key: cord-0863492-ednf99ni authors: Fuchs, Martin title: Problematic technology use needs to be tackled so that children and adolescents can reap positive benefits during the COVID‐19 pandemic date: 2021-02-10 journal: Acta Paediatr DOI: 10.1111/apa.15778 sha: b4d8b77d25a986f5786878b2797065c471721e0c doc_id: 863492 cord_uid: ednf99ni nan The scientific discussions about the dysregulated or problematic use of the Internet began shortly after it was launched. 1 The Diagnostic and Statistical Manual of Mental Disorders, 5 th Edition, has identified Internet gaming disorder as a condition that requires further study and defined it as functional impairment and distress that is caused by the excessive use of online computer games. 2 The disorder will also be included in the forthcoming International Classification of Diseases, 11th Revision 3 and placed in the section of the guide that describes addictive conditions. This has been welcomed by researchers who see excessive gaming as a form of behavioural addiction. 4 Internet gaming disorder is conceptually similar to its counterpart, gaming disorder, which refers to digital or video gaming and can be diagnosed as predominantly online or offline. The main diagnostic features are impaired control over gaming behaviour and losing interest in other areas of life because of the increased priority given to gaming. Individuals ultimately suffer from significant impairments in important areas of functioning, because they continue or escalate their gaming use, despite experiencing negative consequences. Formally recognising a condition as an official mental health diagnosis may pave the way for increasing and improving support measures in healthcare systems. Despite this, both gaming disorder and Internet gaming disorder have been criticised for focusing too narrowly on gaming and neglecting other potentially harmful phenomena associated with the Internet and digital media. 5 As a consequence, some studies use broader terms, such as problematic smartphone use or problematic Internet use. These categories include addictive gaming as well as behavioural patterns, such as the dysfunctional use of social media or the addictive use of video platforms like YouTube. Substantial progress has been made in the scientific community on how we understand these often-overlapping phenomena. Numerous studies have sought to develop theoretical frameworks and scales to describe, and measure, problematic smartphone use and Internet use. Unfortunately, this has caused greater confusion, rather than provided more clarity. For example, one review paper, published in 2020, found that nearly 80 different scales claimed to measure problematic smartphone use. 6 Efforts have also been made to demonstrate and disentangle Second, despite all the potentially detrimental effects of dysregulated media use, children and adolescents worldwide depend on the Internet and smartphones, especially at times like these. That is why research findings should not be used to argue that technology should be restricted. Instead, they should be used to help children and adolescents acquire balanced and competent media skills. Key elements of media competence include being aware of the benefits and disadvantages of various applications and the potentially harmful aspects of the Internet. They also include critical scrutiny of a person's own consumption patterns and competent handling of personal data. As parents, paediatricians, medical professionals, teachers and therapists, we need to be able to teach our children these basic skills. Initiatives such as the European Commission's Better Internet for Kids strategy provide extensive information and instructional material on this. Last, but not least, 65% of children and adolescents worldwide still lack Internet access at home. The expansion of the World Wide Web in affected regions is vital for the future of those young people, especially when we are still in the grip of a global pandemic. The author has no conflicts of interest to declare. This study did not receive any specific funding. Psychology of computer use: XL. 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