For decades, research on technology use and mental health has been based on the assumption that identifiable structures of 'design' are psychologically relevant for their users. This has been central especially for the nosological emergence of 'behavioural addictions', which currently include two formal diagnoses on technology use: problems related to playing gambling games (gambling disorder) and videogames (gaming disorder). Alas, the research on identifying 'addictive' design structures has suffered from major construct validity issues. To make progress over those issues, I draw from the history of 'vitality affects' in psychiatry and introduce
No takes yet. Share an insight, caveat, or question.
Veli‐Matti Karhulahti (2024) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: