Technology addiction is defined as a type of addiction that arises from the unconscious, uncontrolled use of technology and the internet, manifesting itself with addictive sub-behaviors such as gaming disorder, gambling disorder, excessive use of social media and smartphones.
What is Gaming Disorder?
According to the World Health Organization (ICD 11), Gaming Disorder is defined by the following characteristics:
The prioritization of online or offline gaming (including video games) in a person's life, making it more valuable than anything else.
The person losing control over their digital gaming behavior.
The inability to abstain despite the presence of negative physical, mental, and social consequences.
Inability to attend school or work, experiencing problems in studies or work, and disrupting family life.
The mentioned characteristics can arise from both online (via the internet) and offline gaming behaviors, leading to noticeable impairments in personal, social, familial, educational, professional, and other vital areas. To speak of the presence of gaming disorder in a person, these behaviors must be continuous and repetitive and observed for at least 12 months. However, if all the mentioned symptoms are present and the observed symptoms are severe, the diagnosis of gaming disorder can be made in a shorter time.
Online/Offline Gaming Disorder
According to ICD-11, hazardous gaming is defined as online or offline gaming that increases the risk of harm to the physical and mental health of the person or those around them. Increasing the time spent in the game, prioritizing the game in life, and relatedly; it poses a risk of negatively affecting social life such as family, work, and education.
Problems Caused by Gaming Disorder
According to the World Health Organization, health problems related to gaming behavior are not limited to gaming disorder itself. Gaming disorder is accompanied by insufficient physical activity, unhealthy diet, vision and hearing problems; it leads to many problems such as musculoskeletal problems, depression, irritability, anger, and boredom. According to the report titled Mental Health of Children and Adults in the Digital Age: Shaping the Future published by OECD in 2018, excessive use of digital technologies and social media especially results in outcomes such as cyberbullying or body image distortion for children and young people.
Did you know?
According to the World Health Organization's publications in 2018, the rates of gaming disorder vary from country to country, but its prevalence in the general population ranges from approximately 1.3% to 9.9%.
In the digital age we live in, the conscious use of technology has gained great importance. Therefore, it is necessary to ensure that children and young people born into this age interact with technology consciously.
The screen times recommended by Yeşilay, sourced from the Turkey Addiction Combat (TBM) Education Program, are as follows:
0-3 years: Should be kept away from the screen as much as possible.
3-6 years: Maximum total time of 20-30 minutes per day.
6-9 years: Maximum total time of 40-50 minutes per day.
9-12 years: Maximum total time of 60-70 minutes per day.
12+ years: Maximum total time of 120 minutes per day.
In the publication titled Digital Guidelines: Supporting Healthy Technology Use for Children published by the American Psychological Association in 2019, the recommended screen times and uses based on age group are as follows:
Avoiding screen-based media except for video chatting for children under 18 months,
Selecting quality programs for children aged 18-24 months and watching these programs together with parents,
Selecting quality programs for children aged 2-5 years and limiting screen time to one hour per day,
For children aged 6 and older, ensuring that the time allocated to using media and media types is within consistent limits.


