thebigdisconnect

Problematic Digital Technology Use: The Big Disconnect

People contact reSTART with a variety of concerns, but one of the major issues confronting most heavy video game or internet users is “the big disconnect” – being disconnected from non-virtual life participation (e.g., work, school, offline friends, family, environment, health and even oneself).

Users report being disconnected from

When asked to disconnect or limit digital media use, most users report feeling unmotivated, apathetic about what life holds for them away from their virtual experiences, and less fulfilled by non-virtual experiences altogether. They report feeling disconneted from:

  • Friends and family
  • Peers and coworkers
  • Tasks of daily living
  • Themselves
  • Life

Users report the following negative life outcomes

  • Intensification of mental health conditions (e.g., anxeity, depressed mood, ADHD, ASD traiits)
  • Poor academic performance or school failure
  • Underemployed or unemployed as a result of excessive involvement in digital media
  • Physically deconditioned; out of shape; obesity; anorexia
  • Health problems associated with use; vision problems (e.g., myopia), mouse elbow, carpal tunnel; ear infections
  • Life is less fun, engaging or stimulating; it’s boring in the absence of video gaming

Users report a breakdown in primary relationships

  • Family conflict over video game play and digital media engagement
  • Marital dischord over use; lack of participation in relationship and family matters
  • Decreased family connection; prefers online engagement versus offline family interactions
  • Ignoring phone calls or bids of connection from others
  • User is content with underinvolvement in the family system

Users report a reduction in non-virtual experiential engagement

As game play or digital interactions rise, outside activities (e.g., hobbies, sports, tasks of daily living, nuanced social engagement, etc.) decrease

  • Less and less involvement in the non-virtual world
  • Experiences limited to digitally based interactions

User reported difficulties with non-virtual identity

Valued, respected, needed, encouraged, safe, motivated, in-the-flow. These are the terms used by heavy Internet and video game users to describe their sense of purpose and identity online. When users are asked to embrace a limited or no-tech lifestyle, they report the following:

  • Increased anxiety when not fulfilling one’s perceived virtual responsibilities 
  • Difficulty with authentic face-to-face direct communication
  • Fear of making mistakes which are irrepairable (“Online, I just close the browser and leave. Not so offline. Mistakes are permanent.”)
  • Discomfort being themselves; prefers self-created online persona and virtual identity