<unk> s nowadays rely almost entirely on the internet, and thus relevant research articles relating to internet<unk>  may also be relevant to<unk> . * Gaming<unk> : a hypothetical behavioral<unk>  characterized by excessive or compulsive use of<unk>  games or video games, which interferes with a person's everyday life. Video game<unk>  may present itself as compulsive gaming, social isolation, mood swings, diminished imagination, and hyper-focus on in-game achievements, to the exclusion of other events in life. * Social media<unk> : Data suggest that participants use social media to fulfill their social needs but are typically dissatisfied. Lonely individuals are drawn to the Internet for emotional support. This could interfere with "real-life socializing" by reducing face-to-face relationships. Some of these views are summed up in an Atlantic article by Stephen Marche entitled Is Facebook Making Us Lonely?, in which the author argues that social media provides more breadth, but not the depth of relationships that humans require and that users begin to find it difficult to distinguish between the meaningful relationships which we foster in the real world and the numerous casual relationships that are formed through social media.
Computer addiction
Pornography addiction
Video game addiction
Doping in sport
Addiction vulnerability
Problematic social media use
Childhood trauma
Social isolation