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International Journal of Academic Research in Business and Social Sciences
Vol. 13, No. 1, 2023, E-ISSN: 2222-6990 © 2023 HRMARS
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Digital Addiction and Mental-Physical Health: A Scenario in
Asia
Norazmi Anas, Nurul Hidayah Aziz, Amin Che Ahmat & Engku Ahmad Zaki
Engku Alwi
To Link this Article: http://dx.doi.org/10.6007/IJARBSS/v13-i1/15900 DOI:10.6007/IJARBSS/v13-i1/15900
Received: 13 November 2022, Revised: 16 December 2022, Accepted: 30 December 2022
Published Online: 17 January 2023
In-Text Citation: (Anas et al., 2023)
To Cite this Article: Anas, N., Aziz, N. H., Ahmat, A. C., & Alwi, E. A. Z. E. (2023). Digital Addiction and Mental-
Physical Health: A Scenario in Asia. International Journal of Academic Research in Business and Social
Sciences, 13(1), 1682 1690.
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International Journal of Academic Research in Business and Social Sciences
Vol. 13, No. 1, 2023, E-ISSN: 2222-6990 © 2023 HRMARS
1683
Digital Addiction and Mental-Physical Health: A
Scenario in Asia
Norazmi Anas1, Nurul Hidayah Aziz1, Amin Che Ahmat1 &
Engku Ahmad Zaki Engku Alwi2
1Academy of Islamic Contemporary Studies, Universiti Teknologi MARA, Perak Branch,
Tapah Campus, 35400 Tapah Road, Perak, Malaysia, 2Faculty of Contemporary Islamic
Studies, Universiti Sultan Zainal Abidin, Gong Badak Campus, 21300 Kuala Nerus,
Terengganu, Malaysia
Abstract
The World Health Organization (WHO) has classified digital addiction as a mental illness that
affect negatively on the health of the users and it is a life threatening. The era of media
convergence has integrated media varieties and enhances the work of printing, audio, video,
and interactive digital media organizations. This article discusses the issue of digital addiction
in the era of media convergence, also its impact on mental-physical health of the users, and
the reflection of scenarios occurs in Asia. The qualitative content analysis are performed in
this study by focusing on the theme of global digital addiction, spesific to asian region
nevertheless. The result visibly demonstrates the excessive used of digital devices affects
brain function and user’s physicality where leads to violent, stress, depression and mental
confusion. In Asia, online video games, for example Myu, World of Warcraft, Defense of the
Ancients, Diablo 3 and Ghost Recon have caused serious digital addiction as a result of
engagement in 22 to 40 hours of nonstop playing, especially to teenagers aged between 15
to 30 years, unfortunately causing death. Therefore, the use of digital devices should be
controlled, and government should clarify enforcement, so that the death rate due to digital
addiction can be reduced gradually.
Keywords: Digital Addiction, Mental-Physical Health, Media Convergence
Introduction
Mental health is defined as a state of well-being that allows one to realize his potential, knows
how to handle stress, be able to work productively, and thus play a role of oneself to society
(World Health Organization, 2018). Meanwhile, Newman (2017) states that mental health
refers to cognitive, behavioral and emotional well-being referring to the way we think, feel
and behave, as well as absence from mental disorders. Indeed, Manwell et al (2015) defines
mental health as a condition that also includes biological, psychological or social factors that
contribute to an individual’s mental state, and his ability to perform according to a situation.
In addition, it also includes intellectual, emotional and spiritual development, as well as
positive self-perception, self-esteem and harmonious bond between physical and
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intrapersonal health. The media convergence era focuses on the integration of various media
which enhances its ability, and it’s a trend through strategic philosophy, a union of culture
and operations of printing, audio, video along with interactive digital media organizations
(Zheng, 2016). Uncontrolled and excessive centralization of digital media is causing the
symptoms of digital addiction that are contagious and rampant in today's world society.
Hence, this study aims to discusses the issue of digital addiction in the era of media
convergence, also its impact on mental-physical health of the users, and the reflection
of scenarios occurs in Asia.
Digital Addiction in the Era of Media Convergence
Addiction is a common situation involves continuous relationship between human and
objects, experienced by individuals of their own preferences that eventually cause stress,
while digital addiction is seen as a threat to real life due to instabilities of a person's heart,
emotions, identity and personality (Dilci, 2019). The World Health Organization (WHO) has
declared that digital addiction is a kind of mental illness that creates a pattern of ‘repetitive
and constant gambling’ attitudes, in fact it becomes a priority over other interests (Reed et
al., 2019; Degenhart et al., 2018; Smart, 2017). Statistics show that 10% -15% of young people
in Asian suffer from this problem and followed by European at 1% -10% (Saunders et al.,
2017), and the statistics are increasing each year. In Asia, digital addiction occurs due to the
desire of being free from parental control and teachers’ command; nevertheless modern
gadgets have interactive visual effects that draw the attention and interest of the young
people (Lee & Morgan, 2018). Even so, digital addictions engender negative impact as a result
of extreme practice, where disruption of livelihood is caused by the failure to be in real world
(Hoque, 2018) such as playing compulsively and isolating oneself from social relationships
(Omar, 2017). In addition, it also stimulates impulse control disorders triggered from the
failure of time management and loss of interest in other activities (Irmak & Erdogen, 2016).
The young people however are exposed to browse pornographic websites that can be
accessed directly through free Wi-Fi facilities (Nahar et. Al, 2018) which further increasing the
birth rate of illegitimate children, sexual transmitted diseases aside from mental illness.
Therefore, a method of intervention is needed to treat this kind of digital addiction, so that it
can be curbed, not to persist by the society (Manap et al., 2016). Digital addictions provide
negative impact on life tolerance, and lag in life (Ali, 2018; Johnson & Keane, 2017) which
specific to the young people who are excessive in using digital media (Griffiths & Kuss, 2017).
For adults, these symptoms affect physical health (Verma & Kumari, 2016), followed by
increase the risk of headache, abdominal pain, vision and overweight problems, moreover
aging in children (Smahel, 2015) due to socio-economic impact (Ali et al., 2015). It is in line
with the study of Al-Mazmi et al (2013) who formulated some negative effects of digital
addiction namely (i) limitation of development progress and external activities that cause
obesity and various health problems, (ii) time-consuming, (iii) sleep disorders and insufficient
sleeping period, (iv) self-satisfaction that leads to addiction, (v) malnutrition, (vi) poor
language proficiency and lack of social skills including inability to understand body language
and (vii) coerce to violent, stress, depression and confusion.
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Figure 1: 3C’s of Media Convergence (https://leverageedu.com/blog/media-convergence/)
Digital Addiction and Mental-Physical Health
The World Health Organization (WHO) has identify that the ability to contribute to the society
and individual success is the effect of mental health stability where ones manage to deal with
his potential, control tense thus enhance productivity
(https://www.who.int/features/factfiles/ mental_health/en/). It is in line with Manwell et al.
(2015) view who also adds it as a condition that also includes biological, psychological or social
factors that contribute to an individual’s mental state and ability to act according to the
environment. In addition, it also includes intellectual, emotional and spiritual development,
positive self-perception, feelings of self-esteem and well-balanced between physical and
intrapersonal health. The National Health and Morbidity Survey Report (Institute for Public
Health 1996; 2006; 2011) found that mental health problems among Malaysians are
increasing yearly, involving adults and children from 12% to 20%, while Berita Harian websites
on 28th September 2016 stated that about 30% or 4.2 million Malaysians aged between 16
and above issued mental health problems. It is an apprehensive statistical figure because the
trend is upward along, and influencing the development of human capital (Samsudin & Hong,
2016). According to Naslund et al. (2016), a serious mental health patient often enjoys social
media as a medium of disclosing problems with society that invites a universal concern.
Therefore, digital technology that is used excessively causes addiction which in turn creates
problems and affects the development of the community, society and the country.
Users did get pleasure from the activity which they feel is necessary to stay online,
however causing their body to release endorphin (Idris, 2017). Rapid internet access
contributes to the factor of digital addiction as studies conducted to medical students from
several countries (Al Qadasi et al., 2018). In Malaysia, it shows that physiological factors are
the main factors that cause generation Y to become addicted to mobile phones, followed by
psychological factors and social networks (Hassan et al., 2017) which causing poor
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psychological health (Hadi et al., 2019) further affecting health, depression, sleep
disturbances, dizziness and loneliness (Hassan et al., 2017). The World Health Organization
(WHO) health experts state that Gaming Disorder is a term given to those who are addicted
to video games who neglect their lives, oneself, education, employment, family and so on, for
12 consecutive months. This online video game addiction has proven to have serious negative
effects that can be endangering. The International Classification of Diseases (ICD-11) which
serves as an international standard states that video game addiction is included in the
category of “mental disorders, behaviors or brain development” (Mymetro, 2017). From a
neuroscience point of view, neuron imaging research has found the addiction practice stake
the equivalent volume of brain activation as drug addiction. This suggests that the addiction
practice shares similar characteristics as drug addiction. Research thru magnetic resonance
imaging (MRI) is useful for identifying neuronal responses between the addictive devices
based on stimuli of specific brain areas, thus help researchers to diagnose potential
individuals (Kassim, 2016). Studies show that digital addiction is closely related to the
Orbitofrontal Cortex (OFC) which serves as an impulse control and reward process (Peper &
Harvey, 2018). A study by Nasser et al. (2019a; 2019b) showed that smartphone addiction of
social networking applications affects brain areas related to attention, and it correlates with
the questionnaire scores regarding addiction.
Figure 2: Relationship Diagram of Digital Addiction (Aziz et al., 2021)
Digital Addiction Scenario in Asia
South Korea has reported the world's first death toll because of excessive practice computer
games for four consecutive days. A citizen aged 24 years unexpectedly died at internet cafes
while playing game of "Myu", with minimal rest and fast food intake. The cause of death is
due to prolonged sitting facing the computer (Korea SBS News, 2004). An autopsy report by
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Lee (2004) revealed a pulmonary thromboembolism occurs to the deceased's pulmonary
blood vessels, unfortunately caused sudden death. The reports also show that the pulmonary
blood vessels are clogged when the blood through the pulmonary arteries is abruptly blocked.
Small blood clots from the blood vessels of the leg veins are detached, then the clot pass
through the cardio and attaches to the blood vessels of the lungs. This pulmonary blood vessel
can happen after prolonged sitting in various positions such as enduring long flights, partaking
car trips and even sitting at the cinema. After 10 deaths related to the pulmonary vascular,
and a murder involving computer game users, South Korea recognizes gaming addiction as a
national issue and is the most serious mental illness concern (Lee & Morgan, 2018).
Cases in China show that a citizen died of exhaustion after playing non-stop "World of
Warcraft" games for 19 hours at an internet cafe in Shanghai. A 17 years old Russian named
Rustam, died after continually playing game of "Defense of the Ancients” for more than 22
days with a break for snacks and just a short nap. A Taiwanese citizen died at an internet cafe
in the same position while playing the game "Diablo 3" for more than 40 hours. In addition,
digital addiction especially game addiction has stimulated aggressive attitude of a 16 years
old boy that killed both of his parents after his video game CD was confiscated. A 28 years old
father from Philadelphia was sentenced to 22 years in prison for beating his 17 month son to
death for his son overturning and damaging the "Ghost Recon" game console. A 17 years old
Filipino teenager killed his 68 years old grandmother for disturbing him playing the game
"Defense of the Ancients" at internet cafe (Aziz et al., 2018). Shocking deaths associated to
other video games are increasing each year in various countries. Also, news portals report
many cases related to digital addiction especially video game addiction. For example, a
teenager in Bangkok who spent his school holidays playing video games and was found dead
in his room (Mymetro, 2019). A teenager in Jakarta was also reported died while playing video
games in a cybercafé; however the cause of his death is remained unknown (Mymetro, 2016).
A teenager in the southern province of China, i.e. Hunan, reportedly tried to jump from the
seventh floor of a school building after his mobile phone was confiscated while playing a game
(Mymetro, 2018). Digital addiction is a serious mental health issue that we should be wary of
due to the increasing number of deaths associated to constant playing online games for an
extended time.
Digital addiction including internet addiction has shown an increase of accidents and
violence cases in Malaysia (Sinar Harian, 2019). Therefore, digital addiction is considered a
threat to the young people or general population of the country, which causes social
problems. Attempts to overcome digital addiction are indeed is challenging. Therefore,
preventions are the most effective action to be taken. Internet addiction is studied widely in
Malaysia, by specific in Terengganu. Though students of Universiti Malaysia Terengganu have
a high level of internet addiction, it does not affect their academic achievement (Tom &
Tohalib, 2018). Students of Sultan Mizan Polytechnic Zainal Abidin (PSMZA) are moderately
affected to the excessive use of WhatsApp application (Ariffin & Idris, 2018). Similar to the
study of internet addiction conducted to the student of Kuala Terengganu Community College
(KKKT) where the results is still constraint (Mohamad, 2013). A study performed by Hassan &
Rashid (2012) shows that the level of internet used among young aged 16 year olds is under
controlled and moderate. The issue pertaining to the impact of online games, such as
addiction has attracted the interest of researchers and governments of several countries. For
example, the Chinese government inevitable has shuts down internet cafes at certain hours,
and Australia government enforces the identification of certain games before they are
allowed to play on (Ididi et al., 2017).
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Conclusion
In general, extreme digital addiction among the community, especially teenagers, increases
the risk of mental-physical health and can lead to death. In Asia, online video games, for
example Myu, World of Warcraft, Defense of the Ancients, Diablo 3 and Ghost Recon have
caused serious digital addiction as a result of engagement in 22 to 40 hours of nonstop
playing, especially to teenagers aged between 15 to 30 years, unfortunately causing death.
Therefore, the use of digital devices should be controlled, and government should clarify
enforcement, so that the death rate due to digital addiction can be reduced gradually.
Acknowledgement
The study was funded by the Ministry of Education (MOE) under FRGS grant research funds
with reference code FRGS/1/2019/SSI03/UITM/03/4 entitled ‘Model Intervensi Spiritual Islam
terhadap Ketagihan Digital Era Pemusatan Media’
Corresponding Author
Nurul Hidayah Aziz
Academy of Contemporary Islamic Studies (ACIS), Universiti Teknologi MARA, Perak Branch,
Tapah Campus, 35400 Tapah Road, Perak, Malaysia
Email: nurul863@uitm.edu.my
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Digital addiction is defined by the American Society for Addiction Medicine (ASAM) as well as the American Psychiatric Association (APA) as "a primary, chronic disease of brain reward, motivation, memory, and related circuitry. Dysfunction in these circuits leads to characteristic biological, psychological, social, and spiritual manifestations. This is reflected in an individual pathologically pursuing reward and/or relief by substance use and other behaviors" with examples such a such as internet gaming or similar behaviors. Symptoms of digital addiction such as increased loneliness (also called "phoneliness"), anxiety, and depression were observed in a sample of university undergraduates who completed a survey about smartphone use during and outside of class. Other observations included observations of "iNeck" (poor) posture as well as how multitasking/semitasking was prevalent in the sample. Implications of continued digital addition are discussed.
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Online gaming has greatly increased in popularity in recent years, and with this has come a multiplicity of problems due to excessive involvement in gaming. Gaming disorder, both online and offline, has been defined for the first time in the draft of 11th revision of the International Classification of Diseases (ICD-11). National surveys have shown prevalence rates of gaming disorder/addiction of 10%-15% among young people in several Asian countries and of 1%-10% in their counterparts in some Western countries. Several diseases related to excessive gaming are now recognized, and clinics are being established to respond to individual, family, and community concerns, but many cases remain hidden. Gaming disorder shares many features with addictions due to psychoactive substances and with gambling disorder, and functional neuroimaging shows that similar areas of the brain are activated. Governments and health agencies worldwide are seeking for the effects of online gaming to be addressed, and for preventive approaches to be developed. Central to this effort is a need to delineate the nature of the problem, which is the purpose of the definitions in the draft of ICD-11.
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Objective Lack of consensus on the definition of mental health has implications for research, policy and practice. This study aims to start an international, interdisciplinary and inclusive dialogue to answer the question: What are the core concepts of mental health? Design and participants 50 people with expertise in the field of mental health from 8 countries completed an online survey. They identified the extent to which 4 current definitions were adequate and what the core concepts of mental health were. A qualitative thematic analysis was conducted of their responses. The results were validated at a consensus meeting of 58 clinicians, researchers and people with lived experience. Results 46% of respondents rated the Public Health Agency of Canada (PHAC, 2006) definition as the most preferred, 30% stated that none of the 4 definitions were satisfactory and only 20% said the WHO (2001) definition was their preferred choice. The least preferred definition of mental health was the general definition of health adapted from Huber et al (2011). The core concepts of mental health were highly varied and reflected different processes people used to answer the question. These processes included the overarching perspective or point of reference of respondents (positionality), the frameworks used to describe the core concepts (paradigms, theories and models), and the way social and environmental factors were considered to act. The core concepts of mental health identified were mainly individual and functional, in that they related to the ability or capacity of a person to effectively deal with or change his/her environment. A preliminary model for the processes used to conceptualise mental health is presented. Conclusions Answers to the question, ‘What are the core concepts of mental health?’ are highly dependent on the empirical frame used. Understanding these empirical frames is key to developing a useful consensus definition for diverse populations.
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