The Internet is a relatively recent tool, used by many people in the general population, that has shaken the entire organization of daily life. It gives us access to multiple functions such as communication, entertainment, knowledge development and information retrieval, etc. Being rooted in our society, its use affects both the private and professional sphere, leaving few areas of life intact. This raises the question of its use, which can quickly become uncontrollable, causing social, professional or academic difficulties, or even symptoms of psychological dependence with negative repercussions (Young and Abreu, 2011).

Cheng and Li (2014) report that the global prevalence of cyber-addiction is about 6%. According to studies, prevalence rates vary between 1% and 14% in the general population (Rumpf & al., 2014). Although this dependence is described in the scientific literature, it does not appear under these terms in any nosography. However, we can find what could be related in the appendix of the DSM-5 (APA, 2013) under the name of “Pathological Use of Internet Games”. In this title, this specificity oriented towards Internet games leads us to deepen the definition of Internet addiction. To do this, we will use the theoretical model of Internet addiction developed by Brand & al. (2014).

The Internet is a commonly used tool that combines various applications such as online games, cybersex, sales sites and social networks (Brand, 2014a). Brand & al (2014a) highlight some of the factors contributing to the development of widespread Internet addiction. First of all, there are particular personality traits such as great shyness, low self-esteem, high neuroticism, impulsivity, tendency to procrastinate and lack of consciousness (Floros, Siomos, Stogiannidou, Giouzepas & Garyfallos 2014; Koo & Kwon 2014; Wang & al. 2015; Sariyska & al. 2014), psychological symptoms such as social anxiety, depression (Carli & al, 2013; Sarda, Begue, Bry & Gentile, 2016; Sigerson, Li, Cheung, Luk & Cheng, 2017), attention deficit hyperactivity disorder (ADHD) (Prizant-Passal, Shechner & Aderka, 2016), and specific social cognitions that result in a sense of loneliness and social support perceived as weak (Caplan 2007; Pontes, Griffiths and Patrao, 2014). The Internet would be used as a coping strategy to deal with a vulnerability to stress associated with significant stress in everyday life (Tang & al. 2014). Finally, negative childhood experiences, such as physical and/or psychological abuse, early trauma or social isolation, would have an impact on children’s development (Dalbudak, Evren, Aldemir and Evren, 2014; Hsieh & al., 2016) and would be correlated with an insecure attachment style (Sarnyai and Kovács, 2014). However, these predisposing factors are closely related, if not impossible to function without a dysfunctional coping style (e. g. conflict avoidance and disengagement, impulsive coping strategies (Tonioni & al, 2014)), coupled with particular expectations of the Internet (for example, using an application on the Internet in the interest of reducing stress, regulating negative mood or in the interest of escaping reality (Xu, Turel and Yuan, 2012; Lee, Ko é Chou, 2015)). According to Brand & al (2014a), all this contributes to the development of a generalized Internet dependency.

Therefore, if Internet use validates the person’s expectations at first glance, such as reducing a negative mood, these same expectations will reinforce dysfunctional mood or problem management and Internet use in the future, which will again influence future expectations, leading to positive reinforcement, and ultimately, problematic Internet use. All this will aggravate the symptoms of Internet addiction, such as loss of control and social problems, creating various reinforcements leading to a vicious circle of cyber-addiction (Brand & al., 2014a).

Brand & al. (2014a) have in this context described several symptoms specific to Internet addiction: a concern for Internet gambling; symptoms of withdrawal, irritability, anxiety or sadness; a development of tolerance; unsuccessful attempts to control behaviour; a loss of interest in other activities; continued excessive use despite knowledge of psychosocial disorders; lies about the time spent gambling; use of this behaviour to escape or relieve negative moods; jeopardizing or losing important relationships, work or studies (Brand, Young and Laier, 2014a, p. 2).

Thus, cyberaddiction is a major issue today, especially for new generations who have grown up with the Internet. Its excessive use generates various disorders that are important to be concerned about.

703 words

Words we have learned:

– appendix: annexe

– reinforcement: renforcement

– withdrawal: retrait

– gambling: jeu (d’argent)

– jeopardize: compromettre, entraver

Marie Dupau, Domitille Front, Julie Pesty

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