Problematic<unk>  use or pathological<unk>  use, is generally defined as problematic, compulsive use of the<unk> , that results in significant impairment in an individual's function in various life domains over a prolonged period of time. Young people are at particular risk of developing<unk> , with case studies highlighting students whose academic performance plummets as they spend more and more time online. Some also suffer health consequences from loss of sleep, as they stay up later and later to chat online, check for social network status updates or to reach the next game levels. Excessive<unk>  use has not been recognised as a disorder by the World Health Organization, the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) or the<unk> ional Classification of Diseases (ICD-11). However, the diagnosis of gaming disorder has been included in the ICD-11. Controversy around the diagnosis includes whether the disorder is a separate clinical entity, or a manifestation of underlying psychiatric disorders. Research has approached the question from a variety of viewpoints, with no universally standardised or agreed definitions, leading to difficulties in developing evidence based recommendations. As adolescents (12–19 years) and emerging adults (20–29 years) access the<unk>  more than any other age groups and undertake a higher risk of overuse of the<unk> , the problem of<unk>  behavior disorder is most relevant to young people.
Internet addiction disorder
Cannabis use disorder
Benzodiazepine use disorder
Pornography addiction
Benzodiazepine dependence
Polysubstance dependence
Amphetamine dependence
Stimulant use disorder