basic drives, 2) withdrawal, including feelings of anger, tension, and/or depression when the computer is inaccessible, 3) tolerance, including the need for better computer equipment, more software, or more hours of use, and 4) negative repercussions, including arguments, lying, poor achievement, social isolation, and fatigue (3, 4).
Some of the most interesting research on Internet addiction has been published in South Korea. After a series of 10 cardiopulmonary-related deaths in Internet cafés (5) and a game-related murder (6), South Korea considers Internet addiction one of its most serious public health issues (7). Using data from 2006, the South Korean government estimates that approximately 210,000 South Korean children (2.1%; ages 6—19) are afflicted and require treatment (5). About 80% of those needing treatment may need psychotropic medications, and perhaps 20% to 24% require hospitalization (7).
Since the average South Korean high school student spends about 23 hours each week gaming (8), another 1.2 million are believed to be at risk for addiction and to require basic counseling. In particular, therapists worry about the increasing number of individuals dropping out from school or work to spend time on computers (5). As of June 2007, South Korea has trained 1,043 counselors in the treatment of Internet addiction and enlisted over 190 hospitals and treatment centers (7). Preventive measures are now being introduced into schools (9).
China is also greatly concerned about the disorder. At a recent conference, Tao Ran, Ph.D., Director of Addiction Medicine at Beijing Military Region Central Hospital, reported 13.7% of Chinese adolescent Internet users meet Internet addiction diagnostic criteria—about 10 million teenagers. As a result, in 2007 China began restricting computer game use; current laws now discourage more than 3 hours of daily game use (10).
In the United States, accurate estimates of the prevalence of the disorder are lacking (11, 12). Unlike in Asia, where Internet cafés are frequently used, in the United States games and virtual sex are accessed from the home. Attempts to measure the phenomenon are clouded by shame, denial, and minimization (3). The issue is further complicated by comorbidity. About 86% of Internet addiction cases have some other DSM-IV diagnosis present. In one study, the average patient had 1.5 other diagnoses (7). In the United States, patients generally present only for the comorbid condition(s). Thus, unless the therapist is specifically looking for Internet addiction, it is unlikely to be detected (3). In Asia, however, therapists are taught to screen for it.
Despite the cultural differences, our case descriptions are remarkably similar to those of our Asian colleagues (8, 13—15), and we appear to be dealing with the same issue. Unfortunately, Internet addiction is resistant to treatment, entails significant risks (16), and has high relapse rates. Moreover, it also makes comorbid disorders less responsive to therapy (3).
References:
1. Dell’Osso B, Altamura AC, Allen A, Marazziti D, Hollander E: Epidemiologic and clinical updates on impulse control disorders: a critical review. Eur Arch Psychiatry Clin Neurosci 2006; 256:464—475
 
2.
Hollander E, Stein DJ (eds): Clinical Manual of Impulse-Control Disorders. Arlington, Va, American Psychiatric Publishing, 2006
 
3.
Block JJ: Pathological computer use in the USA, in 2007 International Symposium on the Counseling and Treatment of Youth Internet Addiction. Seoul, Korea, National Youth Commission, 2007, p 433
 
4.
Beard KW, Wolf EM: Modification in the proposed diagnostic criteria for Internet addiction. Cyberpsychol Behav 2001; 4:377—383
 
5.
Choi YH: Advancement of IT and seriousness of youth Internet addiction, in 2007 International Symposium on the Counseling and Treatment of Youth Internet Addiction. Seoul, Korea, National Youth Commission, 2007, p 20
 
6.
Koh YS: Development and application of K-Scale as diagnostic scale for Korean Internet addiction, in 2007 International Symposium on the Counseling and Treatment of Youth Internet Addiction. Seoul, Korea, National Youth Commission, 2007, p 294
 
7.
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