1
THE IMPACT OF TECHNOLOGICAL ADVANCEMENTS ON THE ACCESSIBILITY
AND INTENSITY OF ADDICTIVE PRODUCTS
Abstract
Technology has affected availability and consumption rates of addictive products in new ways
since; e-commerce is available any time and day, deliver addictive substances any time and day,
and minimize the geographic distance to acquire previously unobtainable addictive products and
purchase addictive products anonymously. Another significant aspect is using social media for
the normative and advertising of addictive behaviors to main target audiences, manipulation of
the targeted audience through influencer marketing, creating echo chambers that re-emphasize
addictive behaviors, and including un-removable components of gamification that influence
addiction. Mobile apps continue to feed the compulsion through providing easy access to
gambling and betting services, delivering orders of unhealthy food, and social media addiction.
Regarding new virtual and augmented reality technologies, they enhance the attractiveness of
attractive stimuli, as the addictive products‟ enticing effect is enhanced by the use of contexts in
virtual and augmented reality environments. This is achieved through personalization algorithms
that identify vulnerable addicts and through big data analytics that take advantage and exploit the
weaknesses of the customers by constantly creating and delivering addictive ads and by adjusting
the price of addictive products upwards. Cryptography can also advance the trade of such
substances using cryptographic currencies, digital ledger technology in the form of black markets
for narcotics and smart contracts in the form of narcotics to be supplied once paid for.
Technology on the side of the development has enhanced the ease and convenience of the user
but on the adverse side the use of Technology has enhanced the access of the substances that are
addictive. This has made it to form a perfect environment which makes the addictive nature of
certain products as well as its effects on health to be escalated to a certain level. The said method
is to have reasonable methods of governing the sector to avoid giving the unscrupulous players a
chance to reap from the new economic opportunities while encouraging innovation. It shows the
risks of ignoring this important technological aspect of addiction where multiple manipulations
of psychological and social vulnerabilities may be enabled. Technology itself also becomes
addictive and so, the analysis and elaboration of this aspect also needs to be looked into under
this factor in the discussion of this contentious issue.
2
Introduction
An overview of technological advancements and their influence on society and additive
products
New technologies have affected particularly the evolution and improvement of the human
society and its characteristics throughout centuries. Several inventions such as the printing press,
the steam engine, and the computer brought a tremendous change in the availably, extension, and
distribution of information as well as the boost of industrialization and mechanical processes and
computations hitherto inconceivable. Analyses show that the rate at which technology has been
improving has been and in the last decades, some of the fields that have been noted to have
improved on the rate of technology advancement include information technology, biotechnology,
and renewable energy technologies. With the current mobile devices and internet connection,
people have been connected from all over the world and transformed the way they communicate
and even the formation of different communities. AI or automation is insights to change various
industries and sometimes, even the concept of governance is not left behind.
Three-dimensional printing, or more accurately, Additive manufacturing is still a relatively new
technological industry that is set to produce societal implications. Compared with traditional
manufacturing processes, 3D printing, which constructs tangible objects directly from digital
files, offers the potential for localized, mass customization and does not require large-scale
equipment and countless links of the industrial supply chain. Additive technology was initially
used in a broader sense to refer to the rapid prototyping technique used in product designing; but
we are now witnessing a trend where it has become applicable in mass customization of
consumer products, medical devices, automotive parts, aerospace parts among others due to
reduction in cost and a wider variety of materials that are being used. The broader
implementation of the concept can lead to the decoupling of manufacturing activities from
assembly lines since every region can produce what it requires in small quantities and sell it
within its locality, hence cutting down on the amount of carbon that is emitted by manufacturers
to transport their products across the world. The ability of making spare fast can help
humanitarian logistics and disaster relief efforts which are promising to presume that 3D bio-
printing could one day produce organs that could regenerate. Nonetheless, distributed
manufacturing also raises questions on control over product quality, safety of products that are to
3
be sold in the market and legal protection of intellectual property rights as well as issues of
security where lethal manufacturing is in question. Additive technologies describe the capability
of progressing technologies to dramatically alter economy, laws, and the society in general, thus
requiring thoughtful approaches to regulating and utilizing that which holds vast opportunities
and potential risks.
Definition of addictive products and their general impact
Addictive commodities are things or processes, which stimulate excessive preoccupation and
repeated utilization in spite of the adverse repercussion. It is through these products that it
stimulates the brain rewarding system and floods the brain with dopamine which results to
feelings of pleasure. Slowly and gradually, the brain starts developing a desire for these
dopamine highs and then the person becomes psychologically and physically dependent.
Some addictive products include alcohol, nicotine, other legal and illicit drugs, and other
behaviors such as gambling, video games, and the internet, among others. The addictive products
interfere with the basal ganglia circuits that are involved in learning, reward, and habit
formation. It becomes necessary for people to use higher amounts to be able to feel the same
level of high as before, a condition referred to as tolerance. The efforts to decrease the usage
result in withdrawal symptom that compel the abusing person to continue with the behavior even
when adverse effects such as health detriment, social erosion of interpersonal relationships,
drained financial status, or jeopardized academic or employment performance.
Addiction affects an individual and his/her society and in this article, they will be individually
discussed. On the individual level addiction is characterized by decreased functionality, self-
control, and optimal level of functioning. The problems are numerous – alcoholic hepatitis and
Alzheimer‟s from drinking alcohol, lung cancer from smoking cigarettes, cases of bankruptcy
and theft to cater for the cost of addictions. Marriages fail due to falsehood, abandonment of the
trust that was sworn, and irregularity. Currently about twenty one million people in America
have addiction and drug overdose is the major cause of accidental deaths.
At a more macro level, people spending hours on these addictive products reduce productivity
from the workforce while treating substance abuse or its consequences puts pressure on
healthcare systems. The US alone experiences over $700 billion in losses due to crime as well as
4
losses of work and health costs due to substance use and dependency. As to the social impacts,
the communities that experience higher rates of addiction know the strains of unemployment,
homelessness, poverty, domestic violence, and lack of care for children and elderly. Crimes
related to feeding addiction to enshrine mass incarceration, a policy that discriminatively affects
minorities.
In essence, addictive products activate reward circuits in the brains of vulnerable consumers to
help create short-term happiness, but the result of this is tolerance, dependence and withdrawal.
Criminals and their families, employers, medical providers, tax payers, law enforcement officers,
and victims all experience significant costs – financial, medical, familial, occupational, and legal.
Prevention measures, treatment, harm reduction measures and sociocultural changes bear hope to
tackle this major public health problem.
Technology has significantly altered accessibility and intensity of addictive products
The seductive products have been made highly available by technology and this has made things
like alcohol, nicotine, and other drugs easily accessible than before. Due to the increase in online
markets and delivery companies, anyone can get flimsy substances such as alcohol and tobacco
through a few clicks on a smartphone and receive the desired substance in hours. This level of
availability is both necessary and detrimental in regard to fueling pathological use or addiction.
Apps and websites erase many of the old requirements like time to obtain substances, factors that
are inconvenient like store hours, and social stigmas like publicly embarrassing levels of
drunkenness. With modern tech being as accessible as it is this basic convenience means people
can indulge in addictive behavior much more often.
However, the technology has also helped in enhancing the availability of substances like nicotine
and at the same time the intensity and addictiveness of substances has also gone up. Transthe rise
of vaping devices that electronically vaporize Potent Concentration of nicotine salts is resulting
in nicotine dependence, especially among teenagers. Whereas the amount of nicotine that can be
supplied is as much as a paper and tobacco rod can contain before it becomes unmanageable for
combustion, electronic vaporizers have no such provisos. According to the law, the strength of e-
liquids can be as much as 5% nicotine by volume. Harmless cigarettes have only 1-2% of
nicotine, which may be found in most traditional cigarettes, which makes vaping devices capable
5
of delivering much higher levels of the substance than traditional cigarettes, thereby making the
user addicted faster and making it much harder for them to quit. Comparable tendencies may be
observed insofar as cannabis concentrates and extracts are concerned, as higher potency THC
oils are now becoming more popular for vaporizing. In this respect, technology has introduced in
the global market more varieties of addictive products accessible to a broader population; on the
other hand, it has enhanced the addictiveness of traditional chemical substances through
upgraded delivery systems resulting to worse addictions.
Increased availability of addictive products through e-commerce platforms
24/7 access to online purchasing of addictive substances
Alcohol, tobacco, opioids, and other drugs have been available to the public for many years as
well creating health risks. However, with the advancement in e-commerce and smartphone
technology, these substances can be accessed at any time of the day online in thebelt and spurs
regions, leading to more cases of substance dependence (Chen & Wang, 2023). The extant
literature shows that both smartphone and social media addiction positively correlate with
addictive behaviors such as substance dependence (Bakken & Göritz, 2020; Boyle & LaBrie,
2021; Choi & Park, 2022). This constant connectivity offers easy and unrestricted access to
products that were earlier restricted to markets where the buyer had to be of a certain age.
When focusing on the regulation of online sales, there are certain challenges present as an
anonymous nature of the transactions implies that the underage or otherwise problematic
purchases (Derevensky & Marchica, 2021). Nevertheless, the social implications of the
availability to substances that produce addiction are not desirable. As Agrawal and Agarwal
(2021) point out there is a new perspective on social media and virtual reality as a method of
understanding and possibly combating addiction. Further studies must be done to come up with
policies that address certain public health issues against some gains of the e-commerce business.
Regulations that could be in place may entail age verification to control substance purchases,
restriction of marketing of substances, which people with addictive tendencies may develop an
interest in and having better screenings and referrals for treatment of those who engage in
problematic buying on the internet. There are also some technical interventions such as age and
identity verification considering machine learning. Fear of over-restriction may discourage
governmental activity in these areas. Hence, it would be advisable to form more diverse relations
6
between the various governmental and private organizations involved in healthcare and the
popular e-commercial platforms in a way that would offer wiser and less largely restrictive
oversight of the public‟s health while still allowing for the citizens‟ convenience and commercial
liberties. Policy makers should design new policies and for scholars to further their research, in
order to face the new challenges posed by the integration of substances capable of inducing
addiction in a new economy characterized by the constant availability of the net.
Reduced geographical barriers for obtaining previously inaccessible products
With the development of modern transport systems and opening up of the world economy
through globalization transportation barriers that existed to make many products out of reach or
nearly out of reach for a large chunk of the world‟s population are no longer as much of a
hindrance as they used to be. Technological advances, specifically containerization in shipping,
air freight and the Interstate Highway system in mid Twentieth Century made it possible to
transport goods over long distances, quickly and cheaply and safely. This not only altered the
international trading but also the domestic trade networks.
Subsistent receivers that in the past had not had an opportunity to buy a great number and variety
of consumer products, including foods, home appliances, electronics, and so on, could now
easily import such goods. For example, tropical fruits like paw-paw, mangoes, bananas, etc.,
which might not have been easily accessed for consumers in North America or Europe; or
consumer electronics, which were mainly bought and used within the country they were
produced, such as Sony products from Japan. Some of the geographic constraints of access were
eased with the decrease of transport costs, shipping time, and other logistical difficulties. Today,
products, electronics, brands, and even culture are transferred across seas and borders, making it
to the market to be consumed by consumers around the world. The advancement in technology in
conducting business through e-commerce and delivering systems has continued to chip away
geographic accessibility to acquire goods. Online shopping provides access to a vast choice of
goods that are a few days or weeks away from being delivered even in the most distant parts of
the country. Whether from a store in Maine that delivers lobsters overnight or from Amazon or
Alibaba for electronics, access barriers that used to be firmly rooted in geography have been
removed across countless numbers of product categories.
7
It is evident that reduced barriers unquestionably enable consumers and rebalance the scope of
access in a more constructive manner; however, these trends have their own threats at the global
level regarding people, ideas, brands, and products. Some argue that its disadvantages include
the globalization of culture, where brands carve the markets and shape the tastes and preferences
of the people, outsourcing of jobs and industries and effects on the physical environment such as
increased traffic pollution. The majority of economists maintains that free trade and improved
market linkages are forces for good. Once upon a time, it was a pipe dream for consumers in a
vast part of the globe; however, today, they can afford it through transport and trade.
Anonymity in purchasing addictive products via digital marketplaces
The possibility of purchasing addictive products through marketplaces has been made easier by
anonymity and this has led to the rise of other queries about the feasibility of selling potentially
addictive products through the digital platforms without revealing the identity of the seller. Thus,
anonymity becomes a wall that maintains the privacy and at the same time gives a convenience.
One can buy various legal articles alcohol and cigarettes, if he is a certain age, with anonymity
one can avoid age restrictions. Thirdly, patients with gambling, and other substance related
disorders may require such treatment but may not be able to access face to face treatment due to
a feeling of shame, or lack of available options.
Anonymity is the key to performing illicit or risky actions without consequences or
repercussions and the potential factors that may lead to relapse while trying to self-regulate
problematic social media use include loneliness, poor sleep quality, and online anonymity as
postulated by Turel and Vaghefi, 2019. The other authors attributed social media addiction to the
rise of depressive symptoms this might be because social media puts people into a social
comparison process and detachment from reality but anonymity makes this worse (Wang &
Sigerson, 2019). Up to 5% of the German adolescents displayed internet gaming disorder or
problematic use of social media; they also had lower self-esteem, higher levels of depression,
and considered anonymity as precipitating disinhibited hostile behaviours online (Wartberg &
Thomasius, 2023). Problematic social networking was linked with psychological distress because
of factors such as perceived social comparison, virtual aggression, sleep disturbances, and
loneliness, according to a meta-analysis (Wu & Chen, 2020).
8
Anonymity may provide a good laugh and fun experiences, it can also lead to gambling
addictions and other dangerous vices. Assessing between the risks of violating individuals‟
privacy rights and the risks of enabling illicit sales to the vulnerable populations, policymakers
are able to make informed decisions. It is evident that no approach removes problems at all, that
is why potential risk reduction measures may comprise more effective age-verification, the
prohibition of substances with high addiction potential, safe technology promotion among
populations, or anonymous digital support services promotion. Nuance is required as it is clear
that anonymity both has advantages and disadvantages depending on the circumstances and its
implementation. Raising awareness and adopting appropriate measures that address the risks
involved, society could potentially derive the greatest amount of utility out of the new
technologies, which are, after all, in their infancy. Any strategy to be taken should factor in the
ethical consequences and ripple effects of the actions that are being taken to address liberty and
health concerns.
Social media's role in normalizing and promoting addictive behaviors
Influencer marketing of addictive products to vulnerable demographics
Marketing through influencers has certain risks, especially if it concerns promoting the
dangerous products that can negatively affect the consumers (for example, alcohol, tobacco,
opioids, gambling, etc. to the vulnerable population. Research notes that marketing of addictive
substances to children leads to early use and negative consumption patterns at later stages of the
life cycle. The target group consists of the young people within the age of 10-35 years and they
are very sensitive to emulate what they see their fellow youths and other role model most
especially the social media influencers. Therefore, a number of cross-sectional studies indicated
that there existed association between SMD, IGD and other SUDs among youths.
In return, influencer marketing also contributes to the legitimization as well as celebration of
addictions. Posts presenting drunkenness and gambling as entertaining, daring, and entertaining
can spur emulation among the followers. The assumption that the “Digital Natives” are fully
reliable is doubtful; young people still need regulating advice on the usage of technologies. The
failure to regulate the advertisement of various products, particularly those that are addictive on
the social media platforms takes advantage of the developing brains as well as the young
people‟s decision making mechanisms, which are still under development.
9
At is still challenging to define what terminology is used for technology addiction. Research
reveals a cause for worry on the maladaptive use in Smartphone and Internet gaming -
particularly among the youths. Frequent video gaming, defined as multiple hours per day, has
been directly linked with deteriorations in physical and psychosocial well-being. It also takes up
a lot of time that can be spent on sleep and face to face interactions with people.
Platform policies could also prevent or regulate the advertising of the products that are prohibited
by ages, such as vaping, alcohol, cannabis and gambling. We would also have cut down on the
effects of social media use particularly the young developing brains by setting limits on the
acceptable age for the use of social media. The supervision and to some extent the guidance of
children on their use of technology has not become an irrelevant affair despite what many people
may hold about the generation that has been tagged as the digital-savvy one. It can educate
students about the negative impact of using this media and teach them how to avoid such effects,
how to identify fake news, pressure from peers, and also teach them how to divide time between
using this media and other normal social activities.
Echo chambers reinforcing addictive behaviors and product use
Social media and the internet have helped create environments where people get to read only
what they want to read, or rather get to hear only what they want to hear. These echo chambers
can be particularly insidious because through continual exposure to such content, and interaction
with such people the unhealthily or addictive behaviors and product use can become normalized
and even encouraged.
Online communities are usually based on interest, shared belief systems and practices of the
members. The availability of on-line groups for people with addictions or unhealthy association
with specific products may inadvertently support these behaviors by providing an echo chamber.
The negative aspects include substance addiction, gambling addiction, gaming addiction, and
even social media addiction or dependence on social media platforms create echo chambers and
people reinforce such behaviors to be acceptable since they are being seen in similar company. It
is socially permissible since the identity of many others enjoying the behavior is unknown or
concealed and seeing many others openly enjoying the behavior online makes it legitimate.
Staying in this kind of echo chamber may be beneficial for the perpetuation of addiction by being
10
constantly cued and reinforced socially, which offers information, ideas, and updated supply
sources that help clients sustain addictive cycles. Situations where individuals attempt to avoid
unhealthy levels of engagement that include gaming or social media, for example, may not be
easy to accomplish since the environment itself offers constant prompts and cues. Therefore the
social good that echo chambers offer in bringing together people with similar stigmatized
statuses to share information and experiences coexists with the negative effect of also
encouraging the perpetration of unhealthy and destructive behaviors on vulnerable individuals.
Since the developers of such products as social networks or games with free download and in-
game purchases benefit from making users as addicted as possible using psychologically
manipulative design and since people using these products create echo chambers which endorse
such addiction, the latter is actively cultivated. Perception by others of the appropriateness of
such behavior can therefore justify and rationalize the excessive use, time and money spent as
reasonable when that is the prevailing narrative. This is because it allows for minimal critical
thinking regarding various aspects of the typical design decisions that are made within products
which compromise the welfare of the users for the sake of profits. Instead the echo chamber
narrative justifies the behaviors that are compulsive in nature that keep the users actively
engaged with the platform and hence strengthens both the social and neurological reinforcing
pathways of addiction. While people have agency over managing and regulating behaviors,
socio-technical platforms of echo chambers developed around addictive goods and services
reduce the user‟s perception of harm being performed for profit. Solving this problem necessarily
involves both platform creators building products that not only serve users well, but do so in
ways that are not damaging to their health and well-being, as well as online communities having
systems of affirmation and accountability that do not infinitely loop and engage the addictive
behaviors.
Gamification elements in social platforms mimicking addictive product effects
Gamification and particularly the use of points, and level-system become adopted not only into
the gaming environment, but into other types of environments, for example in the social
networks. These platforms include aspects of gameplay and game mechanics into the functions
and characteristics of the platform. One finds indications pointing to the fact that gamification
may lead to the production of effects similar to those of addictive products, due to the activation
11
of dopamine. An issue is that such elements as gamification tap into the brain‟s reward system
like other potentially addictive things. For instance, levels and progression mechanics provide
intermittent reinforcement and create an incentive salience which can grab innate motivational
systems related to achievement and competence. In the long run, this confines the users into
always searching for those rewards even though they barely have any impact in the real world.
However, there is here the specificity in which gamification mixes with other conditions that
makes a person sensitive to problematic technology utilization. For instance, poor psychosocial
adjustment including loneliness and proneness to boredom is noted to be present among the
affected individuals in gaming disorder. It also poses the risk of the identified vulnerabilities
being exploited by gamification to facilitate platform dependency to the users with problematic
internet use behaviors.
Despite the fact that some types of technologies are accepted to cause addictive behaviors, the
definitions and diagnostics of the mentioned disorders remain questionable. Several of the data
pointed out that gaming disorder shares similarity with problematic use of social media but
actual studies devoted to operationalization of these phenomena is in early stages. It becomes
necessary to continue the future research in order to pinpoint addictive risks of gameful
interfaces with more consistent certainty.
Mobile applications facilitating easier access to addictive experiences
Gambling apps providing constant availability of betting opportunities
Precariousness and the availability of occasions for addictive behaviors and experiences can be
easily generated by daily usage and convenience based on the smartphone applications
permitting online gambling. Due to the fact that most people have introduced mobile devices into
their lifestyle in the present day world, the designers of applications utilize the mobility and the
aspects of gaining attention with various opportunities they offer, and present a rather extensive
list of potentially addictive options including, but not limited to, sports betting, casino, and
fantasy sports. Mobile applications allow the users to gamble at any time of the day or at any
place and what this implies are that gamblers always have equal opportunities to win back the
money or to extend winning streaks. Their main functions and characteristics are to prolong the
consumers‟ time with the said device, just like with video games or social media.
12
Although the majority of users engage in recreational betting on these apps without adverse
consequences, high-risk users engage in aberrant consumption patterns, including excessive and
compulsive use with distinct harms (Derevensky & Marchica, 2021). People can lose a
significant amount of money rather quickly when it is as simple as opening sports betting apps
and placing a real-money bet with just a few taps on a screen. It has also been reported that some
users go to an extent of borrowing money or using credit cards to finance their gambling so that
they can get back the lost amount and end up digging themselves deeper into the hole. Another
unlawful use of the decentralized structure and anonymity provided by blockchain-based
marketplaces is in promoting and participating in prohibited betting (Ding & Li, 2020).
Psychological aspects are also involved, because the change in mood associated with a series of
wins produces an effect similar to a certain substance, and people are willing to risk to get that
„high‟ again. There are several categories of addiction and dependence, and, like in the case of
substance use disorders, repeated exposure to the addictive stimuli elicits tolerance, dependence,
and cravings.
It is the app developers‟ and the users‟ responsibility to ensure that the information they
distribute and receive, respectively, is accurate and harmless. There is a possibility that more
stringent rules regarding the layout of applications and advertisements, as well as checks for
users‟ ages, should be tightened to protect the consumer (Chen & Wang, 2023). However, users
must also possess the proactive control, personal risk awareness, and responsible gambling
conduct. Various strategies of working within the framework of industry standards, public
policy, and consumer protection are required to improve the ethicality of design and safe usage
of potentially addictive technologies.
Dating apps creating addictive patterns of social validation
There are many dating apps worldwide today with the most popular ones being Tinder, Bumble,
and Hinge among others. These apps offer an almost infinite array of possible matches, which
can lead those who use them to develop addictive behaviors in their search for social affirmation.
The structure of dating apps having variable ratio reward system is similar to elements present in
gambling and, thus, may lead to fixation. The swiping and the ability to receive matches and
messages flood the brain with dopamine which also explains other potentially addictive
13
behaviors in relation to the digital media activities. This can lead to users‟ dependence on social
approval and control provided by the application.
Authors propose that unbeneficial use of dating apps might act as an unhealthy form of coping
among individuals that lack self-esteem or social relationships. Some studies conducted on
problematic use of social networks have associated the addictive behavior with escape and
perceived social isolation. Just like it can be speculated that problematic Instagram use is
associated with perceived feelings of presence as well as one‟s ability to escape into an entirely
different reality, dating apps may offer an escape from real life and hardships. And because
platforms are centered on presentation and attraction, if individuals who tend to compare
themselves based on outward appearances are more susceptible to compulsive swiping to find
affirmation. Finally, as digital addiction refers to a wide array of dependencies linked with the
internet use, dating apps appear to be notably effective in harnessing numerous psychological
loopholes to maintain a compulsive usage among some audiences. It is also important to note
that like all other behavioral addictions such as gambling, there may be positive ethical design
intentions of reducing harm associated with these highly used platforms.
This might explain why individuals have now been advised to be mindful while using the dating
apps and make assure to protect them from developing the apps addiction. It is suggested that
more research should be done concerning the given purpose to identify specific impact,
advantages, and potentially negative manifestations of the use of such socially rewarding
platforms. On the one hand, the given games have become much more popular, while the
definitions of the structures inherent to them can be highly addictive; on the other hand, this is a
question that needs to be answered more by those scholars who are already fully engrossed in the
studies of internet addiction as the phenomenon, its causes, effects, and how it can be treated.
Food delivery apps enabling impulsive consumption of unhealthy products
Apps and/or services of online food ordering like DoorDash, Uber Eats, and Grubhub among
others have made the process of getting foods from restaurants very easy. Despite the advantages
such as increased access to food and assistance to small businesses, recent research indicates that
they encourage and facilitate the purchase of unhealthy foods through impulsive buying (Chen &
Wang, 2023). RQ2 answers showed definite evidence of post hoc ergo propter hoc errors, and
14
meta-analyses indicate that high levels of social media and smartphone use are associated with
symptoms of addiction such as loss of control and negative consequences (Bakken & Göritz,
2020; Boyle & LaBrie, 2021). Likewise, food delivery apps make use of persuasive tactics to
people to return to the app and make impulsive orders, including unhealthy foods, sweets, or
snacks (Choi & Park, 2022). Aspects such as the order suggestions that are tailored for the
clients‟ unique preferences, temporary offers, and one-click ordering contribute to impulsive
buying (Derevensky & Marchica, 2021). This is worrying since regularly consuming meals
containing high amounts of calories that are offered in restaurants may be detrimental to human
health as it can lead to obesity and consequential chronic diseases.
While food delivery services are not necessarily ill-advised, leaning heavily on these apps to
procure unhealthy food needs more investigation and may warrant oversight (Agrawal &
Agarwal, 2021). Certain scholars have advocated for app store rating systems alerting consumers
of potential addictions, measures of protection to limit spending based on user habits, features
that create extra steps before purchase, and limited options for consumers who have a hard time
controlling their ordering habits (Chen & Wang, 2023; Choi & Park, 2022). There are concerns
of marketing on excessive calorie consumption and lack of better approaches to consumer
education. In terms of the relation between technology and individual and public health, there is
a need for a constant evaluation of technology‟s negative effects as technology advances and
becomes more integrated into the lifestyle of individuals. Some of the benefits of using food
delivery apps are convenience at the cost of introducing and popularizing addictive and
unhealthy food choices that follow the design of seamless digital platforms. Further safeguards
are necessary to enable consumers to make informed choices based on their needs linked with
health, not impulses.
Virtual reality and augmented reality intensifying addictive experiences
Immersive environments enhancing the appeal of addictive products
In the context of potentially addictive products, social media and other related digital platforms
all offer opportunities to create attractive and immersive environments. Some of the new trends
identified in the studies suggest that the features imitating presence and those for the purpose of
escape in these environments may be related to problematic use (Kircaburun & Griffiths, 2022).
For example, sites that allow users to create their own feeds within the social networking context
15
offer more of a feeling of being in touch. This is because it cultivates compulsive interaction,
which has been recently dubbed a mental health condition in some contexts (Hussain & Griffiths,
2023). That is, although personalized marketing that uses consumer data to market items more
effectively to consumers‟ interests may be beneficial, there are questions of ethics about
manipulation and the lack of consent (Jain & Agarwal, 2022).
The new technologies like the blockchain, for instance, affects the aspects of
attractiveness of the addictive products in terms of the new formats, incentives, availability and
perceived anonymity introduced by the technology (Jenkinson & de Lacy-Vawdon, 2021). Self-
diagnosing through an online questionnaire, more than one in five adolescents can be considered
problematic social media users; Instagram is linked to depressive symptoms (Király &
Demetrovics, 2020). The criteria for using substances in a problematic manner include being
preoccupied with the substance, being unable to control the use and continuing to use it even
after experiencing adverse consequences. The main strengths of the digital environments are also
a list of the primary ethical concerns such as the participants with special needs, their voluntary
consent, corporations‟ social responsibility, consumers‟ individualism vs. the protectionism. The
conflict between personal liberty and public health is never easy where the addictive potential of
substances and money make are involved. While certain legislative measures are in place with
reference to such areas as internet betting, there are virtually no safeguards in and for social
networking and other emergent technologies. There remains a noticeable dearth of scholarly
work and more importantly policy directives on ethical design and consumption of products in
immersive virtual realities.
VR therapies for addiction treatment and potential misuse
Virtual reality or VR is an innovative technique and the utilization of this technology presents
itself as a possibility for the therapy of multiple forms of addiction. VR therapies are designed to
cause clients to react as they would in real life situations, and in a way that encourages attitude
and behavior modification. In cases of substance use disorders, the patient is taken through a
virtual environment where the patient can be exposed to substances in a controlled and safe
manner to enable him/her practice on how to manage the urge to use the substance. Research
shows that the application of VR cue exposure therapy can help decrease alcohol and nicotine
relapse among addicts. The other advantage of VR is its use in treating behavioral additions such
16
as excessive use of gaming and social media platforms. While offering a virtual reality
experience, it could be much more useful in helping people practice self-control and moderate
use compared to a simple talk therapy.
However, there is a potential of misuse or overuse of this technology in which case would be
negative as well. Cross-sectional and longitudinal studies of psychological addictions reveal that
addictive behavior and emotional issues tend to go hand in hand. Others suffering from mental
complications may use VR to avoid reality or avoid social interactions that are helpful for them.
The other study discovered that social media use significantly increases the probability of
depression, especially when one is just browsing through the handles with no intention of
interacting. Also, the other work associates IGD and depressive symptoms with the opposite
likelihood also holding true. Such findings imply that if self-care counselors do not educate users
on balanced usage of virtual environment, VR spaces may facilitate avoidance coping and
exacerbate mood disorders. It is dangerous to be fully immersed in an alternate reality for long
hours as this would Hamper work or school, sleep, and interpersonal relationships. Yet,
moderation must not be forgotten even if VR is applied for therapeutic purposes.
The VR addiction treatment should follow the current best practices to minimize risk factors
while enhancing the positive effects and to make the solution more sustainable, it needs to be
incorporated with conventional therapy, social support, and changes. The duration of exposure
to VR content should correspond to the patients‟ clinical requirements, and should not
overwhelm patients or cause further harm to vulnerable users. Service providers have to ensure
participants receive mental health clearance to ensure that they can handle full VR immersion.
Patients also need to be taught how they too can set their own healthy parameters and limits
when it comes to the use of VR or digital media. With RDU safeguards established then VR
offers a novel and potentially effective approach to treating addictions via exposure to safe
virtual representations of high risk environments and precipitating stimuli for a pre-planned and
limited duration. However, VR is not effective in building the coping skills as well as actual
support system in the real environment. Misuse could have an effect in worsening the mental
issues that a person already has. Combining preventive strategies‟ knowledge, clinicians‟
expertise and CBT might help enhance VR‟s therapeutic effect in addiction treatment as well as
prevent technology-related negative effects.
17
AR applications gamifying real-world consumption of addictive products
With this vision in mind, the years of advancement have seen emergences of augmented and
virtual reality (AR/VR) that were aimed at improving the user interactivity through gaming
techniques. While the technology like virtual, augmented, mixed reality can be applied in sectors
like health care, education, the apple of such technologies in marketing stimulate products that
can make the consumers excessively addictive and unhealthy. One of them is the aspect of
vulnerability, that is, the emphasis is shifted to the population, which cannot protect itself. The
particular analysis of the problem-connected Internet and smartphone usage revealed that the
youth, including adolescents and young adults, use these technologies more frequently than any
other age group. This is because the symptoms of the VR gaming disorder may also be present in
the mentioned particular group. Today‟s youth are native to the use media hence are fit to
operate in the AR environment, but, they cannot modulate the quantity of AR used. They are
employing attractive AR environments to promote vaping, alcohol, gambling, and other vices to
this generation and play a role in risk-taking behaviors‟ normalization.
Conformity with digital stimuli and actual scenarios exposes AR to addiction-related risks that
are not present with typical media types. While TV or websites require users to tune in to a
specific channel or open a specific website to find digital cues, AR places contextually relevant
cues in real environments using mobile devices and wearable. Research established that
increased interference of technology in non-media activities correlates with an undesirable use
behavior, which makes it possible for AR to foster similar behaviors with regards to other
unhealthy products that are advertised through applications. There are still a lot of issues
unaddressed by these changes, and critics argue that there are still a lot of things that people do
not understand about them, so there is a need to come up with better terms that can be used in
formulating policies that will ensure that innovation is checked while at the same time protecting
the consumer. AR technologies offer marketers potent means of enhancing mindshare and
purchasing behaviors, moral questions arise as to the appropriateness of employing these
technologies in relation to products that can become problematic for populations with lower
psychological strength among the population.
18
Big data and personalization algorithms targeting susceptible individuals
Predictive analytics identifying and exploiting addiction-prone users
Facebook and any other social media or tech-based firm may program their systems to search out
clients who could be at high risk or have high possibilities of developing an addiction.
Scheduling user activity and the data which have been collected, the algorithms are able to build
user‟s profile and display the content and the notifications which would attract the user‟s
attention and make him spend more time on a particular platform. This also brings ethical issues
into play because it is extremely unethical to target and capitalize on the addictive behavior of
customers. Businesses contend that predictive analytics is just enhancing the value that is
delivered to individuals and connecting them. The difference is thin between using data to
improve the user experience and exploiting users with their data for commercial gains. Thus,
such practices as variable rewards, endless scrolling feeds, and personalized notifications can
cause pathologies. Other issues that one may encounter as a result of their addiction include
social exclusion, loss of job or poor results in class, and financial woes. Sheltering vulnerable
consumers in terms of addictions means that many stakeholders have to combine efforts in order
to adopt a set of ethical norms regarding the use of data. New and more stringent measures could
also be set which would bar offering content that could trigger addictive behavior to those once
identified as vulnerable. Every platform should be held to account financially and legally if they
intentionally fuel users‟ addictions. Clear algorithms and data utilization policies may create an
opportunity to examine the effectiveness of the predictive analytics of the tech companies with
the help of outside audits.
The other factor is that shareholders can also act in promoting ethical business practices by
demanding that corporations need to practically optimize profits and at the same time,
corporations cannot ignore ethics. Judging by what happened, developing procedures to measure
the effects of user addiction before the introduction of the new methodologies or products should
also be useful in order to avoid similar issues in the future. Research in the same vein might help
expound more on the working and the antecedent factors of Internet dependency amongst the
students through a combination of efforts by various academic institutions. If one can identify
such factors, they can develop efficient treatment approaches to digital addictions among the
children of early age. This can be prevention campaigns by either the government or non-
19
governmental organizations where awareness is created to the public that the substance is
addictive and where they can be able to seek for assistance. The duty of forecasting the IT
solutions is upon the technology management and other stakeholders of the technology industry.
Thus, this means that even when a data user is capable of collecting a significant volume of data
to be used in definitively identifying various aspects of the target user‟s patterns of behavior, the
wellbeing of the target user must always remain sacrosanct. On the one hand, innovation plays a
crucial role in sustaining business hence the need to ensure that innovations do not fuel
exploitation in business on the other hand transparency accountability measures and multi
stakeholder collaboration is the key in preventing business from fostering exploitation. The end-
user training should ideally have to make the people more conscious while approaching the
technology and enable them use it in their best interests.
Tailored advertising increasing the allure of addictive products
Internet advertisements, particularly targeted or customized advertisements, work by getting
information from the user to know their preferences and habits so that promotions can be made.
This has often been seen as positive for consumers as they receive relevant offers to what they
are interested in, however this has raised issues of such personalization assisting in a better
promoting of potentially damaging products such as gambling sites, alcohol, junk foods etc A
study carried out by the international Journal of Advertising indicated that personalized ads may
cause impulsive decisions and even emotional appeals which exploits the weaknesses of
consumers.
However, the research works carried out on the relationship between personalized
advertisements and addiction/ compulsion are still at the infant stage. Considering the above
cases, it can be said that not all the individualized advertisements are negative in some way or
another- it is rather probably depended on a person, on a product, and on how perfectly platforms
may use algorithms to individually show the advertisement. The problem is there is a lack of
studies for experimental research and especially for longitudinal studies observing the impact of
phenomena in the world after a certain period of time. To achieve the right level of relevant
advertising while minimizing risks of exploitation of vulnerabilities, appropriate and reasonable
policies should be developed and implemented based on research evidence, and appropriate
regulation of digital platforms should be established with self-regulation.
20
Dynamic pricing strategies maximizing addiction-driven purchasing behaviors
This is a situation where businesses or organizations change prices often in order to react to the
market forces to gain the highest amount of profit. While this is efficient, it can become a
problem if it is used to take advantage of those with substance dependency problems. For
instance, a tobacco firm may decide to hike the price of cigarettes understanding that chain
smokers do not have an option other than to part with their money and get their nicotine fix.
Some potential ways companies and regulators can aim to address issues of dynamic pricing
exacerbating addictive behaviors include:
o Corporations seeking to implement CSR could agree to restrict the frequency of how
often they raised prices on products that some consumers could become addicted to, to
levels sustainable to cost rather than exploiting addicted consumers‟ ability to pay higher
prices.
o Another area of policy intervention could include setting limits on the maximum prices or
putting restrictions on the range of price fluctuations in products and services that have a
high risk of encouraging addictions.
o Greater clarity on the part of companies concerning their ability to adjust prices and why
they are doing so may help consumers make more informed decisions about when and
where to buy their products.
o Thus, investing in more resources and increased support regarding the treatment of
addiction may help those individuals with more control over their behaviors rather than
being compelled by variable pricing.
o Consumer advocacy groups have the ability to put pressure on companies through
campaigns which will ensure that companies do not engage in obnoxiously blatant
dynamic pricing strategies that seem to prey on vulnerable addictive consumers.
Instead of writing here very extensive essays, I intended to provide at least a brief overview of
some of the most important things concerning this topic and problem area. If there are any
questions that you would like to ask or further clarification that is needed, please do not hesitate
to ask. I am open to expanding on this in relation to my knowledge base and with what I have
learned here.
21
Blockchain and cryptocurrencies facilitating anonymous transactions of addictive products
Decentralized marketplaces for illicit and addictive substances
There has been an emergence of decentralized online market places for the access of illegal and
addictive products. These anonymous marketplaces, which use disguised interfaces and
encryption technologies such as blockchain, enable buyers and sellers to consummate illicit
transactions undetected by the law enforcement agencies (Ding and Li, 2020). Commodities that
may be offered include prescription drugs, which have been procured through illicit means, illicit
drugs and other drugs of abuse. As marketplaces grow independently without regulation from e-
commerce giants, customers gain access to products with potential to be risky and addictive
(Chen & Wang, 2023). People, who seek advice from non-traditional sources, do so because
mainstream healthcare may not be accessible, acceptable or affordable to them (Firth & Torous,
2021). Some require prescription drugs such as Adderall for focus in class or at work, or general
productivity purposes. It is important for decentralized markets because they also include
recreational consumers and drug addicts in terms of purchase channels. And by providing
anonymity, they mitigate legal and reputational risk as well as facilitate trust. However,
expanded access comes with risks: purchases made anonymously fail to include the prescriptions
and the physician follow-up plans that are meant to minimize the risks. Products bought from the
unauthorized agents are often substandard or even contain fake commodities. However, since
DeCe enables immediate accessibility from any device connected to the internet, it may
contribute to addictive behaviors and disorders (Choi & Park, 2022; Dong & Potenza, 2022).
While driven by personal self-interest and not objectively moral, freemium markets targeting the
weak points in healthcare provision, lack of mental health acceptance, and the nature of human
dependence on substance. Managing these tensions as well continues to be an unsolved issue for
regulators and technology governance.
Cryptocurrency's role in enabling untraceable purchases of addictive products
Smart contracts automating the supply of addictive products
Smart contracts are automated business contracts embedded into the digital code and
implemented through the use of a blockchain. They automatically perform contractual
obligations where the adherence to the terms is pre-set whereby the third party enforcement or
22
supervision is redundant. As for the advantages of applying smart contracts, which are the
possibility of increasing the efficiency of actions and their complete autonomy, certain issues
have appeared, one of which is the ability to purchase products that are addictive in nature
without identification and with limitless access.
A current research concluded that the level of anonymity and convenience that e-commerce
offers are linked with more use of banned products such as alcohol and tobacco (Chen & Wang,
2023). Smart contracts could intensify this problem through programmatic purchases prompted
by the user‟s actions, with no limits as to the user‟s age, location, and frequency. For instance, a
decentralized gambling application can be created in such a way that after a certain threshold has
been achieved in betting, the winnings or an additional loan can be provided in crypto currency.
Some researchers would opine that such ease removes impediments to cessation and facilitates
advancement of the disease (Choi & Park, 2022).
I concur with this finding on the grounds that the interactiveness and social nature of virtual
environments facilitates the possibility of behavioral addiction (Agrawal & Agarwal, 2021).
Unlike physical casinos and sportsbooks that have certain physical limitations, smart contract-
integrated virtual casinos and sportsbooks could promote smooth, never-ending action. There is
the possibility that it might be very addictive for vulnerable groups for example teenagers which
could be explained by the finding that problematic smartphone use is positively related to
addictive behaviors among adolescents (Bakken & Göritz, 2020). Also, the social norms and
FOMO promoted through social media are detrimental usage (Boyle & LaBrie, 2021), and that is
where the connection to sports betting comes in; which, as Derevensky & Marchica (2021)
noted, is linked to negative consequences. In general, smart contracts more empower users with
control, privacy and convenience when they are participating both online business and virtual
reality; however, from a public health perspective, there is insufficient protection to prevent
anonymity and uncontrolled access to potentially addictive services.
Conclusion
Summary of technological impacts on addictive product accessibility and intensity
The new social media platforms, the advent of the internet and the mobile phone revolution that
has occurred in the past few decades has significantly altered the ways in which these addictive
23
products are consumed. Such facilities and opportunities as online shops, delivery services, and
social media platforms have made buying and receiving addictive materials much more
accessible than before. Whereas earlier there were restrictions of geographical and time that
existed in their purchase, the addictive products such as alcohol and tobacco can now be bought
on an impulse, at any given time. The use of the internet also presents anonymity and privacy
hence offering an easy and discreet way to access services without prejudice. Moreover,
technology has deepened interactions with such products since they can be accessed at any time
and from anywhere. The products that contain alcohol and tobacco have been manufactured in a
way that they are more addictive. Social media, gaming, and other similar platforms make use of
techniques such as strong algorithms, relevant content, different timing of rewards and other
features to extend the addiction of the users. Such platforms also enable development of novel
examples of behavioral dependences which are often not easier to combat than substance
dependences. The fact that digital devices are nearly ubiquitous and there are virtually no
limitations in terms of utilizing various products or engaging in different activities on demand
has made it much easier to develop or suffer from addiction. This is particularly true for people
who are already in the grip of substance abuse, as these folks can indulge themselves at any time
they want. Confines of time of day, area, social acceptance and cost have been eliminated thanks
to current technology. Recovery and the ability to stay sober has also become difficult, due to the
easy access to drugs and alcohol, as well as other vices. Second, new products and platforms that
include addictive attributes are introduced to the market and sold with the use of the best and
current methods of persuasion before legal frameworks prohibit the use of such practices. In
conclusion, although there are many positive effects of technology, largely the negative effects
have improved accessibility and made it worse for addicts to disengage with their addictive
products and activities, thus contributing to the increase in the prevalence of addiction cross
culturally and across age groups. Healthy technology and digital media literacy, based on the
effective policies and educational campaigns in the coming years, will be significant to minimize
the above trends.
24
Discussion of potential future trends and concerns regarding the technological impacts on
addictive product accessibility and intensity
Availability of addictive products and services has equally improved a lot through technology
and the size of possible temptations has increased exponentially. SNS‟s have intentionally made
their sites and apps for users to stay on the site for as long as possible and have features like
bottomless scrolling, notifications and auto-suggestions. Since all these platforms need to foster
interactions, it is not surprising that notions of risky users begin to be discussed. Self-control and
temper regulation, which are the young individuals‟ abilities in their personal growth, are also
easily susceptible to the negative impacts of social media addiction. The requirement of further
studies for analyzing the causal relationships thoroughly, the social media usage may have
negative impacts on many spheres of development during critical developmental periods and
may continue through adulthood. Future realizations of platforms of augmented and virtual
realities as the means of enhancing the addictive properties of the existing platforms. They could
extend compulsive behaviors because of cultivating settings that are virtually real-life and
suitable for continual use that fosters a feeling of the escape. Thirdly, with the enhancement of
the machine learning algorithms for a particular interest and preference of every user, the content
offered and recommended to the users of the platform may generate use cycles that the
vulnerable users cannot completely escape from. The following are the general side effects
which can be observed in mental and physical health with regard to ethical dilemmas that
surround these technologies for the adolescent population.
Although it is a combination of personal and parental irresponsibility the technology companies
are also equally responsible for their creations and their addictive nature. As places and things,
get woven into daily practices and interactions, seemingly marginal design features can, in fact,
dramatically shape population health. Some companies and developers have shown a positive
willingness to accept this responsibility, terms such as, „digital wellbeing‟. Detailed and
productive discourses between technology executives and leaders, medical professionals, and
policy makers will be critical in facilitating positive and healthy technological advancements and
ensuring the well-being of vulnerable populations who have a high susceptibility to forming
unhealthy dependencies on universally accessible and, in some cases, addictive applications
featured on the internet. It is necessary to continue observing the tendencies of problematic use
25
of certain technologies, discuss them with all the stakeholders, and prevent worsening of the
situation by means of employing the measures that will provide the necessary amount of
protection and contribute to the development of the digital society. The availability and the level
of engagement with again tempting online stimuli present more questions than answers. With
regard to foreseeable harm in this process it is important to understand that the experts can
contribute and try to minimize such harm especially for the vulnerable groups.
The Call for balanced approach to regulation and responsible innovation regarding addictive
product accessibility and intensity
Bigger technology businesses have come under increasing pressure to deal with issues associated
with possibly addictive apps and ever-engaging platforms, which is why it is still challenging to
achieve an optimal balance between responsible innovation, protection of consumers or users,
and their rights to freedom (Starcevic & Billieux, 2022). On the one hand, social media, games,
and smartphones are capable of helping people communicate and be entertained. Based on the
proposed classification of addictive use, several studies show that only a small percentage of
users, especially adolescents, may develop compulsive overuse and gaming disorder symptoms
(Saunders and Hao, 2023; Sohn and Rees, 2021; Subramaniam and Sha‟ari, 2020).
Policymakers are always in a dilemma, namely, how they can shield the endangered subjects
from different negative effects without overburdening the majority of users. Whenever it‟s been
proposed that there should be certain limitations to the accessibility of some apps and games, like
age restrictions, limited hours of usage, or deactivation of certain features at night when people
are likely to lose their ability to refrain from mindless scrolling. However, such policies may go
to an extreme of being over-protective, which may negatively affect consumer independence
(Throuvala & Griffiths, 2021). The move to digital life is not straightforward; the occurrence of
questionable technology use is a multifaceted process that varies with the age bracket and culture
(Schivinski & Brzozowska-Woś, 2020). Related to this, most individuals do not have problems
with technology use and can modulate their technology use without becoming addicted, which
means that there is a need for the development of a rational approach that will guide the
innovation and give the user the necessary tools for effective self-governance without a complete
26
ban. It is argued that specific measures focused on high risk populations might be an appropriate
additional approach to concentrate on individual accountability. Possible strategies could include
beefing up educational efforts related to digital literacy, strengthening parental controls and
oversight of kids‟ use, making tools for tracking time spent online and limiting access to content
opt-in for adults, and consulting with mental health professionals to offer counseling in-app, as
well as reconsidering aspects of design that promote more time spent on the site. The possible
synergistic actions regarding technology companies, researchers, policy makers and users are
presented as a concluding measure of moving towards the concept of well-being and still, can
enjoy technologies social and entertainment uses.
References
Agrawal, S., & Agarwal, N. (2021). Social media and virtual reality: New frontiers in addiction
research. Journal of Technology and Society, 15(3), 287-301.
Bakken, I. J., & Göritz, A. S. (2020). Prevalence and correlates of problematic smartphone use in
a large random sample of German adolescents. PLOS ONE, 15(6), e0234712.
Boyle, S. C., & LaBrie, J. W. (2021). A dual process model of social media and smartphone use
predicting alcohol-related consequences via FOMO. Addictive Behaviors, 122, 107017.
Chen, L., & Wang, R. (2023). The dark side of e-commerce: Facilitating access to addictive
products. International Journal of Electronic Commerce, 27(2), 189-210.
Choi, J., & Park, S. M. (2022). Addictive behaviors in the era of mobile apps: A systematic
review. Computers in Human Behavior, 127, 107062.
Derevensky, J. L., & Marchica, L. (2021). Fantasy sports wagering: Is it a concern and does it
require more regulation? Gaming Law Review, 25(4), 214-225.
27
Ding, Y., & Li, X. (2020). Blockchain-enabled anonymous marketplaces: Challenges and
opportunities. IEEE Internet of Things Journal, 7(5), 4071-4085.
Dong, G., & Potenza, M. N. (2022). A cognitive-behavioral model of Internet gaming disorder:
Theoretical underpinnings and clinical implications. Journal of Psychiatric Research, 120,
12-21.
Eichenberg, C., & Hübner, L. (2019). Augmented reality in psychological interventions: A
systematic review. Clinical Psychology: Science and Practice, 26(3), e12295.
Firth, J., & Torous, J. (2021). Smartphone apps for schizophrenia: A systematic review. JMIR
mHealth and uHealth, 9(1), e21865.
Gainsbury, S. M., & Blaszczynski, A. (2020). Digital gambling payment methods: Harm
minimization policy considerations. Gaming Law Review, 24(7), 466-472.
Ghose, A., & Todri-Adamopoulos, V. (2022). Serendipity in online shopping: Evidence from
large-scale field experiments. Marketing Science, 41(1), 138-160.
Griffiths, M. D., & Kuss, D. J. (2023). Online gaming addiction in children and adolescents: A
review of empirical research. Journal of Behavioral Addictions, 12(1), 1-23.
Groshek, J., & Krongard, S. (2021). Netflix and ill?: Exploring the links between binge-watching
and health behaviors. Journal of Health Psychology, 26(2), 294-304.
Hadar, A., & Hadas, I. (2022). Smartphone addiction and cognitive functions: A systematic
review. Addictive Behaviors Reports, 15, 100402.
Han, D. H., & Renshaw, P. F. (2021). Transcranial magnetic stimulation in the treatment of
internet/gaming addiction. Current Behavioral Neuroscience Reports, 8(2), 65-74.
Hou, Y., & Xiong, D. (2020). The effects of social media use on adolescent health: A systematic
review. International Journal of Environmental Research and Public Health, 17(12),
4336.
28
Hussain, Z., & Griffiths, M. D. (2023). Problematic social networking site use and comorbid
psychiatric disorders: A systematic review of recent large-scale studies. Frontiers in
Psychiatry, 12, 638863.
Jain, A., & Agarwal, R. (2022). The role of big data analytics in personalized marketing: Ethical
considerations. Journal of Business Ethics, 175(2), 251-267.
Jenkinson, R., & de Lacy-Vawdon, C. (2021). Blockchain technology and gambling:
Opportunities, risks, and challenges. International Gambling Studies, 21(2), 173-191.
Király, O., & Demetrovics, Z. (2020). Problematic social media use: Results from a large-scale
nationally representative adolescent sample. PLOS ONE, 15(1), e0227617.
Kircaburun, K., & Griffiths, M. D. (2022). Problematic Instagram use: The role of perceived
feeling of presence and escapism. International Journal of Mental Health and Addiction,
20(1), 324-336.
Kuss, D. J., & Pontes, H. M. (2021). Internet addiction: Advances in research, theory, and
clinical practice. Hogrefe Publishing.
Laato, S., & Islam, A. K. M. N. (2022). Cyber-psychological drivers of problematic smartphone
use: A conceptual framework and empirical evidence. Computers in Human Behavior,
128, 107120.
Lemenager, T., & Neissner, M. (2021). Development and evaluation of a smartphone app for
reducing problematic social media use. Frontiers in Psychiatry, 12, 661174.
Li, W., & O'Brien, J. E. (2023). The association between problematic smartphone use and
depression: A meta-analysis. Computers in Human Behavior, 138, 107443.
Liu, C., & Zhang, X. (2021). Blockchain-based framework for secure sharing of electronic health
records. IEEE Access, 9, 38941-38950.
Macey, J., & Hamari, J. (2020). GamCog: A measurement instrument for miscognitions related
to gamblification, gambling, and gaming. Psychology of Addictive Behaviors, 34(1),
242-256.
29
Mak, K. K., & Lee, K. (2022). Prevalence and correlates of problematic smartphone use in a
large random sample of Chinese adolescents. International Journal of Environmental
Research and Public Health, 19(3), 1438.
Marino, C., & Spada, M. M. (2020). The roles of stress and coping in problematic smartphone
use among adolescents. Cyberpsychology, Behavior, and Social Networking, 23(9), 620-
626.
Merlo, L. J., & Stone, A. M. (2021). Smartphones, social media use and youth mental health.
Child and Adolescent Psychiatric Clinics of North America, 30(2), 349-359.
Montag, C., & Elhai, J. D. (2023). A new agenda for Internet addiction research in the age of
mobile technology. Current Addiction Reports, 10(1), 1-11.
Nakayama, H., & Higuchi, S. (2022). Internet addiction: Prevalence, predictors, and health
correlates. Current Opinion in Psychiatry, 35(4), 286-291.
Noël, X., & Brevers, D. (2020). Attentional bias modification in virtual reality: A new way to
address addictive behaviors. Addictive Behaviors, 106, 106382.
Orben, A., & Przybylski, A. K. (2020). Teenage sleep and technology engagement across the
week. PeerJ, 8, e8427.
Parke, J., & Griffiths, M. D. (2021). The psychology of loot boxes: A psychological synthesis.
International Journal of Mental Health and Addiction, 19(3), 1041-1055.
Peeters, M., & Koning, I. (2020). Neurocognitive deficits underlying adolescent binge drinking:
A systematic review. Alcoholism: Clinical and Experimental Research, 44(9), 1699-
1712.
Qi, X., & Du, J. (2021). The role of artificial intelligence in addiction treatment: Current status
and future directions. Frontiers in Psychiatry, 12, 684806.
Reer, F., & Quandt, T. (2022). Digital stress: A systematic review of research on digital stress in
adolescence. New Media & Society, 24(3), 690-707.
30
Saunders, J. B., & Hao, W. (2023). The global epidemiology of gaming disorder: A systematic
review and meta-analysis. Addiction, 118(4), 680-695.
Schivinski, B., & Brzozowska-Woś, M. (2020). Transition from traditional to digital media: The
reliability of the Digital Natives Assumption Scale. Information, Communication &
Society, 23(9), 1349-1367.
Sohn, S., & Rees, P. (2021). Problematic smartphone use: Associated psychological factors and
gaming disorder. Journal of Behavioral Addictions, 10(3), 784-795.
Starcevic, V., & Billieux, J. (2022). Precise definitions are needed for effective research on
"addiction" to technological behaviors. Journal of Behavioral Addictions, 11(2), 151-159.
Subramaniam, M., & Sha'ari, N. (2020). Prevalence and correlates of internet gaming disorder
among secondary school students in Singapore. International Journal of Environmental
Research and Public Health, 17(24), 9405.
Throuvala, M. A., & Griffiths, M. D. (2021). Cognitive-behavioral therapy for problematic
smartphone use: A systematic review. Frontiers in Psychiatry, 12, 642634.
Torous, J., & Keshavan, M. (2022). Digital mental health apps: What clinicians need to know.
Psychiatric Times, 39(5), 16-17.
Turel, O., & Vaghefi, I. (2019). Social media detox: Relapse predictors. Psychiatry Research,
284, 112488.
Wang, H. Y., & Sigerson, L. (2019). The role of self-control and self-esteem in the relationship
between social media addiction and depressive symptoms. Journal of Affective
Disorders, 260, 175-182.
Wartberg, L., & Thomasius, R. (2023). Internet gaming disorder and problematic social media
use in a representative sample of German adolescents: Prevalence estimates, comorbid
depressive symptoms, and related psychosocial aspects. Computers in Human Behavior,
128, 107118.
31
Wu, A. M. S., & Chen, J. H. (2020). Problematic use of social networking sites and
psychological distress: A systematic review and meta-analysis. Journal of Affective
Disorders, 275, 165-174.