231067283
231067283
231067283
Smith ScholarWorks
2013
Recommended Citation
Sullivan, David S., "Are you my motherboard? : the effects of technology on the parent-child relationship"
(2013). Masters Thesis, Smith College, Northampton, MA.
https://scholarworks.smith.edu/theses/931
This Masters Thesis has been accepted for inclusion in Theses, Dissertations, and Projects by an authorized
administrator of Smith ScholarWorks. For more information, please contact scholarworks@smith.edu.
David Sullivan
Are You My Motherboard?
Effects of Technology on the
Parent-Child Relationship
Abstract
New technologies have been evolving at a rapid pace over the last few decades. The
attachment. Recent research on internet addiction disorder (IAD) has revealed that technology
may be affecting people on a social, familial, and neurophysiological basis. This research
explores the effects of technology on the parent-child relationship. The research interviewed six
participants through telephone interviews: treatment participants (TP, n=2) in this research are
both young men who meet criteria for IAD and completed treatment relative to their technology
addiction; clinical participants (CP, n=4) in this research are clinicians that work in treatment
centers that serve clients that meet criteria for IAD. Interviews were transcribed, coded, and
analyzed. Due to the small sample size, this study's findings are not generalizable; however,
there were still some interesting findings and considerations. This research identified some
common behavioral patterns in people with IAD and their families. Additionally, study
participants suggest that failure to recognize and treat IAD will likely result in persistence of
David Sullivan
2013
ACKNOWLEDGEMENTS
Like any large project, many people were involved in the creation of this thesis. I'm forever
grateful of those that reached out to me to help in whatever ways that they knew how. There are
several people that I would like to thank in particular, without these people, this thesis would still
be a stack of blank pages.
First and foremost, my parents, who have supported me in so many ways throughout the years. I
have found my education at Smith to be nothing short of superb, and I couldn't have made it
through without their help. My dad, went above and beyond by proof-reading my work and
returning it with comments in less than three days. You guys are awesome, thank you both.
My research advisor, Colette Duciaume-Wright, for helping me through what turned out to be an
incredible process. There were several points in creating this thesis where her support helped me
through what could have been some potentially nerve-racking experiences. Thank you for
sharing your exceptional wisdom, guidance, and support.
Hilarie Cash, for her extensive professional network and knowledge pertinent to technology
addictions. This project was born out of a conversation that I had with Hilarie in September. I
can honestly say that I've enjoyed writing this thesis, and I don’t know that I would have arrived
at such an interesting topic without her intriguing perspective; and there surely wouldn't have
been any reSTART participants to interview if it weren't for the wonderful program that she and
Cosette Rae run. Thank you for helping me discover so many crucial resources and for being so
accessible throughout my work.
And last, but certainly not least, my fiancé Danni. For letting me turn various parts of our house
into my "personal office" at any given moment, for taking care of our pets despite their spastic
incompatibility, for researching and planning our wedding while I return to finish school, and
especially for fielding my unpredictable mood swings that came out of the whole graduate school
process. I could not have done this without her unconditional support. I love you. Thank you.
i
TABLE OF CONTENTS
ACKNOWLEDGEMENTS ......................................................................................................... i
TABLE OF CONTENTS............................................................................................................. ii
CHAPTER
I INTRODUCTION .............................................................................................................. 1
IV FINDINGS .......................................................................................................................... 72
V DISCUSSION ..................................................................................................................... 80
REFERENCES ............................................................................................................................ 98
APPENDICES
Appendix A: HSR Approval Form ..............................................................................................112
Appendix B: Approval from reSTART for Recruitment .............................................................113
Appendix C: Approval from Insight Intensive for Recruitment ..................................................114
Appendix D: Online Gamers Anonymous Email Approval to Recruit .......................................115
Appendix E: List Serve Email Approval to Recruit ....................................................................116
Appendix F: HSR Approval for Expansion of Recruitment ........................................................117
Appendix G: Sample Recruitment Letter ....................................................................................118
Appendix H: Sample Consent Form - Treatment Participants ....................................................119
Appendix I: Sample Consent Form - Clinical Participants ..........................................................122
Appendix J: Interview Guide .......................................................................................................125
Appendix K: Sample Data Collection Form - Treatment Participants ........................................126
Appendix L: Sample Data Collection Form - Clinical Participants ............................................128
Appendix L: Referrals for Research Participants ........................................................................129
ii
LIST OF FIGURES
Figure Page
2. The two regions of the prefrontal cortex (dorsolateral and orbitomedial) and the anterior
cingulate cortex ................................................................................................................ 44
3. Noted areas of the limbic system: the ventral tegmental area, amygdala, nucleus
accumbens, caudate nucleus, and the hippocampus ......................................................... 46
4. Medium spiny neuron firing relative to damage inflicted to the hippocampus ................ 48
iii
CHAPTER I
Introduction
Communities in America are facing a new crisis. Mental health of American youth is
deteriorating at an alarming rate as we witness high and rising rates across multiple mental health
(Blankenhorn, 2008). While many may argue that we feel more connected than ever due to
modern technology, there is research that would suggest otherwise (Lapidot-Lefler & Barak,
2012; Siomos et al., 2012). Attachment theory posits that most individuals pass through four
crucial attachment phases by four years of age (Marvin & Britner, 2008). With the advent of
modern technology occupying more time in the lives of children (Common Sense Media, 2011),
In their study of nearly 1,400 parents, Common Sense Media (2011) found that two year-
olds are spending twice as much time watching television as they are reading books and children
under eight years old are becoming increasingly tech-savvy. Why is this relevant to technology
use? In his latest work, The Science of the Art of Psychotherapy, Allan Schore (2012) asserts:
context of a relationship with another self, another brain." This book, like its
1
recent interdisciplinary data that indicates that these principles are now accepted
in both the life sciences and the mental health field. (p.18)
as many have accepted and suggested (e.g. Schore, 1997, 2003), then the
If human brains organize other human brains as these authors suggest (Fonagy & Target, 2005;
Schore, 2012), and others corroborate (Lewis, Amini, & Lannon, 2000), what happens to
children when computers are inserted in place of care-givers? In some extreme cases, children as
young as four years of age are being treated for their addiction to the family iPad (Ward, 2013).
All children need to feel securely nestled in their families. When this security is
absent, a child feels a desperate longing for the attachments that are missing. For
a person feeling a lack of emotional security, safety, and love, screen time
In his book, Hooked on Games, Dr. Andrew Doan (2012a) recalls his own experiences battling
video-game addiction in addition to his own research suggesting that IAD can fill numerous
purposes in the life of an addict including: escaping from reality, providing a sense of purpose,
satisfying one's needs for challenge, gratify one's desire to be a leader, fulfilling sexual fantasies,
and most importantly, meeting the need for love and acceptance. Addiction to a device is a
bizarre concept to consider, but when considering research on the brain's response to video game
2
stimuli (Han et al., 2011; Han, Kim, Lee, & Renshaw, 2012; Ko et al., 2009; Zhou et al., 2011),
or the brain's reward pathways in those affected by internet addiction disorder (IAD; Dong,
Huang & Du, 2011; Han, Lyoo, & Renshaw, 2012; Hou et al., 2012; Kim et al., 2011), then one
would notice similar brain regions involved in cases regarding other addictions (Green &
Ostrander, 2009). This confluence of research suggests technology may have a heavier impact
on people than traditionally considered; further anecdotal evidence adds to this possibility.
In her examination of data usage on the internet, Krystal Temple (2012) made a
staggering realization:
Today, the number of networked devices equals the world's population. By 2015,
And by the time we reach 2015, it would take five years to view all the video
Considering that not everyone on Earth has a device that connects to the internet, those that do
must have multiple devices; the amount of time people are using these devices surely adds up.
Teachers in the United States who were interviewed regarding technology's modern
influence reported a switch in student learning styles. They felt it was affecting students' ability
to learn and think critically (Richtel, 2012). Some teachers reported what they referred to as the
"Wikipedia problem" (Richtel, 2012, paragraph 18), suggesting that students are less able to
tolerate searching for an answer to a problem and quit after less time trying. Carr (2011)
explains that several famous newspaper publication have adapted their content to shorten the
length of their articles to adapt to what one editor referred to as "an internet age, a headline age"
3
In other parts of the world, China's government has recently taken steps to reduce
internet addiction amongst its population by developing methods for effectively diagnosing and
treating IAD (Yin & Wangshu, 2013). In South Korea, the estimated 30 million people playing
video games (or "gaming") has become so problematic that the government has begun
intervening with litigation that includes a curfew for gamers under 18 between the hours of
midnight and eight a.m. (Cain, 2010). This litigation coming as South Korea has been gaining
notoriety as a digitally-wired society, so much so that tragic events related to technology have
been occurring there for years, including a three-month-old baby starving to death while her
parents nourished a digital baby online (Cain, 2010). Events such as these aren't relegated solely
to South Korea, as several technology-linked incidents have recently taken place in the United
States as well (Connor, 2013; Hunt, 2010; McCabe, 2013; McCarthy, 2009; Quigley & Farberov,
2013), including the tragedy at Sandy Hook Elementary in Newtown, Connecticut (Altimari,
Mahony, & Lender, 2013). In addition to mental health stipulations, a mounting body of
research suggests that this increased exposure to technology may also have significant effects on
humans physically.
In her exploration of teenage technology use, Victoria L. Dunckley (2013), presents some
concerning research that suggests screen time (using screen-related technologies) may cause:
"stress, inflammation, and changes in blood sugar regulation, all of which may contribute to risk
for metabolic syndrome" (paragraph 2). Metabolic syndrome's symptoms include an increased
waist size (37" for men, 32" for women); raised blood pressure, triglycerides, and blood pressure
sugar; and low "good" cholesterol (Dunckley, 2013). These all sound like symptoms one might
expect to see in the second half an individual's life, rather than the first quarter. Rosen (2012)
presents other physical maladies being reported in congruence with technology overuse.
4
By reviewing the literature surrounding these alarming trends, and then interviewing both
treatment participants and clinical treatment providers of technology abuse, this study attempts to
shed some light on what appears to be an emerging societal quandary by exploring: "What are
5
CHAPTER II
Literature Review
In order to consider a topic such as the effects of technology on the parent child-
relationship, one must first understand several concepts central to the topic. Various facets of
how well one masters the primary attachment stages, there is still much to be learned about the
subsequent evolution of attachment (Marvin & Britner, 2008) and its relationship to one's
neurophysiology. This discussion gets even more complicated when we consider the
sophistication of many modern-day technologies. In many cases technology serves to make our
lives easier. Whereas thousands of years ago one's primary concern would be survival or the
survival of one's offspring, in present day it is also common to worry about something more
trivial, such as which restaurant to eat at. The difference between the dining experiences over
the past 1000 years has obviously evolved dramatically. Journey back 1000 years when hunting
for live prey was the preferred method of eating meat; now, one can merely pull out their
smartphone and make reservations at a restaurant before they even leave the office. You may be
asking: "What does this all this talk about food have to do with computers or televisions?" The
answer is convenience.
survival becomes more complex with the integration of technology (i.e. from physical to social,
emotional), so too does the definition of stress; the attachment system readily redefines stress to
6
adapt to this new definition including technology (Marvin & Britner, 2008). Technology and
invention aren't only representative of humankind's innovation, but also our quest for
convenience. A good example of this is personal travel, where civilization developed from
horseback, to train, to automobile, and finally to airplane. This evolution has come with the
expectation that we can now do more in less time. Unfortunately for our brain, we are still
utilizing the same attachment networks in the present day as we were 1000 years ago.
In order to better understand this evolution, I will present five key topics: (a) I will
present the evolution of many of the modern technologies that we appreciate in the present, with
particular attention to the last 50 years. (b) I will discuss the importance of attachment literature
to the subject at hand. (c) I will examine relevant neurobiology research. (d) I will explore
current literature on addictions. (e) And finally, I will illustrate how all of this ties into what is
When speaking about technology, I'm referring to three areas of "gadgetry": screen
technology (computers, televisions, as well as smart phones), music technology (radios, cassette
players, CD players, and mp3 players), and social technology (telephones, cell phones, and social
networking websites). Over the last several decades, these technologies have seen an incredible
evolution. Telephones entered the technological spectrum when Alexander Bell had this
invention patented in 1876 (much to the chagrin of Elisha Gray, another inventor that created a
similar device; "Technology timeline," n.d.). Nearly fifty years later, radio station KDKA made
the first commercial broadcast, followed by televisions making their debut in the 1927
("Technology timeline," n.d.). But it wasn't until after the second World War that these gadgets
7
The Sixties and Earlier: Beginnings. In 1954, the portable transistor radio
("Technology timeline," n.d.) was developed. Here we see a departure from the typical
psychological tether that previous technologies had. People could now travel with their music or
information. By 1960, 85% of American households had television sets ("Historical periods in
timeline, n.d.") were getting more user-friendly with the advent of the first consumer operating
system: IBM's OS/360 ("Technology timeline," n.d.). This allowed computers to run a more
robust array of software programs. In addition, the music industry was getting a new look at
delivering music through the cassette tape released by Phillips in 1965 (Strauss, 2007). 1967
brought an upgrade in television as television was mostly in color by this point ("Historical
periods in television," n.d.). While consumers of this age became accustomed to their plethora of
new tools, companies were already looking ahead to the next developments.
The Seventies: Technology's Bronze Age. Ray Tomlinson probably had no idea the
impact his electronic message would have when he sent the first email in 1971 ("Timeline of
computer history," 2006; Curtis, 2013). While email was still decades away from becoming part
households had a color television by 1972 ("Historical periods in television," n.d.). In 1979
music enthusiasts were rewarded with Sony's Walkman (Strauss, 2007) which allowed music
enthusiasts to now listen to their music while they walked. Doing one thing at a time is
becoming a thing of the past for tech-savvy consumers. 1976 brought Milton Bradley's Simon
and Mattel's line of handheld games (Kent, 2001); roughly the size of a calculator, these games
added to the array of handheld portable electronics. Handhelds occupied a unique niche in the
8
technology market; however, it would pale in comparison to the burgeoning video game
industry.
In 1972, the company Atari made and released Pong, a game that would forever canonize
itself amongst video game enthusiasts (Kent, 2001). Intended to resemble a ping-pong game,
two players controlled inch-long white paddles and took turns reflecting a tiny white square that
represented a ball. The ball caromed off the walls of the game, the objective being to get the ball
past your opponent's paddle. While there were other video games before it (Steve Russel's Space
War and Sega's Periscope; Kent, 2001), this game arguably would galvanize the American video
game industry. Atari recognized the proverbial golden goose they were sitting on and they
continued to manufacture new titles. Within 10 years, Atari became a two billion dollar a year
multimedia juggernaut, making it the fastest growing company in American history at the time
(Kent, 2001).
The Eighties: The Golden Age. The eighties brought several advances in technology,
maybe most importantly being the rise of in-home computing. Computer technology makes its
way into film with Disney's 1982 release of Tron ("Timeline of computing," 2006).
Commodore, IBM, and Apple fuel competition as they begin offering more user-friendly home-
computer systems ("Timeline of computing," 2006) known as personal computers (PCs). This
development was so significant that, in lieu of a person, Time magazine declared computers the
"Machine of the Year" for 1982 ("Technology timeline," n.d.). Three additional advances in the
world of computers come to consumers when Epson releases the first laptop in 1983, followed
by Apple's release of the Macintosh in 1984, and subsequently by the release of Microsoft
Windows in 1985 ("Timeline of computing," 2006). Compuserve and Prodigy began providing
9
online services in 1984. By the end of the year they would have over one million users (Curtis,
2013). While computers were gaining momentum, video games continued to burgeon.
In 1981, Americans spent over 75,000 hours playing arcade games, sky-rocketing
revenue above 5 billion dollars (Kent, 2001). The industry was booming and a spectrum of game
use was beginning to develop. From the arcade neophyte who would play a couple dollars worth
of games while hanging out with a group of friends, to 15 year-old Steve Juraszek who set a
world record (15,963,100 points) during a 16-hour long session of the game Defender (Kent,
2001). Juraszek's feat would get him on the cover of Time magazine, but also galvanized
communities of who began lobbying for legislation for arcade curfews (Kent, 2001); in the
Philippines, Ferdinand Marcos had already taken similar actions (United Press International,
1981); Although this did little to slow the industry that would continue to produce new games.
Games that make for nostalgia amongst most people in their 30s emerged in this decade.
Pac-Man, Defender, Donkey Kong, Pitfall, Ms. Pac-Man, Dragon's Lair, and Tetris would all be
released before Nintendo of America made its big entrance into the American Market (Kent,
2001). Two years after its release in Japan, Nintendo of America announced the release of its
Nintendo Entertainment System (NES) to the United States in 1986 (Kent, 2001). Nintendo went
on to sell 1.8 million NES consoles in their first fiscal year release, 5.4 million in the next year,
and 9.3 million in the subsequent year. As Nintendo became a household name, other
By 1980, much of the American public was becoming dependant on their television as
their source for the news, so much that CNN was launched by Ted Turner. This 24-hour news
network marked a significant point in the country's history in that people no longer needed to
wait until the next day to see news from around the world. In 1983, 125 million viewers tuned in
10
for the season finale of M*A*S*H, still hailed as the most watched finale in the history of
television (Littler, 2011). In addition, tapes were beginning to see competition from compact
discs (CDs) released in 1984, followed by Sony's release of the Discman in 1985. Music
technology gains a few seconds of convenience as users no longer need to fast-forward or rewind
between tracks. By 1998, 98% of American households had at least one television set
technology, especially their screens, and by 1989 they would be getting used to a new concept
entirely as scientists were working on what would be known as the "world wide web" (Curtis,
2013).
information for Americans in the 90s, as 99% of American households have at least one radio,
with the average being five. But that would begin to shift with the advent of the world wide
web; sources for news and information were beginning to shift. PCs increasingly became multi-
media machines ("Timeline of computing," 2006), a critical transition for the PC industry.
Whereas initially they were being used primarily for word processing and data management, it
became commonplace for PCs to come loaded with multimedia technology such as sound,
picture, television, and video programming. While there were several companies producing
games for PCs in the eighties, the games produced in the nineties began to demonstrate the PC as
In 1993, the Pentium processor was released ("Timeline of computing," 2006) with
increased capabilities that allowed PCs to run more dynamic games such as the controversial
title: Doom. Doom was the successor to a game called Wolfenstein 3D. Both games were
considered "first-person shooters", where the player runs through maze-like levels shooting
11
enemies. What set these games apart from the other shooters was the open display of gore.
Where enemies in other games merely disappeared or fell to the ground, the dead in these games
fell to the ground bleeding profusely (Kent, 2001). Both games were distributed and promoted
the game (such as the first level, or 10 minutes of game-play) that is available to players for free.
Once they've played the game, players can decide whether or not to purchase a complete version
(Kent, 2001). This style of marketing allowed small market companies like id (the aptly named
developer of Wolfenstein 3D and Doom). Kent (2001) explains what set Doom apart:
When the project was complete, everyone in the company knew they had a sure-
fire hit. Not only did Doom have more gore than Wolfenstein 3D, it was
decorated with Satanic symbols and populated with demons, images that thrilled
gamers but infuriated critics of the gaming industry. Since it was originally
released as shareware, however, the critics did not notice it until a few months
after its release. In the meantime, Doom created a phenomenon unlike any PC
Given the circumstances, it's obvious that such a game drew such harsh criticism from video
game critics. It was surprising when Doom did not come up often at the senate committee
Several games would be catalysts for what many critics felt was a long overdue
(Democrat, Connecticut) began arranging for hearings on video game violence after hearing
about the violence depicted in certain games. His concerns reportedly grew after he conferred
with his constituents only to discover a common parental lack-of-awareness on the subject (Kent,
12
2001). Concerned with the idea that violent games were being peddled to young children,
Lieberman and Senator Herbert Kohl (Democrat, Wisconsin) presided over the hearings that
began in late 1993. Despite its obvious gore, games like Doom were largely ignored during the
hearings based on their cartoonish appearance, whereas all three of the games which the hearing
was primarily focused on used digitized human-beings (Kent, 2001; Kohler, 2009). The result of
the hearings was the Video Game Rating Act of 1994, whose purpose is: "…to provide parents
with information about the nature of video games which are used in homes or public areas,
including arcades or family entertainment centers" (S. 1823, 1994). In addition, all the major
players from the video game industry created the Entertainment Software Ratings Board (ESRB)
after much deliberation (Kent, 2001). The ESRB was responsible for implementing a game-
rating system. Similar to movie ratings, the system acted as a quick reference for parents to
understand audiences appropriate for the game being rated. There were two parties in particular
that drew attention from Senator Lieberman during the hearings. Howard Lincoln (representing
Nintendo), and Bill White (representing Sega) were using the hearings as an opportunity to sully
each other's brand so much that Lieberman (as cited by Kent, 2001) reported:
I was surprised when Howard Lincoln and Bill White went after each other like
that. I thought it looked awful. And I was surprised by the intensity of it. I guess
it gave me this message that this was obviously big business. (p.477)
And he was right; the two console giants had been locked in industry battle that began at the
Over the five years prior to the senate hearings, Sega and Nintendo had found themselves
at odds as the two major home console industry competitors. Sega released its Genesis the same
year Nintendo released its Gameboy. Gameboy, a handheld mobile gaming device offered
13
variations on popular Nintendo titles in black and white. The Genesis was a step up (a 16-bit
system) from the eight-bit NES, and a legitimate industry threat. With a slogan like "Sega does
what Nintendont", Sega was out to contest the gaming goliath that Nintendo had become. In
1990, Nintendo would release its 16-bit system the Super Nintendo Entertainment System
(SNES), but the damage was done; with Sonic the Hedgehog Sega had successfully created a
mascot to compete with Nintendo's Mario Brothers. Sega skillfully maneuvered itself through
the gaming market and ended up improving sales from $100 million in 1990, to $1billion in 1993
(Kent, 2001). While the SNES would eventually overcome the Genesis as the more popular
gaming system, the two consoles captured the zeitgeist of gaming enthusiasts young and old for
the greater part of the decade. Nintendo would go on to release the Nintendo 64 in 1996, further
driving a nail into the rest of the gaming industry's coffin. And while Sony had released its
Playstation (Kent, 2001) one year prior, Nintendo seemed to be cemented in place as the
supreme console company. Of course, the nineties also brought other technological gadgets and
programs.
In 1993, several companies released business management devices that are small enough
to carry in one's pocket, dubbed the Personal Digital Assistant, or "PDA" for short ("Timeline of
computing," 2006). PDAs entered the consumer market at an opportune time, as that very same
year, scientists at the European Organization for Nuclear Research donated the world-wide-web
to the world following the release of the Mosaic web browser (Curtis, 2013). Computers were
starting to move from being a device for the technically-inclined, to an everyday tool for the
layman.
In 1995, Microsoft released Windows 95. The first Windows edition in which the "Start"
button is introduced, it sold a record-setting seven million copies in its first five weeks ("A
14
history of Windows," n.d.). Bill Gates recognized the importance of the internet decrying it as:
"the most important development since the advent of the PC" ("A history of Windows," n.d.,
paragraph 28). Microsoft would release Internet Explorer in response to the rapidly developing
internet ("A history of Windows," n.d.). At the time of the Windows 95 release, 80% of PCs
Windows 95 was the upgrade for the DOS operating systems ("A history of Windows," n.d.).
With so many people getting software that made the internet readily available, social media
began to flourish.
February 26th, 1995; Clifford Stoll published an article in Newsweek titled "The
Internet? Bah!" in which Stoll contests predicted trends such as the internet replacing
business. Stoll would uncannily identify several important emerging trends, but couldn't be more
far-off in predicting that none of them would be commonplace within households. Several
internet trends would emerge in the coming years including instant-messaging, social
networking, and blogging. These social technologies represented a shift in thinking, as both
open displays of personal information and instantaneous information acquisition are becoming
more common. Additionally, television programming in the nineties also began to transform.
1990 brought two popular American television shows: Seinfeld and The Simpsons. While
both regularly expressed controversial topical humor, the Simpsons represented an altered
attitude in the American people. President and First Lady, George and Barbra Bush, made
comments deriding the emerging cartoon show (Paakkinen, 1999). Another example of the shift
in attitude came in 1991; Fox became the first network to allow for condom advertisement
15
(Curtis, 2013). The shift in what was appearing on television eventually caught the attention of
President Clinton.
television station owners and diversity amongst perspective ("Television in the United States,"
2013); however, others argued that the act merely created an opportunity for corporate profits
(Common Cause, 2005). Common Cause (2005) postulates: "…the public got more media
concentration, less diversity, and higher prices" (p.3). The re-regulation that occurred following
the act created two primary changes: stations were now required to air at least three hours of
children's programming each day, and the parental guidance rating system went into effect
("Television in the United States," 2013). The new focus on family-values resulted in a rating
system that consisted of six different ratings ranging from children's content to programming for
adults age 17 and older ("Television in the United States," 2013). Critics of the rating system
would deride it for its subjectivity and focus on sexual and violent content, some even referred to
it as censorship ("Television in the United States," 2013); but over the following years, violence
October 1st, 1997; a 16 year-old white male of Pearl, Mississippi, violently murdered his
mother then proceeded to kill three students and wound several others before being subdued at
gunpoint by a school official (Kent, 2001). December 1st, 1997; a 14 year-old white male of
Paducah, Kentucky, shot and wounded 8 students who had gathered for prayer. He was wrestled
down when he paused to reload his gun (Kent, 2001). March 24th, 1998; two young white males
pull their school fire alarm only to open fire on the unsuspecting school body from afar (Kent,
2001). May 20th, 1998; a recently expelled 15 year-old white male shot and killed his parents,
then set up booby traps around their bodies. The next day, the teenager returned to his school
16
with a .22 caliber rifle. The shooter is eventually wrestled to the ground by several students
(after shooting 24 and killing 2) as he screamed "Shoot me!" (Kent, 2001; Mortenson, 2008).
And finally, probably the most notorious event in Littleton, Colorado: on April 20th, 1999; two
teenage white males (17 and 18 years old), carried out one of the bloodiest assaults on a school
body. The two young men killed 13 (12 students, 1 teacher), leaving 23 injured, before taking
their own lives. After the tragedy, investigators uncovered footage recorded by the killers.
While reclining in a La-Z-boy chair, a bottle of whiskey in one hand, a sawed-off shotgun in the
other, one of the young men avers: "I hope we kill 250 of you" (Gibbs & Roche, 1999, paragraph
5). His associate follows: "It's going to be like f***ing Doom, tick, tick, tick, tick… Haa! That
f***ing shotgun is straight out of Doom!" (Gibbs & Roche, 1999, paragraph 6). With Doom
explicitly noted in the video, a national conversation was in order; however, the corresponding
hearings arranged by Senator Sam Brownback (Republican, Arkansas) didn't make a big impact,
as even senator Brownback (as cited by Kent, 2001) conceded: "Not much came out of the
hearings. It was a nice discussion, but I haven't seen much follow-up" (p.555).
Several other technological innovations squeaked out prior to the turn of the millennium
that would carry into the coming years. In 1997, wireless technology gets perhaps its greatest
contribution with the advent of "Bluetooth" technology ("Timeline of computing," 2006), which
quickly became a business standard. Then in 1998, Andy Bechtolsheim (co-founder of Sun
Microsystems) would write a $100,000 check to a company that didn't even exist yet, by the
name of "Google Inc." ("Our history," n.d.). Within 8 years, “google” would enter Merriam-
Webster as a verb, based on its popularity as a search engine (Anderson, 2006). And finally, in
1999 a student at Northeastern University would release a file sharing program that targeted mp3
17
files on user's computers. Shawn Fanning's Napster (aptly named after his childhood nickname)
would catch the world's attention, as well as most of the music industry…
2000 and Beyond: Plugged In. Napster changed the music industry forever. As a free
program that allowed for limitless exchange of mp3 files, Napster also divided the music
industry: bands were either for it, or against it; just a little more than a year after its release, the
band Metallica sued Napster (and 3 universities as well) for copyright infringement (Uhelszki,
2000). This would mark the beginning of the end for Napster as many fondly remember, but the
damage was already done. The pressure on Napster to cease operations and submit to a pay-for-
service structure didn't prevent copycat programs from springing up. In her exploration of
…while Napster morphed from its lawless larval stage to a dues-paying music
service, consumers in search of free content have had their pick of surviving peer-
to-peer applications and torrent sites that more than make up for the loss of the
The mp3 revolution had begun, and Apple had just the device to run the software.
While other companies released mp3 players several years before, none of them would
compare with the revolutionary, user-friendly design of Apple's "iPod" released in 2001 (Strauss,
2007). The iPod was accompanied by specific software for loading music onto the device:
"iTunes." The iTunes software caught on to the emerging mp3 market, offering its users many
of its mp3s for a mere 99 cents. When Apple announced it was releasing a mobile phone,
consumers listened.
Apple released the "iPhone" in 2007 ("iPod + iTunes timeline," n.d.). Like other Apple
products, the iPhone came with user friendly design and interface including touch-screen
18
technology, but it also came with novel software that Apple called "apps", short for applications.
"There's an app for that" became a common phrase as Apple's apps fulfilled a variety of
functions that simultaneously glamorized the iPhone's advanced technological capabilities. The
same multimedia versatility that PCs displayed before the turn of the century was now available
in one's pocket.
Apple's products took the consumer market by storm, and by 2010, 275 million iPods had
been sold, the iTunes store had sold 10 billion songs and 5 million apps ("iPod + iTunes
timeline," n.d.). That same year, Apple released the iPad, a touch-screen portable computer that
combined various features of the iPhone and Apple's desktop computer. Over the first 10 years
of the new millennium, the internet went from a punch line in a joke about geeks, to an essential
technology.
The internet evolved at an astonishing pace. In his book Drive, Daniel Pink (2009)
describes the unpredictable phenomenon in a clever allegory. Pink asks readers to imagine that
the year is 1995 and they are asking an accomplished economist to predict a more successful
encyclopedia brand. Pink describes the options objectively before revealing that the first option
describes the business model of Microsoft's Encarta; the second model describes Wikipedia, the
entirely user-driven internet sensation that would effectively end Encarta. People were taking to
Several social-networking sites would emerge in the new millennium, but over the course
of several years, Facebook would establish itself as the colossus of social networking, amassing
750 million users ("Top 15," 2013). Facebook would capitalize on emerging trends including
allowing users to post videos from the new site YouTube in 2005, and then allowing users to
install apps in 2007 (Curtis, 2013). YouTube would eventually be bought out by Google in 2006
19
for $1.65 billion (Murchinson, 2006). Another site, Twitter, came into social networking in 2006
(Curits, 2013) as a condensed version of its predecessors, allowing users to "tweet" a short
thought, no longer than 140 characters. While it was originally used for personal expression,
In 2009, Jim Hanrahan broke a story on Twitter of a plane crash in the Hudson River 15
minutes before the mainstream media broke the story. (Beaumont, 2009; Curtis, 2013). At this
point in the internet's history, we are starting to see just how quickly information is circulating.
It is estimated that in 2009, roughly one quarter of the world's population is using the internet,
and by 2010, that number would increase to an estimated 30% of the world (Curtis, 2013). That
same year it would surpass newspapers as a primary reading source for news amongst the public
(Curtis, 2013). The internet was beginning to integrate into multiple aspects of human life.
Recognizing this emerging trend, video game system developers began working on
upgrades to their systems. In the new millennium, Nintendo had major competition and had lost
its throne as the elite. Sony's Playstation (released in America in 1995) and Microsoft's Xbox
(released in 2001) were working on upgrades just as quickly as their base models were released
(Kent, 2001). Sony would release the Playstation 2 (PS2) in 2000, followed by Microsoft's
XBOX 360 in 2005 (Skipworth, 2011). Xbox consoles were unique in that they had an ethernet
port which eventually became part of a much bigger service: Xbox Live. Xbox launched this
online service in 2002 (Skipworth, 2011), allowing players to access games online, never having
Meanwhile, having lost its supremacy, Nintendo ventured into a new technology.
Following its GameCube in 2001, Nintendo launched the Wii in 2006 ("Company history," n.d.),
20
internet for free. Players holding the controllers would have their real life movements mimicked
in-game. Thus Nintendo began the bridge from reality to virtual. The Wii became the best-
selling late-generation console ("Company history," n.d.), although to this day Nintendo still
competes with Sony and Microsoft. Outside of console games, PC games had capitalized on the
In 2002, the game Second Life was released, a game which is literally a second virtual life
for its users. Second Life isn't even so much as a game, but rather a virtual social network, where
each person is represented by an "avatar" that they create. Avatars can dance, hug, fly, have sex,
whatever the user would like it to do. Second Life is constantly changing and is arguably the
most obvious representation of becoming another person in another world but this slowly
playing game or "MMORPG." WoW is a fantasy game where players create avatars that battle
each other or computer generated monsters. The purpose of the game is to complete various
quests throughout the game to advance the storyline. Although, the virtual-world in the game is
so large, developers have created so many optional tasks for players that the game is relatively
impossible to ever actually complete. In addition, players can alter their avatars to fulfill other
jobs and basically start the game over. An important concept of the game is "leveling up" by
fighting multiple battles. By leveling up, their players get stronger and learn new abilities.
WoW's legacy began in 2005 with a following of 1.5 million players, peaking in 2010 at 12
million players, and now sitting at just over eight million (Lee, 2013; "Number of World of
Warcraft," 2013). And while WoW was able to celebrate its success, it laid the groundwork for
21
While similar in style, League of Legends (LoL) is considered a multiplayer online battle
arena game, or "MOBA." Much like WoW, LoL has characters using avatars which they level
up in a virtual fantasy world, only in LoL's case, players engage in battle often. Each time,
playing in teams of five versus another team of five, the game is much like a chess match.
Again, the game has a large number of different avatars that can fill a variety of different roles,
learn a plethora of skills, and collect a multitude of abilities; this game is also basically
impossible to finish. On top of its alluring qualities, the game is also free to play (but it does
have some optional cash upgrades). Since LoL's launch in 2008 (the game was released to
players for beta testing prior to its official release in 2009; Riot Games, 2008) the game has
amassed 32 million players, averaging 12 million players daily, and 1 billion hours of play time
monthly ("The major league," n.d.). According to Riot, LoL is the most played video game in
the world. What's so important about these new games is not just the communities that they
create, but that they don't end. Game designers are constantly adding new facets to assuage
disappearing. In her book Alone Together, author Sherry Turkle (2011) examines the
disconnecting nature of the internet and technology. As video games and technology have
experience. In explaining the purpose of her book, Turkle (2011) asserts: "…it is about how we
are changed as technology offers us substitutes for connecting with each other face-to-face…As
we instant-message, email, text, and Twitter, technology redraws the boundaries between
intimacy and solitude" (p.11). She presents other technological introjections such as parents who
prefer communicating with their family through technology as "real-time" isn't fast enough and
22
the curious paradox of having a following of social media friends, yet still feeling isolated.
Turkle (2011) concludes by asking: "Does virtual intimacy degrade our experience of the other
kind and, indeed of all encounters, of any kind?" (p.12). Her question engenders another
interesting question: in our quest for convenience, have we lost our authentic forms of expressing
ourselves and connecting with others? Examining various tenets of attachment theory provides
some basis for exploring whether our devices have become attachment assistants or interlopers.
Attachment
Basic Theory. John Bowlby and Mary Ainsworth are considered to be the respective
father and mother of attachment theory. They are discussed by Shilkret and Shilkret (2008).
Bowlby and Ainsworth: Supervised by Melanie Klein, Bowlby was the first to bring
forward the importance of the child's internal world in the 1940s. Drawing on evolutionary
theory and work with animals, Bowlby proposed that all organisms have what he referred to as
an "attachment system": an innate capacity of young animals to stay close to their caregivers
until they have acquired sufficient skills to live in the wild, and more importantly, the ability to
protect themselves from danger or death. In a serendipitous turn of events, Ainsworth replied to
an ad placed by Bowlby looking for a research assistant in 1950. Ainsworth's life circumstance
brought her to Uganda where she would complete what is considered to be the first study on
attachment, examining the development of infant attachment to caregivers. She found infant
attachment to be positively correlated with maternal sensitivity. Her findings purported the
importance in quality (versus strength) of attachments; a measure still used to this day (Shilkret
Ainsworth moved to Baltimore in 1955 where she embarked on another research project
which would prove to be crucial to attachment literature. The study's intensive methodology
23
involved researchers spending 18 four-hour sessions with mother-infant dyads. By their first
birthday, it was evident infants were demonstrating attachment styles. In an attempt to confirm
the quality of attachment, Ainsworth and her colleagues created what would be called the
"strange situation". In this experiment, the mother and infant would be joined by a friendly
female (but a stranger nonetheless), in a room filled with toys. Soon afterward, the mother
would leave the room for a few minutes, leaving the infant in the care of the friendly female.
When she returned, quality of attachment could be measured by the infant's response to reuniting
with the mother. The researchers chose three descriptors to categorize the various attachment
Considered the healthiest of attachment styles, secure infants were marked by distress
during the absence of the mother, and welcoming of the mother's return. Secure infants utilize
their mothers as a "secure base" for exploring the unfamiliar environment, as well emotional
regulation. Children, who didn't display the behavior for secure attachment, fell into the insecure
style, which was broken down into two categories: "avoidant", and "ambivalent". Avoidant
children were those that did not protest the mother's departure from the room, nor did they seem
too concerned with her return. Originally thought to be independent at a younger age, further
studies showed that avoidant children had less success in school later in life. The ambivalent
children were like a mix of the first two styles. The ambivalent attachment was represented by a
child that protests the mother's departure from the room, and then welcomed her return; although
these children would not calm down easily and would resist their mother's attempts to soothe
them. Years later, Mary Main (a student of Ainsworth) would add a fourth category:
"disorganized". Main believed disorganized children were a small percentage of children that
were unclassifiable by Ainsworth's measure; generally, children that had traumatic and
24
inconsistent caregiver experiences. Main also expanded upon the attachment categories, looking
Adult styles: Main developed the Adult Attachment Interview (AAI) to assess
attachment styles in adults and adolescents (Shilkret & Shilkret, 2008). The AAI measures an
individual's caregiver system, versus the attachment system (Allen, 2008). Main qualified secure
adults as those that have a clear, consistent, and succinct interpretation of their caregiver
experience, and are not overwhelmed by emotions (Shilkret & Shilkret, 2008). These individuals
may have had some trauma in their lives, although they are able to speak of the traumas in a cool
and collected manner (Shilkret & Shilkret, 2008). Main believed the other two categories
(avoidant and ambivalent) evolved into “dismissing” and “preoccupied” styles. Dismissive
adults generally don't have a good recollection of their early childhood attachment experiences,
minimize the importance of early attachments, and generally convey a shallow and inconsistent
account of their childhood that may idealize their parents (Shilkret & Shilkret, 2008). This is
different with preoccupied adults, who can not only recall, but brood about their childhood
experiences without finding any resolution; in addition, they often resent their early caregivers
(Shilkret & Shilkret, 2008). Main also had a small category that would represent the evolution of
the disorganized attachment style which she referred to as "unresolved" or "disorganized" which
referred to adults that showed such a great disorganization of thought in their accounts of early
trauma (Shilkret & Shilkret, 2008). Other theorists had alternate versions of adult attachment
Kim Bartholomew (1990) would extend the four-category model of adult attachment,
proposing that adult attachment is based on one's model of the self and one's model of others.
25
Figure 1. The two-dimensional model of individual differences in
adult attachment.
organizing different patterns of adult attachment in terms of the intersection of models of the self
and other" (1990, p.162). Bartholomew's model is best organized in a grid (see figure 1).
complexity of attachment styles. By distinguishing between one's model of self (worthy versus
unworthy, of love and attention) and one's model of others (others are accepting, caring, and
available; versus rejecting, uncaring, and distant), Bartholomew (1990) argued her model allows
people to demonstrate more than one attachment style. Under Bartholomew's (1990) model,
secure attachment is still synonymous with high-self esteem and low levels of significant
people who constantly seek out the approval of others while simultaneously feeling a deep sense
26
enmeshed styles identified in previous research (Bartholomew, 1990). The bottom half of her
grid represents styles similar to avoidant behaviors. The fearful style represents those that
experience frustration in terms of their attachment needs. They live with a constant sense of
uncertainty as they desire social contact, but seek to distance themselves from intimacy
(Bartholomew, 1990). These people have a constant distrust of others and invariably fear
rejection (Bartholomew, 1990). And finally, the dismissive style described by Bartholomew
(1990) corresponds to people whose attachment system has practically deactivated. People with
this attachment style overly value self-sufficiency so much that they often sacrifice relationships
with others for more impersonal aspects of life such as hobbies or work (Bartholomew, 1990).
Since the evolution of attachment styles, theorists have gone into greater exploration of when,
theory is the concept of the “good-enough” caregiver. Attachment styles develop primarily
during the first four years of life, and then get refined over the remainder of one's being (Marvin
& Britner, 2008). But Ainsworth focused on the importance of these first few years where the
youngster's ability to use the caregiver as a secure base are crucial to one's development. Marvin
and Britner (2008) explain how the child's relationship with the caregiver changes at each point
in development:
figure(s) compensate for and complement the lack of motor, communication, and
social skills on the youngster's part, so the youngster is always protected while
skills. (p.271)
27
Bowlby postulated that human children went through four different phases, three of which
happen in the first year of life, the fourth happening around the toddler's third birthday (Marvin
Developing attachment: The first year: An important tenet of Bowlby's work is his
concept of the "internal working model" (IWM) (Marvin & Britner, 2008). Bowlby believed that
humans had an innate capacity for forming sophisticated goal-corrected patterns of behavior that
he dubbed IWMs. In the first year of life, babies and caregivers engage in interactions that are
largely affectionate and predictable. During the first year, the IWMs are likely present but fairly
primitive (Marvin & Britner, 2008), likely concerned with "on/off" behavior; that is, behavior
that is correlated with starting and stopping of individual behaviors. During this phase, the
caregiver monitors and maintains proximity to the infant (Marvin & Britner, 2008). Smiling and
crying are the infants primary means of communicating, as they are establishing "internal and
dyadic rhythms" with the caregiver (Marvin & Britner, 2008, p.276). Bowlby believed that after
eight to 12 weeks (under favorable conditions), the infant would transition to a new phase of
development that would occupy roughly the third through sixth months of life (Marvin &
Britner, 2008).
In this second phase, the infant moves from a relationship with the caregiver where
behavior activation and termination (on/off behaviors) was largely dictated by the caregiver, to
one where the infant is gaining more autonomy over the starting and stopping of behaviors; as
The primary focus here is on the control of the individual systems. Whereas in
Phase I the caregiver provides the conditions for terminating one behavioral link
28
in a chain and activating the next, during Phase II the infant assumes much of this
control. (p.276)
At this phase, the infant is starting to discriminate between the most familiar caregiver(s) and
strangers, in addition to differentiating between various attachment behaviors (Marvin & Britner,
2008). Furthermore, infants at this phase being initiating attachment behavior, rather than
passively responding to attachment behavior initiated by the caregiver (Marvin & Britner, 2008).
Somewhere between six and nine months, the infant will enter a new phase of development.
In the third phase of development, the infant begins exhibiting more attachment behavior
towards a single attachment figure in particular; Marvin & Britner (2008) posit: "…it is during
phase III that most experts would consider the infant to be 'really' attached, due to organizational
changes in behavior (p.277). At this point in the infant's development, there is a marked increase
in locomotion, allowing for greater control of proximity to the caregiver (Marvin & Britner,
2008). In addition, the infant's cognitive capacity is increasing; Bowlby speculated that this is
when infants begin forming a mental image of what it is they want, a "set goal" that they would
like to achieve (Marvin & Britner, 2008, p278). Due to these newfound abilities, the infant's
IWMs will adapt according to the particular need of the infant, the response of the caregiver, and
the relationship history of the dyad (Marvin & Britner, 2008). Due to these increased liberties,
the infant's exploratory system begins to develop, and a sociability and wariness system develop
concurrently with it (Marvin & Britner, 2008) in that infants are both drawn to, and skeptical of
strange people. Whether or not the person displays positive, non-intrusive affect, and mirror's
the infants own behavior will affect the infant's social interaction. Wariness considers the
infant's survival based instincts toward novel, unexpected, and/or non-human events (Marvin &
29
Britner, 2008). The organization and implementation of these systems is what Ainsworth
Toddlerhood to preschool: As the child enters toddlerhood, they begin to refine their
attachment behaviors. With their newfound abilities (locomotion, beginning of sound and word
making), children between two and three years old have new ways of establishing proximity to
their primary caregiver. When the caregiver stops paying attention, children tend to exhibit
behavior what is often labeled "attention-seeking behavior" (Marvin & Britner, 2008). While
this is generally viewed as regressive behavior, this is an adaptive method of the child seeking
out its secure base; it isn't until about 3 years of age that the child begins experiencing less
distress as a result of separations from the caregiver (Marvin & Britner, 2008).
Between the third and fourth year, the child's means of communicating begins to shift, as
they will begin integrating into social groups with their peers (Marvin & Britner, 2008). These
pre-school years are when children's IWMs begin shifting again as well. Children begin playing
with others under a "shared-goal partnership" (Marvin & Britner, 2008). While it is between two
and three years of age that children begin to realize that others have their own feelings and goals,
it is near the fourth year that children begin to distinguish between their own perspectives, and
the perspectives of others simultaneously (Marvin & Britner, 2008). Play in these relationships
is marked by the child's increasing ability to play under the shared-goal partnership (Marvin &
Britner, 2008). This is also when the youngster is becoming interested in integrating more about
their surroundings, constantly asking "Why?" (Marvin & Britner, 2008). Soon after
consolidating these skills, the child will move onto the fourth stage of attachment development.
the toddler. Here the child will begin to inhibit attachment behavior at times in favor of
30
incorporating the plan of the caregiver into the child's own plan for proximity, this is referred to
as the "emergent partnership" (Marvin & Britner, 2008). In addition, the child begins operating
on one's own plans, as well as the plans of the caregiver simultaneously, and having the ability to
understand the causal relationship between the two (Marvin & Britner, 2008). As the child's
ability to inhibit their own behavior increases, the child and caregiver should be able to affect
each other's behavior (Marvin & Britner, 2008). This is important because it is demonstrating
Within the fourth year, and assuming the child grew up in low-risk settings, there are five
skills the child should attain: (a) the ability to recognize that the attachment figure possesses
internal events (including thoughts, goals, plans, feelings, etc.); (b) the ability to distinguish
between the caregiver's point of view and the child's own, especially when they differ; (c) the
ability to infer, from logic and/or experience, what factors control the caregiver's goals and plans;
(d) the ability to assess the degree of coordination, or match, between their respective points of
view; and (e) the ability to influence the caregiver's goals and plans in a goal-corrected manner
(Marvin & Britner, 2008, p.286). With the emergence of these skills, the child's goals become
less about proximity to the caregiver, and more about the idea of a partnership with the caregiver
with the ability to seek proximity in cases of need, this is referred to as the "goal-corrected
partnership" (GCP) and is the last observable stage that one will go through (Marvin & Britner,
2008). Bowlby believed this was based upon: "(a) belief that lines of communication with the
attachment figure are open, (b) that physical accessibility is possible, and (c) that the attachment
figure will respond if called upon for help" (Bowlby, 1987, cited as personal communication by
Ainsworth, 1990, p.474). While the fourth stage is the final stage that one passes through, an
31
Elementary school through high school: The GCP still requires much research as to
how it evolves into various attachment components; however, the general concept is fairly
substantiated and represents an important bond between the parent and child as the parent is still
responsible for the child's safety (Marvin & Britner, 2008). During the elementary years, the
physical proximity). During this time the child's relationship with the caregiver will change, and
vice versa (Marvin & Britner, 2008). The child begins making other attachment relationships
such as with teachers or siblings (Marvin & Britner, 2008). Then, in the transition from
elementary to middle school, the child's social world moves from their parents to their peers
(Kerns, 2008).
Much like a mother lion tending to her aging cubs, human parents begin to allow their
children more autonomy as their age increases. Researchers posit that prior to this shift, parents
are the responsible parties for their children; however, after the shift the parent-child dyad moves
to a system of mutual co-regulation (Kerns, 2008). It is believed that at this time, the attachment
goal moves to caregiver availability, and that successful transition into this phase is represented
by a decline in both the frequency and the intensity of check-ins with the caregiver (Kerns,
2008). Youngsters in this phase are also beginning to evaluate and alter plans if necessary
(Kerns, 2008). This shift in the attachment system is especially important for the youngster's
32
evolves from being a receiver of care to becoming a self-sufficient adult and
Here the child is shifting their attachment system from their parents to their social world,
primarily their peers. Allen (2008) posits that individuals pass an important marker at this time,
as the attachment system can now be assessed in terms of a generalized organization within the
individual, that is consistent, stable and can predict behaviors and functions within and outside of
the family system. Researchers believe teens make this progression based on their increasing
ability for formal operational thinking that develops during these years, allowing teens to think
about attachment in a more general way (both positive and negative) across multiple
relationships (Allen, 2008). This decreased reliance on parents and the increased operational
thinking, creates an impetus for both parent and teens to alter their attachment behaviors to meet
the evolving needs of the teenager (Allen, 2008). The teenager requires refinement of their
negotiation skills (versus the coordinated effort they utilized in earlier years); parents need to
allow their teen to explore the world, and even make mistakes, so that the teen can successfully
navigate the adult world (Allen, 2008). This is a difficult phase for the teen, as they experience a
distressing phase, similar to toddlerhood, where they want to differentiate themselves from the
parent, yet they don't want to lose the parent as a secure base in times of need. As the attachment
system moves from the teen's parents to their peers, romantic exploration becomes more
As the teen begins to transfer their attachment needs from parents to peers, parsing out
which attachment relationships are most important becomes increasingly difficult. Ainsworth
cited five characteristics that differentiate attachment relationships: proximity seeking, distress
upon inexplicable separation, pleasure or joy upon reunion, grief at loss, and secure behavior
33
(referring to the ability to explore and/or converse more freely in the presence of the attachment
figure; Allen, 2008). Allen (2008) avows the importance of romantic relationships as one
explores what rewards they have to offer, and that by mid-adolescence the teen's romantic
relationships may well reflect all five of Ainsworth's criteria for attachment. Meanwhile, the
Allen (2008) declares the importance of the evolution of the GCP in adolescence as both
parties need to be able to allow for teen exploration while maintaining the respect in the
perspectives and needs of the parent and teen, and a willingness among both
parties to allow the adolescent to seek autonomy while maintaining the parent-
The ability of both the parent and child to navigate this transition may affect the child's future
attachment. Theorists posit that a securely attached teen will handle conflict through discussion
and trouble-shooting, while an insecure attachment comes from dynamics that smother the child
such as arguing or conversing too much so that the child's independence is ultimately stifled
(Allen, 2008). Family interactions can also alter a teen's attachment style, as is the case of teens
with mothers that enact enmeshed behavior between the ages of 16 and 18, a common behavior
for insecure-preoccupied mothers (Allen, 2008). While this information is still emerging,
34
Researchers are discovering that attachment organization in adolescence is also linked
with their mental health. Initial research findings suggest certain behavioral displays are more
Although the pattern is not yet well established, the initial research findings
result of misattunement between the parent and teen. In toddlerhood, the attachment seeking
behavior is representative of the child's need for proximity; whereas with a teen, the attachment
seeking behavior is representative of the teen's complex, perceived need for both autonomy
and/or emotional support. Researchers see the preoccupied teen's attachment system as being
hyperactivated in response to their social world, making them more sensitive to social
Given their sensitivity, the internalizing behaviors may represent an active caregiver-
seeking process, that when ignored may have the teen believe that they need to increase the
intensity of their behaviors, making for a more dramatic response (Allen, 2008). Although this
hyperactivated attachment system is problematic at times, it also serves to bring the teen into
positive social relationships that the teen may be responsive to (Allen, 2008). However, the
dismissing teen's strategies tend to focus on distracting behavior that obfuscates attachment-
related cues from themselves and others (Allen, 2008). Dismissive teens tend to turn to
substance abuse and conduct disorder as stress management strategies (Allen, 2008).
35
Additionally, these teens are less likely to enlist help from peers or teachers, and are more likely
to withdraw socially during the transition from high school to college (Allen, 2008). In addition
to enmeshment, there are other factors that may foster an insecure attachment in a teenager.
Environments that foster stress of the child's social and intrapsychic world can lead to
avoid seeking comfort from a parental figure). Together, these factors account for
This demonstrates the tenuous nature of attachments throughout one's life. While we have a
breadth of knowledge about attachment past four years, of age, there is still a lot of research to be
done on how attachment stabilizes or is influenced to shift over the course of one's life.
Research limitations: Kern (2008) points out that much of the theory regarding middle
childhood faces some limitations. She underscores that much of the research that theory is based
upon uses different measures and definitions of attachment (Kern, 2008). Kern (2008) stresses
the importance of studies that would incorporate multiple measures across the same subjects so
as to assess the validity of various measures currently in practice. Allen (2008) describes some
of the limitations of our current theory regarding adolescents; the most notable being our lack of
knowledge regarding the actual quality of attachments that adolescents form. He recommends
researchers focus on expanding and growing the current view of the attachment system so as to
36
Attachment and Technology
needs. New screen-technology designed for youngsters occupies the child, but does not serve the
attachment need of proximity. When one examines the list of the top educational iPhone apps,
the apps are often described as being perfect for children between the ages of two to six. An
important time developmentally as discussed by Marvin and Britner (2008), these are important
ages in going from understanding one's influence upon other people as well as discovering the
function of various attachment behaviors. When left to learn by way of a smart phone (versus a
parent interactively teaching a child), what gets lost? Before answering such a question, it is
necessary to explore what we are physiologically talking about when we talk about attachment:
the brain.
In their book A General Theory of Love, Lewis et al. (2000) describe several processes
that may be interrupted by technology in their exploration of the brain's purpose and anatomy.
The brain is comprised of three relevant regions: The brain stem, the limbic brain, and the
neocortical brain.
This survival-based portion of our brain, also referred to as the "reptilian brain", is the
center for basic unconscious processes (breathing, heart rate, regulating body temperature, etc.),
instinctual memories, and one's predisposition for worrying (Cozolino, 2010; Lewis et al., 2000).
The culmination of these processes produces a basic behavioral framework and a temperament
that isn't easily swayed, except through emotional influence (Lewis, et al., 2000).
The section between the brainstem and the cortex is referred to as the limbic brain.
Cozolino (2010) references the limbic brain as being concerned with learning, motivation,
37
memory, and emotion; the amygdala (attachment, appraisal of expression) and the hippocampus
(organizes explicit memory, modulates emotional relative to circumstance and coordinates with
the cortex) are two pieces of the limbic system that are especially relevant to psychology. Lewis
The primordial purpose of the limbic brain was to monitor the external world and
the internal bodily environment, and to orchestrate their congruence. What one
sees, hears, feels, and smells is fed into the limbic brain, and so is data about body
temperature, blood pressure, heart rate, digestive processes, and scores of other
somatic parameters. The limbic brain stands at the convergence of these two
Here, Lewis et al. is referring to the ability of the limbic brain to modulate the reptilian brain as
The neocortical brain refers to the outer layer of the brain. This part of the brain was the
last (or the most recent depending on how you look at it) to develop in terms of our evolution
and is involved in many of the processes that distinguish humans from other mammals such as
language, problem-solving, and mathematics (Lewis et al., 2000). Two especially important
areas relative to language are "Broca's area" and "Wernicke's area". Broca's area is responsible
for translating thoughts into words, while Wernicke's area is responsible for interpreting words
that are heard and making meaning of them (Lewis et al., 2000). However, inherent in this
advanced cognitive function, is the dilemma of how to execute so many functions within the
brain.
38
Communicating without words: The brain distributes some functions across structures,
for instance: while the expression and interpretation of emotion is the task of the limbic brain,
talking about emotion is the duty of the neo-cortex. With two divergent functions, the brain
inflection on a word or phrase that adds an emotional layer to what's being said. Cozolino
(2010) discusses the importance of prosody at birth; what's being said to a newborn is relatively
meaningless hours after birth, but the tone and inflection with which one speaks is being
integrated into the infant's brain. Prosody remains relative throughout one's lifetime as Lewis et
al. (2000) elucidate, purporting that anyone who has communicated with a teenager will know
that single word responses (such as "yeah" or "sure") can have a variety of meanings based on
the prosody inflected by the teenager. This ability for the brains to communicate additional
layers without language is important in the context of infancy more than ever because of an
Limbic resonance is the phenomenon of speaking through facial and bodily expression
alone. Lewis et al. (2000) describe this phenomenon as a sort of neural attunement: "…a
symphony of mutual exchange and internal adaptation whereby two mammals become attuned to
each other's inner states. It is limbic resonance that makes looking into the face of another
limbic resonance is especially important for a mother and her infant, as the infant's brain will
learn to sync accordingly with the mother's through limbic resonance; Cozolino (2010) explains:
A mother reflexively holds her baby against her body after birth, maximizing skin
contact and helping the infant's hypothalamus establish a set point for temperature
39
regulation. The infant and mother gaze into each other's eyes, linking their hearts
The process of limbic resonance lays the groundwork for future personal processes.
…infants respond and need the physical proximity of a caring and attuned parent
and emotional attunement act as a buffer protecting the developing child from
feeling alone and unwanted in the vast and uncertain world. (Goldstein & Thau,
2011, p.65)
Goldstein and Thau (2011) go on to reiterate that this is the most basic way that infants
learn about the world, and how an attuned, non-distressed caregiver will likely transmit
those feelings to the infant's nervous system. However, much to the chagrin of many
alert and to signal the sympathetic nervous system's response of flight or fight;
either response creates arousal, and this arousal has the potential to permanently
alter the developing child's delicate nervous system. (Goldstein & Thau, 2011,
p.66)
This is a similar phenomenon described by Allen (2008) in teenagers that when exposed
specifically internalizing behaviors. Goldstein and Thau (2011) elaborate on these effects
in infants, a by-product of limbic resonance, "vagal tone" is the resulting groundwork laid
40
by emotional transmission, whereby the infant learns to self-regulate. In order for the
infant to be able to utilize and hone this skill effectively, they must be able to seek out
both care and the regulatory capacity of another person so as to achieve mutual regulation
(Goldstein & Thau, 2011). One may recognize this from earlier discussion, as this is one
of the hallmark behaviors of a securely attached infant. Much like the effect enmeshment
can have on teenagers, Goldstein and Thau (2011) explain how technology can foster
insecure attachments:
In this age of technology, intrusive parents may "check on" children by e-mail,
cell phone, text messages, and global positioning systems (GPSs), which track
children who drive. They may require that their children call them several times
They illustrate a common belief among these types of parents: "… their 'helpless' children must
be protected against experiences of failure and unfairness in life" (Goldstein & Thau, 2011,
p.70). When parents remove common obstacles in a child or teenager's life, the opportunity to
learn how to self-soothe is lost. Self-soothing is a coping skill that is often foregone in
individuals with insecure attachments, a common response to this skills deficit is drug abuse.
Drug abuse, addiction, and technology: Unfortunately, the idea of studying technology
as a whole is novel to the field of addictions. Many of the articles that I read used internet use
and/or video games as the baseline behavior for their research on what I'm referring to as
technology addiction (Dong et al., 2011; Gentile, 2009; Gentile et al., 2011; Han et al., 2011;
Han, Kim, Lee, & Renshaw, 2012; Han, Lyoo, & Renshaw, 2012; Holtz & Appel, 2011; Hou et
al., 2012; Kim et al., 2011; Ko et al., 2009; Kuss, van Rooij, Shorter, Griffiths, & van de Mheen,
2013; Liu & Kuo, 2007; Siomos et al., 2012; Small, Moody, Siddarth, & Booker, 2009; Tsai et
41
Table 1. Proposed internet addiction diagnostic criteria.
Note. From "Proposed Criteria for Internet Addiction" by Tao, Huang, Wang, Zhang,
and Li, 2010, Addiction, 105(3). 556-564.
al., 2009; van Eijnden, Spijkerman, Vermulst, van Rooij, & Engels, 2010; Whang, Lee, &
Chang, 2003; Yen, Yen, Chen, Chen, & Ko, 2007; Zhou et al., 2011). It still remains to be seen
whether or not the field will choose to recognize Internet Addiction Disorder (IAD) as a
diagnosis, but for the purposes of this study, IAD will be referred to as it is currently being
conceptualized (indicated in Table 1). Much like other addictions, the criteria for internet
42
addiction includes markers such as withdrawal, failed efforts at controlling use, and negative
effects on life due to use of the addictive medium. Also similar to other addictions, similar brain
In their exploration of the regions of the brain that have been implicated in addiction
research, Green and Ostrander (2009) suggest five regions of the brain identified as being crucial
to the manifestation of addiction: the nucleus accumbens (NAc), the ventral tegmental area
(VTA), the hippocampus, the prefrontal cortex (PFC), and the amygdala. The authors also
suggest that the insula and the anterior cingulate cortex (ACC) have been implicated in addiction
pathways in the brain (Green & Ostrander, 2009); for the purpose of this review, the first five
regions and the ACC will be focused on. Although it isn't included in Green & Ostrander's work,
the caudate nucleus (CdN) will also be discussed due to its appearance in IAD research (Han et
al., 2012; Kim et al., 2011; Ko et al., 2009). General location of said regions of interest can be
Nucleus accumbens and ventral tegmental area: Interestingly enough, the effects of
all drug abuse end in the NAc (Green & Ostrander, 2009). Composed of two parts, the inner
core and the outer shell, the NAc is involved in a variety of actions (Green & Ostrander, 2009).
The shell is directly involved with limbic and emotional functions, while its counterpart, the
core, is implicated in motor functioning and learning (Green & Ostrander, 2009). The NAc
houses a specific type of neuron called a "medium spiny neuron" (MSN; Green & Ostrander,
2009). MSNs play a role across various stages of addiction (including first time and chronic use)
and it is important to note that their function may be inhibited by the VTA (by way of dopamine
43
release, Green & Ostrander, 2009). The VTA's ability to inhibit MSNs is especially important
because of the NAc's connection (through other areas of the brain) and influence on the PFC.
Prefrontal cortex: One of the larger areas of the brain, the PFC is linked to many
important day-to-day functions. The PFC is responsible for regulating affect and attachment, as
well as coalescing cognitive and motor behaviors (Cozolino, 2010). The PFC is also responsible
for higher order thought processes such as metacognition (our ability to reflect upon our own
thoughts and memories), problem solving, and tracking social interactions (Cozolino, 2010).
Because of its size, the PFC is typically broken down into smaller regions when discussing
functions: the dorsolateral PFC (DLPFC), and the orbitmedial PFC (OMPFC).
organizing the information it receives from our senses, body, and memory (Cozolino, 2010).
44
(Cozolino, 2010). The DLPFC doesn't experience much growth until the acquisition of language
and the ability to explore physical and conceptual worlds, but then DLPFC growth persists into
the third decade of life (Cozolino, 2010). Green and Ostrander (2009) specifically cite the
important part of the brain in several studies examining IAD. The DLPFC and OMPFC work in
concert in contributing to what's referred to as "top-down" processing, whereby both areas rely
on the other's functioning in the interest of their own optimal functioning. For instance, a
hyperactive OMPFC will interrupt the DLPFC's ability to process information resulting in poor
concentration; conversely, a hyperactive DLPFC will likely exhaust the OMPFC and result in
Orbitomedial prefrontal cortex. The OMPFC develops before the DLPFC, during the
first 18 months of life (Cozolino, 2010). The OMPFC processes "affective" information and is
appropriately situated atop the limbic system. It is densely connected to brain circuits involved
in learning, memory, and cognition. Additionally, the OMPFC is tasked with organizing
punishment values (Cozolino, 2010). The OMPFC is comprised of two parts, the orbitofrontal
(OFPFC) and medial PFC (MPFC). Behavior as a result of damage to the OMPFC is similar to
Despite shifting and/or reinforcing conditions, an animal with damage to its MPFC will
have difficulty changing maladaptive behavior (Green & Ostrander, 2009). Much like the
common recovery adage goes: the definition of insanity is doing the same thing over and again,
but expecting different results. Similarly, damage to the OFPFC results in compulsive reward-
seeking even in spite of negative consequences (Green & Ostrander, 2009). This is similar to an
45
alcoholic getting their fifth DUI despite possible legal, occupational, and medical ramifications.
The OMPFC adjoins to two other important areas of the brain: the ACC and the amygdala.
Anterior cingulate cortex. The ACC is a limbic structure connected with several parts
of the brain: the OFPFC, amygdala, NAc, hypothalamus, and hippocampus; due to these
connections, the ACC is thought to be affiliated with exhibition of emotional, motivational, and
general disconnection with society and/or isolation, a common behavioral trait in IAD clients.
Furthermore, Cozolino (2010) posits attachment based functions that the ACC is purported to be
involved in from as early as two months of life: caretaking, resonance, cooperation, and empathy
all have their roots in the ACC. This is especially important to this research as children are using
Amygdala: The amygdala is a limbic structure that is thought to be the home of the
46
human attachment system, and the center of both emotional and physical pain (Cozolino, 2010).
It is often conceptualized in two parts: the basolateral complex (BlC) and the central nuclei
(Green & Ostrander, 2009). By way of the NAc and the lateral hypothalamus, the BlC is thought
to influence and inhibit appetitive drives (Green & Ostrander, 2009). Green and Ostrander
(2009) suggest that research underscores another important function of the BlC:
Everitt and Robbins (2005) suggest that the basolateral complex has some
drug seeking and relapse in drug addiction, as well as being critical to the
(pp.181-182)
Cozolino (2010) asserts that the amygdala's role is to constantly assess our environment for any
indications of danger so that it may activate our fight or flight response if necessary. He also
points out that the OMPFC can inhibit the amygdala based on the information it is evaluating in
response to the environment. Therefore, a person with an overactive amygdala would likely be
looking for ways to calm themselves. If their OMPFC isn't up to the task, then another
collaboration with the cerebral cortex" (p.60). This makes the hippocampus the logical part of
the limbic system, meaning that decreased hippocampal functioning would lead to greater
emotional influence from the amygdala in terms of guiding one's memory, emotion, and behavior
47
(Cozolino, 2010). Cozolino postulates: "Put another way, the amygdala has a central role in the
emotional and somatic organization of experience, whereas the hippocampus is vital for
keep an inventory of both the context and cues by which a drug (or other reward) was used
(Green & Ostrander, 2009). It is tracking things such as the locale, the conditions, and other
sensory information relevant to drug use. The hippocampus projects glutamatergic efferents
(energetic output) onto the NAc, that in turn create synaptic connection to MSNs and dopamine
neurons in the VTA (Green & Ostrander, 2009). This is like saying the brain is building bridges
between the aforementioned structures; but it's not just building bridges, it's also making sure
there are some fast lanes for the MSNs and dopamine. Without this hippocampal input, the
PFC's attempt to influence MSN firing will fail (Green & Ostrander, 2009). Damage to the
hippocampus has a cascading effect (refer to figure 2): A damaged hippocampus will lose its
excitatory effect on the PFC, this in turn suppresses excitatory effects of the PFC on the NAc,
this results in inhibition of MSN firing (Green & Ostrander, 2009). In addition, a diminished
hippocampus has been linked to a weakened ability to transfer information from short- to long-
term memory, as well as a lower ability to mitigate psychological trauma (Cozolino, 2010).
48
Research demonstrates that drug use can be harmful to both hippocampal influence and volume
Caudate Nucleus: Along with the thalamus and the globus pallidus, Cozolino (2010),
speculates that the CdN is part of the brain that reinforces obsessive-compulsive behaviors in
It is hypothesized that the ompfc, or some other component of the OCD circuit, activates
the circuit with a worry signal, decreasing inhibition of the thalamus, which in turn
excites the ompfc and caudate (Baxter et al. 1992). The result is a feedback loop that is
It is interesting to see how this reluctance to quit using a drug can turn into a steadfast
unwillingness to quit in cases of addiction. This reluctance was tragically observed March 24th
when a 13 year old shot, and then attempted to rape, his mother after she took away his games as
"I'm not joking at all. She's dead. I'm scared. I killed my mom with my .22. I don't
know why I did it" (Quigley & Farberov, 2013, paragraph 3). Unfortunately this isn't the only
recent story linking IAD to adversity: The shooter of the Newtown, Connecticut tragedy had
reportedly spent thousands of dollars on video games (Altimari, Mahony, & Lender, 2013), and a
shooter in New Mexico murdered his family members and used his time with police officers to
boast about his love for violent video games (Connor, 2013). Stories such as these make
Comparable to other behavioral addictions such as gambling, IAD does not have an
active drug affecting the individual. Instead, repeated rewarding activities generate biochemical
49
changes in the body (Kuss & Griffiths, 2012). While research on IAD is still in its infancy, there
has been some promising recognition by the American Psychological Association (2013) to
consider "internet gaming disorder" a condition requiring further research. Much of the current
research regarding IAD uses video-game-use as a primary criteria for inclusion and exclusion
criteria (Dong et al., 2011; Gentile, 2009; Gentile et al., 2011; Han et al., 2011; Han et al., 2012;
Han et al., 2012; Holtz & Appel, 2011; Hou et al., 2012; Kim et al., 2011; Ko et al., 2009; Kuss,
et al. , 2013; Liu & Kuo, 2007; Siomos et al., 2012; Small et al., 2009; Tsai et al., 2009; van
Eijnden et al. , 2010; Whang et al., 2003; Yen et al., 2007; Zhou et al., 2011). IAD research has
In their exploration of which regions of the brain are involved in video game craving, Ko
et al. (2009) found research that suggests the DLPFC (along with the NaC, amygdala, striatum,
ACC, and OFPFC) is affected by cues that stimulate drug craving, and that the hippocampus,
insula, and CdN were implicated in cues inducing food cravings. Ko et al. hypothesized that
similar brain regions would be involved in IAD. Researchers tested 10 men with IAD against 10
male controls using a magnetic resonance imaging technique called echo planar imaging. The
study design comprised of showing participants a series of images, including images of a popular
video game. The results confirmed the researcher's hypothesis: the gaming group did in fact
have a higher level of gaming urge and similar areas of the brain (akin to substance craving)
were implicated in this finding. Brain regions of interest included the right OFPFC, bilateral
ACC and MPFC, right DLPFC, as well as the right NAc and the CdN. Ko et al. concluded that
along with its role in craving (in both cases of substance and behavior addiction), the DLPFC
gets activated with the gaming cues by generating previous gaming experiences. This may help
explain the obsession that addicts encounter, since their working memory becomes occupied by
50
the previous-experience response. The CdN's role comes in response to the DLPFC's activation.
This study suggests that the CdN takes note of the activated DLPFC after the process has been
repeated, habituating the brain to this process. Other manifestations inherent in IAD are
In their research exploring differences in gray matter volume, Han, Lyoo, and Renshaw
(2012) explore how regions of the brain vary between professional gamers, problematic gamers,
and casual gamers. Examining the brains of 17 professional gamers, 20 problematic gamers, and
18 casual gamers using magnetic resonance imaging (MRI), Han et al. found significant
differences between the three. The ACC gray matter volume in problematic gamers was
significantly smaller than the ACC in professionals, interestingly enough the reduced ACC was
localized to the left ACC. Han et al. figured lateralization was due to the fact that the left side of
the brain is associated with verbal working memory, whereas the right side is related to spatial
memory. They attribute the decrease in size to the regimented and structured lifestyle of the pro-
gamers, which Han et al. compared to training mentally and physically like professional athletes.
In both problematic and professional gamers, gray matter volume in the occipital (primary visual
cortex) and inferior regions of the temporal lobe were reduced when compared to the casual
gamers. Han et al. hypothesized the diminishing effect on this portion of the brain was due to
inordinate amounts of visual stimulation. Han et al. also correlate that IAD is mostly reported by
teenage boys, and that these adolescent years are crucial for maturation of the visual cortex.
Finally, Han et al. found that gray matter volume of the hypothalamus was positively correlated
with higher scores on the Young Internet Addiction Scale (used for assessing IAD). Han et al.
posit: "The thalamus is a key target for dopamine and plays a major role in conditioned
reinforcement and reward expectation" (p.513). They believe this higher dopamine level
51
contributes to a labile mesolimbic brain region, which supports the rewarding effects of online
gaming. Dopamine hasn't been discussed up until this point, but don't let that temper its
most discussions of mental health (Cozolino, 2010). Two studies have found diminishing effects
of dopamine in internet addicted individuals: Kim et al. in 2011; and Hou et al. in 2012.
Following the literature on IAD's relation to substance abuse, Kim et al. (2011) suspected people
with IAD would have reduced dopaminergic receptors available in the striatal regions of their
brains (a reduction in dopamine receptor availability typically leads to increased thrill seeking,
stimulation, and/or excitement). With a small sample of 12 men (five with IAD, seven controls),
researchers utilized positron emission tomography (PET) to scan subjects' brains. Kim et al.
found that participants with IAD had less dopaminergic receptor availability than controls, the
degree of which was inversely correlated with level of IAD. Because of rigorous inclusion
criteria, this study had an especially small sample, however the findings gave Hou et al. (2012) a
thread to follow.
Exploring a similar realm of IAD, Hou et al. (2012) researched whether one's available
striatal dopamine transporters effects the development of IAD. Responsible for facilitating
dopamine reuptake, striatal dopamine transporters are responsible for regulating dopamine levels
in the synaptic terminals. One can imply that people with a reduced level of dopamine
transporters experience a greater "high" when they take part in pleasurable activities since there
is less help in managing dopamine levels. This is problematic for addictive behavior because it
makes the behavior more desirable by the brain. Five randomly selected men (all seeking
treatment) that used the internet nearly every day (for non-work purposes) for eight or more
52
hours a day, were recruited into the IAD group; there were nine age matched controls.
Researchers injected participants with a solution that engages their dopamine transporters and
examined the brain regions of interest with imaging technology. Hou et al. found that
participants with IAD had abnormal patters of the dopamine transporters, containing smaller, less
organized throngs of dopamine transporters. Hou et al. speculate that this pattern (also found in
substance abuse patients) may represent brain impairment engendered by their IAD. Taken
together, these studies suggest that those with IAD may experience a greater high when playing
games; but like drug abuse, have a reduction in dopamine availability relative to the length of
time they've met criteria for IAD. Much like the Kim et al. (2011) research, the Hou et al. (2012)
research was limited by its sample size, therefore more research will be needed to bolster these
findings. Nonetheless, numerous other studies have found results relevant to this research.
Technology: Plugging in, or disconnecting? In his book iDisorder, Larry Rosen (2012)
explores the effects of technology across various facets of life. He covers an expansive array of
concerning behaviors that carry attachment implications as well. Like the studies described
above, his research demonstrates how excessive dependence on technology can lead to an
Note. From iDisorder p.9, by Larry Rosen, 2012, New York, NY: Palgrave Macmillan.
53
assortment of various maladaptive behaviors, especially behaviors regarding communication.
Rosen lists five features of "e-communication technology" that impact conversation (listed in
Table 2).
repeated use, and is often a preferred method of communication for many, but that isn't to declare
complete hegemony. In their surveying of 334 people under the age of 25, Farber, Shafron,
Hamadani, Wald, and Nitzburg (2012) found that face-to-face communication was the preferred
method of communication, along with texting. Farber et al. note that the convenience and appeal
of these mobile devices has allowed young people to communicate while reducing emotional
flow of a conversation. Whether or not this is a good thing is debatable. Farber et al. also note
that those surveyed reported using their status updates on sites like Facebook for superficial and
positive posts; the result of this culture is that those with low self-esteem viewing these posts feel
increasingly like outcasts. Users are rewarded for temporarily displaying their positivity, despite
whatever feelings may be existing within them. This scenario is uncannily similar to an
alcoholic that receives praise for being "the life of the party", reinforcing the use of alcohol
despite the uncomfortable feelings they may be harboring. Video games, one of the crowning
examples of technological display, provide an example of why people are drawn to technology.
In a study by Han et al. (2011), researchers explored Rosen's second tenet regarding the
allure of technology. Han et al. hypothesized that specific areas of the brain would be activated
when presented with gaming-cues, specifically the DLPFC, OFPFC, amygdala, hippocampus,
and the thalamus. Han et al. recruited 19 male college students who used the internet, but didn't
meet criteria for IAD. They took a baseline functional MRI (fMRI) of each participant's brain,
then taught these young men how to play a novel first-person-shooter game. Participants were
54
then instructed to play the game at least 60 minutes per day for the next 10 days, at the end of 10
days another fMRI was obtained while participants watched game play. Desire for game play
was also assessed using a self-report. Researchers discovered a disparity in playing time
between the two groups, therefore separated them into a group of gamers (6), and casual players
(13); there were noticeable disparities in brain activity between the two groups. Han et al. report:
"The present findings suggest that the neural circuitry that mediates cue-induced desire for
Internet [sic] video game play is similar to that observed following cue presentation to
individuals with substance dependence or pathologic gambling" (pp. 92-93). They found that the
DLPFC, OFPFC, parahippocampal gyrus, and the thalamus to be connected to game-play desire.
Han et al. speculate that the DLPFC remembers past experiences of positive game play (leading
to increased reward-seeking behavior), and that the hypersensitive OFPFC in the gaming group
represent systems akin to those seen in drug-addiction. In addition, the dopamine reward system
was implicated in the increased activity of the parahippocampal gyrus and the thalamus;
suggested to be associated with craving, Han et al. believed these structures didn't activate
amygdala. This study demonstrates how the brain can be wired rather quickly (over a period of
Rosen's third facet regarding the anonymity e-technology affords us is cornerstone to toxic
behavior that spreads on the internet (his fourth facet). In their research examining the effects of
anonymity, Lapidot-Lefler & Barak (2012) expand their exploration beyond just "namelessness",
and include eye-contact. Lapidot-Lefler & Barak's (2012) research is based on "disinhibition", a
phenomenon Rosen is purporting in his third assertion. Lapidot-Lefler & Barak (2012) explain:
55
"The negative online disinhibition effect is the concept used to refer to the negative results of this
loss of inhibitions, usually manifested in aggressive behaviors that apparently would not be
exhibited in a similar scenario in the 'real world'" (p. 434). Otherwise known as "flaming
behavior" this wanton disregard for other people is a curious expression of behavior as people
would rarely ever say or do any of the things they exclaim in online forums, but one only needs
to look at the comment section of many Yahoo News articles to see this sort of diatribe.
Lapidot-Lefler & Barak (2012) chose to measure effects of eye-contact interactions as well,
specifying that eye-contact is different from visibility. They present research that reflects even
when one is visible via technology such as a webcam, subjects do not take in the same level of
information that they would from a face-to-face interaction Lapidot-Lefler & Barak (2012). To
measure these effects, the researchers recruited 142 participants (71 men, 71 women) and
separated them into dyads. Each dyad was given the task of debating a topic (a hypothetical life-
saving drug dilemma: a specific type of drug is needed to save a loved one's life, however, only
one research participant can get the drug creating competition between the two participants)
through an online chat interface, whereby each dyad was assigned to one of three conditions
based on the anonymity, invisibility, or eye-contact. Regardless of the condition, dyads would
debate the topic and were instructed to come up with a mutually approved solution. Dyadic
conversations were evaluated by four expert analysts and participants also filled out a flaming-
behavior self-report. The results of this study intriguingly indicated that eye-contact was the
strongest predictor of flaming behavior or threats. Lapidot-Lefler & Barak (2012) point out:
"…although the eye-contact variable had no significant effects on all of the dependant measures,
it caused more impact than either anonymity or invisibility in producing the toxic behaviors
implied by online disinhibition" (p.440). This study's results give some credence to the
56
importance of limbic resonance and other elements of the human interaction in regulation of
affect. The importance of this effect is especially salient in children, as we know that at young
In one of his many podcasts on IAD, Adrew Doan (2012b) examines relevant research
and his own anecdotal evidence for IAD symptomology and possible implications of these
behaviors. Doan (2012b) presents amblyopia (lazy eye) treatment in children as evidence for the
covering the dominant eye with a patch for a period of time, with time, the lazy eye will
eventually catch up to the dominant eye. If this treatment is neglected, the brain will over-
accommodate the dominant eye, and the lazy eye will become less and less functional. Based on
If we are introducing technology too early to our children, what sensory, what
deprived of, and therefore having their brains hardwired in a way where they are
As technology addiction centers have begun cropping up in the world, one in the UK purports to
have begun treatment with a four year-old girl for addiction to the family iPad (Ward, 2013).
Speaking about parents allowing children to use mobile devices for play as well as for soothing,
Dr. Graham (the center's founder) warns: "They can't cope and become addicted, reacting with
tantrums and uncontrollable behaviour [sic] when they are taken away. Then as they grow older,
the problem only gets worse" (Ward, 2013, paragraph 12). Doan (2012b) presents texting in
considering the difference between a child that learns to text instead of learning to write with a
pencil on paper, eventually learning cursive. There are physical and spatial sensory elements
57
that are lost in texting. If we translate this metaphor to parent-child attachment, one can only
attachment: technology is always available. Unless of course a computer is broken, one can
always access Facebook; even in this case, a person can just find another computer to access
their social network. This is different than the natural development of attachment in which the
caregiver and child learn to accommodate each other's social rhythms: a computer does not seek
out an upset child. Hilarie Cash and Kim McDaniel (2008) discuss this issue in their book Video
Games & Your Kids: How Parents Stay in Control. They explain bonding as a quintessential
psychosocial function that allows us to attach, trust, and consequently form relationships. Cash
and McDaniel (2008) ask: "Are we raising a new generation of children who are bonding with
attunement research, Allan Schore (2012) discusses the importance of the parent-child
attachment in the first year of life: "During the affective communications embedded in mutual
expressions of the infant's arousal and then regulates these affective states, both positive and
negative" (p.32). As a computer is incapable of making this biological transaction, one might
understand why Cash and McDaniel (2008) call computer screens "cold caretakers", referring to
the role many parents relegate to their iPads and televisions. The constant availability coupled
with the lack of affect make for inadequate attachment figures; yet Cash and McDaniel (2008)
anecdotally note how some parents report their children creating relationships with characters in
computer games, yet express confusion as to whether or not they are real.
58
Results of a study by Holtz and Appel (2011) indicated that various levels of internet and
technology use were predictive of problematic behaviors. Recruiting 205 individuals (100 male,
105 female) between the ages of 10 to 14 years, researchers surveyed participants based on
internet and video game use and context, then had them fill out a self-report behavior
assessment. Results indicated that certain types of games were related to certain types of
behaviors. Internalizing problem (withdrawal and anxiety) behaviors were associated with
playing fantasy games, while externalizing problem behaviors (such as delinquency and
technology, and amount of time spent gaming. Interestingly, researchers found teens that discuss
internet use with their parents have a negative correlation with exhibiting problem behavior.
1,400 parents of children ages zero to eight, examining the pervasiveness of media and
technology in American society. Given the theory and data reviewed prior to this, their results
are staggering. Television still gets the most attention, with 65% of children ages eight and
under watching TV at least once a day, with an average viewing time of 1:40 hours a day; video,
computer, and handheld games receive an average of :25 hours per day. Television viewing
begins in 66% of children under two years old, with the average age of first viewing at nine
months. In their recommendations to reduce risk of technology dependence, Cash and McDaniel
(2008) recommend zero screen time for children under two years, and one to two hours screen
time for pre-school aged children. The Common Sense Media (2011) research posits that
children under two spend twice as much time with screen technology then they do reading books.
While most two-year olds haven't begun reading at this stage, this is where many children will
59
begin to lay important framework for reading and writing by having books read to them and
Most children (98%) have at least one television set in their home, and 39% of children
live in a household where the television is on all the time even when no one is watching it
(Common Sense Media, 2011). These children averaged more television watching time (nearly
double) and were more likely to be using multiple mediums at a time. Research by Alzahabi and
Becker (2013) suggests that these children may be at higher risk for developing depression and
anxiety. In addition, 42% of children eight and under reportedly had a television in their room.
Roughly one quarter (27%) of screen time in children eight and under is spent using
digital media including computers, handheld games, video games, cell phones, video iPods, and
or tablet style device (Common Sense Media, 2011). Mobile media is common in many
households with 52% of children having access to a smart phone, video iPod, or tablet style
device. A new consideration within this area of the research is the prevalence of apps; 29% of
parents have reportedly downloaded an app for their child to use (Common Sense Media, 2011).
Researchers found that on a typical day, 11% of children used a cell phone or mobile media
device, for an average of 43 minutes (Common Sense Media, 2011); over the course of a year
What's more striking, is that apps don't just represent a new version of the cold-caretaker,
but they are also indicative of what researchers are calling the "app gap" (Common Sense Media,
2011). This represents a socio-economic divide between higher and lower income families.
Children of low-income parents have access to smart phones in 27% of cases, compared to 57%
of children where their parents earn $75,000 or more per year; 38% of lower-income parents
weren't even familiar with what an app was (Common Sense Media, 2011). Common Sense
60
Media (2011) goes on to explain this disparity in access between educational technology and
income brackets:
All of these disparities come together to contribute to a large gap in use of new
mobile media devices: 22% of children from lower-income families have ever
used a cell phone, iPod, iPad, or similar device for playing games, watching video
What will be interesting to learn in coming years will be is if IAD becomes a disorder relegated
technology. A Waldorf school in California has chosen to swim against the pedagogical current,
removing all technology from its classrooms (Richtel, 2011). Intriguingly enough, three-quarters
of the 196 children that attend the elementary school come from high-tech families. While
educators across the country determine what technology belongs in their classroom it's
fascinating to find a movement by those that create some of the most prolific technologies, to
actually remove technology from their children's lives. Regardless, Common Sense Media's
(2011) finding that 98% of children have a television in their house suggests an inevitability of
technological influence.
My research will examine the effects of technology on the parent-child relationship. The
communication. As the basis for attachment-related behaviors, I assume that this cold-caregiver
61
CHAPTER III
Methodology
Discussion
When discussing directions for future internet addiction (IAD) research, psychologists
Joseph B. Walther and Larry D. Reid (DeAngelis, 2008) issued the two suggestions relative to
this study: "More theory and research on why the internet compared with other outlets is so
attractive to some people" (DeAngelis, 2008, paragraph 23), and "More study of which comes
first, Internet 'addiction' or previous mental health or social problems" (DeAngelis, 2008,
paragraph 24). Through a combination of personal experience and the support of current
literature, this research will explore the first point raised by Reid and Walther (DeAngelis, 2008).
General design: This study is a qualitative study exploring the effects of technology on
the parent-child relationship. At the time of writing this, I was not able to locate any singularly
qualitative studies related to internet use disorders in general, let alone on this topic. The
question proposed by this research is: "What are the effects of technology on the parent-child
relationship?" This study sought out to recruit participants from various areas.
I recruited through two treatment centers (approval in Appendices B and C), Online-
Gamers Anonymous (OLGA; approval in Appendix D), and an email list-serve comprised of
clinicians and other people interested in IAD (approval in Appendix E). One of the treatment
centers, reSTART, exclusively serves clients with technology addiction issues. The other
treatment center, Insight Intensive, serves a broader range of clients, but still serves a significant
62
amount of clients dealing with technology addiction. Unfortunately, recruitment efforts only
produced four interested people, and only two participants were able to complete the interview.
Therefore, in order to supplement research data, four clinical staff (three from reSTART, one
from Insight Intensive) were interviewed regarding their experiences working with clients that fit
criteria for a technology addiction (HSR approval in appendix F). Therefore the research sample
is comprised of two populations that were interviewed: treatment participants (TP) and clinician
participants (CP).
This research utilized a deviant case sampling method of recruitment, a type of purposive
sampling. For the purposes of this study, it was important for me to look at subjects who had
developed problems related to internet and technology use. Had I used a more random sampling
method I would be more likely to have participants who don't represent relevant testimony to the
area I am seeking to explore. By focusing on participants who have had to enter treatment
relative to the phenomenon in question, there is more certainty about whether participants
currently have, or have had a problem controlling their use of technology. This particular sample
could also lend some perspective to the chicken-egg situation that Reid and Walther (DeAngelis,
Data collection instrument structure and design: Participants were interviewed using
an interview guide (appendix J) that was developed by the researcher for the purpose of this
study. The interview guide is comprised of 13 primary questions, along with 15 secondary
participants' attachment to their parents and their parents' views of technology. Questions from
the guide are primarily open-ended, with some closed questions. While this isn't a firsthand
account of the parents' view of technology, this information is still relevant to the phenomenon in
63
question as it is firsthand information about people who may or may not have developed an
In the interest of increasing reliability, the Adult Attachment Interview (AAI; Main, n.d.)
was reviewed prior to the creation of this study's interview guide. The interview guide used in
this research was a combination of original questions and questions adapted from the AAI (Main,
n.d.). While the guide for this research does not carry the same level of validity or reliability as
the AAI, the AAI's structure and supporting theory were relevant in lending convergent validity
to this research. The interview guide was tested on a single subject whose information was not
included in the research outcomes. The general structure of the test mimics the AAI in that it
leads with broader questions relevant to technology, it then segues to some specifics around
family and household perceptions of technology, and finishes with questions about the future.
Following testing of the guide, certain adjustments were made. The original guide
included questions that were based on certain biased presumptions. These items were removed
or reworded in order to remove bias as much as possible. The use of telephones removes some
observer bias as the interviewer's facial cues and general affect were less influential to
participants. Social desirability is a bias-type that is hard to control for in this type of research.
Given that the TPs are in addiction recovery, part of their narrative may be distorted in self-
reports to make themselves appear healthier. It is also important to consider that CPs may or
may not have investment in IAD becoming a clinical disorder recognized by the American
Psychological Association (2013), which may lend itself to bias in their responses.
Interview guide item number seven was appended with two specifiers, for before, and
after high school. Given the advancement in maturation following puberty, it became clear that
technology's purpose changed significantly during those times. In addition, the definition of
64
technology was expanded to include recorded music. This decision was made based on recorded
music's evolution (from records, to tapes, to CDs, to mp3s, and on; as well as their associated
players, i.e. walkmen, discmen, iPods, etc.) in association with other major social technologies.
Hoover and Krishnamurti's (2010) research highlights how mp3 players distract many young
people from their days, finding that 93% of those interviewed reporting turning up their mp3
Sample
As mentioned above, the sample is made up of two populations, participants who have
completed treatment relative to their technology addiction (TP, n=2) and clinicians who work in
reSTART; however only two completed (n=2) the interview. One of the other two people did
not qualify for the research as he did not meet all of the inclusion criteria, and the second person
did not follow up after initial phone calls. This program treats individuals that have issues
managing problematic internet, gaming, and/or technology use. Participants enter the program
following a history of problematic technology use, which typically experience symptoms similar
when the substance (internet) is no longer available, tolerance (the need to spend
more and more time on the internet to achieve the same “high”), loss of other
65
Given the nature of the research, this program seemed the ideal place from which to draw a
sample.
Both members of the TP group identify as white males in their early twenties (23 and 21
years old). Both participants graduated from reSTART at the time of the interview, participant
#2 (TP2) was nine months removed from the program, participant #3 (TP3) was two months
removed. Both participants have siblings, and are not the oldest sibling. Both participants noted
using television for two hours daily, and a PC or console device for gaming, for more than five
hours a day (TP2 = 5+, TP3 = 6-8). Neither participant endorsed using a cell phone much during
Demographic collection (Appendix K) included the Adult Style Inventory (ASI). The
ASI is a scale that measures current attachment style by self-report. TP2 Scored highest on the
secure attachment measure, followed by dismissing, then fearful style. TP3 scored highest on
the dismissive attachment measure, followed closely by the other three measures (secure,
preoccupied, and fearful). TP2 graduated from reSTART nine months prior to the interview,
versus TP3's two months. This may partially explain the variance in attachment styles as TP3.
All participants in the study come from a two-parent household. Sexual make-up of the parent
dyad was not relevant to this research, the number of parents was. Research by Patterson (2006)
demonstrates the sexual make-up of one's caregivers does not necessarily affect ability to form
secure attachments, but rather the quality of family relationships. As recently as 2010, the
American Psychological Association (APA) has publicly re-asserted its support for same-sex
marriage equality. APA president Carol D. Goodheart (as cited by Willenz, 2010) stated the
66
…we are using the opportunity presented by our annual convention to present the
growing body of science that is the foundation for our position, and that has
influenced many of the legislators, judges and other public officials who are
attachment later in life. With a few exceptions, the consensus is that adolescents
and young adults from divorced families are more likely to be insecurely attached
excluded from this research. In addition to growing up with one parent, adopted or foster
children were excluded from this research as well. Research from two studies (Pace & Zavattini,
2010; Barone & Lionetti, 2011) concluded that adoption can provide a foundation for an
individual to create a secure attachment (or an "earned secure" attachment); however, factors
such as parent's attachment style, and age at which one is adopted may influence these results.
This study is not prepared to explore such factors. This research controlled for these variables in
the interest of increasing the validity of the study's findings so that any attachment ruptures in
participant lives aren't likely to have stemmed from events such as these.
The AAI (Main, n.d.) was reviewed and mimicked in an attempt to achieve convergent
validity as best possible. The instrument used in this research is unique in that it looks at the
67
children TP were observing and likely emulating parents that were dependant on technology, it
would make sense why they would form an attachment to this cold-caregiver later in life.
Clinical Participants: Data collected for CPs included age, race, gender, position title at
their treatment center, length of time having worked at their treatment center, and licensure
Length of time working at their treatment center varied from 15 month to 54 months. Three of
the four clinicians are licensed in the state where they practice, amount of time being licensed
Data Collection
Data collection procedure was approved by a Human Subjects Review (HSR) committee
(Appendix A).
Treatment group: Research recruitment letters (Appendix G) were sent to three sources
(reSTART, Insight Intensive, and an email list serve) and posted on the OLGA web forum.
Interested participants were asked to call a number or send an email expressing their interest in
the study and leaving a preferred method for a return contact. Interested participants got a call or
an email back for the purposes of informing them of the voluntary nature of the research and that
their participation won't affect their standing with their treatment center, scheduling an interview
time, and requesting a physical address so that their paperwork including their letter of consent
(appendix H), demographic collection (appendix K), and referrals (appendix M)can be mailed to
them. The HSR committee approved paperwork was mailed to interested participants along with
postage for returning their completed paperwork. Once paperwork was received, interviews
could be conducted.
68
Interviews were conducted by phone over Skype. A phone number was created for the
purpose of research interviews. The program Amolto Call Recorder was used to record the
Skype conversations. Amolto is designed specifically for recording Skype conversations. After
recording, Amolto converts conversations into an mp3 file. While interviewing the CP group,
participants began to report a problem with the recording technology, reporting they were having
trouble hearing me at times. Best efforts were made to accommodate so that participants
The demographic data collected includes age, gender, birth order, technology addiction
type, and amount of time since completing reSTART. Age and gender represent basic but
important information in this literature. Several of the studies relevant to IAD literature utilize
samples primarily made up of males, in young adulthood (18 to 25 years old; Dong et al., 2011;
Han et al., 2011; Hou et al., 2012; Kim et al., 2011; Ko et al., 2009; Zhou et al., 2011). Since it
was anticipated that this research will draw a similar population, affirming this demographic is
important to the generalizability of these findings. Birth order was deemed important after
review of some findings by Louis Cozolino. Cozolino (2002) found that, when a mother's
attachment to her infants is measured, the attachment scores will likely vary across infants.
Additionally, the architecture of the mother's brain is fundamentally altered following the birth
of a child (Cozolino, 2006). Amount of time since completing reSTART appeared important at
the onset of research as participants who have completed the program may have adopted a
Clinical group: Following the resulting recruitment for TPs, clinicians who work with
clients that entered treatment due to their technology use, were solicited to supplement research
data. A recruitment email was sent to the clinical staff at reSTART, and two clinicians at Insight
69
Intensive. These clinicians (n=4) were emailed their letter of consent (appendix I), demographic
collection (appendix L), and professional references (appendix M) along with return instructions.
Upon receipt of their letter of consent and demographic data, interviews were scheduled by
email. Interviews were conducted in the same manner as the TPs, however, interviews tended to
Data analysis
Transcriptions were analyzed by myself and color-coded using theme and content
analysis. Themes in the transcriptions were identified and put into a chart. They were then color
coded for organization, and then grouped together into five separate categories: (a) child-
technology attachment, (b) parent-child attachment, (c) parent-technology attachment, (d) family
bonding, and (e) insight and altruism. Following the coding of TP data, CP data was coded using
identical methods. CP data was compared to TP data in the best effort to triangulate information
pertinent to the study. Most of the data used for the study was data from TPs that aligned with or
was contrary to three or more clinicians, unless otherwise noted. In some cases, data from one or
two clinicians was noted as it made for unique data that the author felt was relevant to the
bonding. When examining any attachment relationship, a child's connection with their caregiver
will be crucial to understanding the formation of that individual's internal working models
(IWMs). Marvin and Britner (2008) purport the importance of the first year of life in the
creation of IWMs. Common Sense Media's (2011) findings suggests there is a high level of
child-technology interaction in children as young as eight years old. Considering the link
70
between the genesis of various IWMs, and the increasing presence of technology in the lives of
this research. Since the child learns much about what is important by observing their parents,
Unfortunately, the first year of life isn't an area of memory one can typically recall; therefore,
there may be a large portion of data that contributed to one's IWMs that is not accessible to the
individuals being interviewed. Familial bonding is important to the research as a recent study
found that parental bonding was one of the best predictors of IAD in teenage participants
(Siomos et al., 2012). Data collected from the research produced some interesting findings.
71
CHAPTER IV
Findings
Despite the small sample size, this research revealed some fascinating results. While
these results present interesting perspectives, they are by no means generalizable due to the small
sample size. However, these results may be helpful in future IAD research.
General TP Findings
Like other addictions, participants from this research demonstrate how the roads to their
maladaptive use can look very different despite the shared problem. One of the participants
developed his addiction after leaving for college. He described a structured childhood, pleasant
familial interactions, and moderate interactions with technology overall. The second participant
described his childhood as being more technology seeking. In addition, he describes his father as
a gaming addict, at one point having to choose between his marriage or his games. While these
two participants' path to technology addiction were different, there were still some themes that
In both cases, there were reports of social isolation, as well as some shared familial
themes. Social isolation was a common part of both narratives. Participants reported having few
In terms of familial themes, both participants interestingly enough reported that they
grew up closer with their father than their mother. While both remarked that they were closer
with their father, one participant remarked that an outsider may see it differently: "…if anyone
72
would look from the outside they would say my mom was closest to me." Elaborating, the
participant remarked: "…my mom sort of hovered over the top of me and tried to make sure I
Complimentary to the idea of being close to their fathers, both participants reported
feeling like their mothers were pre-occupied with their cell phones. Both participants had the
perception that their fathers primarily used technology for business. When asked about how
their families handled emotions, both participants reflected feeling like emotions were to be
witheld, one participants remarking much more directly than the other, answering: "Suppressed
When asked as if they ever felt like they had to compete with their parents' technology
for attention, both participants made remarks about their mothers' cell phone use. In both cases,
participant's mothers reportedly used the cell phone often for social purposes such as email,
scheduling, or shopping.
When discussing internet use, both participants remarked that they began using the
internet around the same age: close to 12 years old. In addition, they both began using it for
school work initially, however both also indicated they eventually began using it for games.
Neither participant had much technology in their room, and in both cases technology was
sometimes restricted based on their behavior, so after classes at school sounded like another
convenient avenue for them to indulge. Participants also made some remarks individually that
Participant # 2. One of the most notable points of participant # 2's (TP2) interview were
his remarks about his parents' technology use as addiction. TP2 reported at a very young age,
being aware of his father's attraction to video games and the conflict that these games created in
73
his parents' relationship. Regardless of the connection between his gaming behavior and his
father's, TP2 believed it was their faith and spirituality that engendered intimacy between he and
his father. Following his description of his father's addiction, TP2 is asked to choose five words
to describe his mother's relationship with technology; while doing so he remarks: "I might just be
basically describing an addiction here." Technology appeared to be an integral part of TP2 and
TP2 reflected on how gaming was used as an activity to be removed for misbehaving as
well as a reward for refraining from problem behaviors. Limits were established around gaming
regarding hours per day, and days of the week in which it would be allowed as a result of bad
behavior. TP2 also reflected how his parents used it specifically for bed-wetting problems when
he was younger: "I was a bed-wetter until my late years and at one point, if I didn't wet the bed,
then I could have free time playing games." TP2 connected this to his problem-gaming later in
life, where he would often play games for such a long time that he would forget to take bathroom
breaks. Despite his excessive gaming habits, TP2 still saw himself as growing up largely
sheltered from technology, reporting he didn't really start to use technology until he was eight
years old. Despite feeling like he was sheltered from technology, TP2 described a clear
attraction to finding ways to use technology often. TP2 reported a period in his life where he
would spend the days rehearsing where to walk in his house to create the least amount of noise
so that he could sneak down to play computer games after his parents fell asleep: "…and it
would be really difficult to sneak downstairs. I had to learn like, all the spots in the floorboards."
In closing, participants were asked questions that encouraged them to reflect on their
experience and give advice based on what they feel like they've learned. TP2 reported feeling
like it’s a popular misconception that the internet connects people, but that there are better ways
74
to connect. TP2 reflected that he believes there are better ways to live, rather than through
technology.
during his younger years than did TP2. TP3's family seemed less preoccupied with technology-
use outside of business purposes. He never believed it to have been the source of any relational
problems outside of occasionally one parent needing to tell the other to put their phone away at
the dinner table. TP3 reported an attraction to personal computers because he used to maintain
and repair them, using them as a tool for learning; his console use, specifically Xbox, was largely
Like TP2, TP3 reported feeling closer to his father than his mother. TP3 believed this
connection to have been fostered through their enjoyment of golf and other sports, as well as
discussing business. Although he felt closer to his father, TP3 reported that if he had to go to
one of his parents for advice, the first one he would go to was his mother.
In closing, TP3 reported feeling like the gaming rating system is often taken too liberally:
"…I wish parents understood that the reason why games have an 'M' rating on them is because
the game is for mature kids." TP3 goes on to purport: "I wish that parents didn't have to use their
consoles as a pacifier for their kid." In addition to giving his treatment center a shining
endorsement, TP3 reported that the best thing he felt someone with technology addiction can do
is ask for help: "… technology is literally everywhere. It's hard to avoid, it's hard to get
around…I would probably say, asking for help is the best thing you can do."
General CP Findings
The CPs (CP6, CP7, CP8, & CP9) that were interviewed for this study supplemented the
data provided by the TPs to create a more robust collection of data. CPs identified technology as
75
often being a detrimental influence on their clients' lives growing up, reporting that it was often a
way to avoid social ineptness that commonly resulted from face to face interactions. CP's added
that it was often the source of intrafamilial conflict. Three of the CP's noted a common process
that they often see develop as a result of technology's influence, whereby a child grows up
playing technology and as they get older parents begin to notice it as problematic. In response,
parents try to limit technology. The child in this case is often more technologically savvy than
the parent, so not only do they often resent the parent for setting the rules, but they are often
skilled at getting around the rules. One CP referred to this as a "vicious-cycle." CP's note that in
early childhood, limits aren't as frequent as it appears to be a way to keep their child (and
sometimes their friends as well) occupied, but that this is also when the child typically develops
a fascination with technology. As peers pull away, technology-use (and often gaming) becomes
a refuge. One clinician noted that sometimes this is to avoid social anxieties such as bullying:
"A very high percentage of kids were bullied, and so I think a lot of the time the parents were
okay with their amount of gaming…" As they get older, it is common for the child to withdraw
from social events and isolate in their technology use. CP's noted that parents don't often
recognize what they are modeling implicitly with their own technology use.
Many of the families that CPs work with have at least one parent with a high-profile job.
These jobs often demand a high degree of time, travel, and/or communication (most often
through phones and/or emails). CPs noted that sometimes technology use is encouraged at a
young age, the child is relished for their technological mastery. CP7 noted:
…parents sometimes just admire their kids. And kids are much smarter than the
parents are about the technology, and rely on the kids, to help them out with
technology. And the kid is the authority, and the parents admire that.
76
CPs noted that fathers in the families that they work with are often the ones that are working,
CPs believed their clients would view their father's technology use as business-oriented.
Mothers in the families with whom they worked were typically described as being less tech-
savvy than other family members. Two of the CPs reported mothers in these families are often
helicopter-parents. Despite this perception, CPs believed that their clients would be more likely
to be closer to their mother than their father, usually for the reason that the mothers in these
families are often the ones raising the child. CPs believed that this closeness wasn’t necessarily
engendered by any particular interests, but rather the very act of parenting is what brought about
their closeness. CP9 noted this would depend on the mother falling into one of two typical
categories:
One, the mom has been a little more sensitive to his struggles because she'd be
around more and dad works. And the other situation, mom's around more and is
more a disciplinarian, and interacts, and sees more of the behavior with
Outside of their parents, extended family members were often noted by CPs as people clients
Some CPs noted that teachers and coaches sometimes get mentioned as well. As noted
above, CPs reported believing that their clients' parents didn't set too many rules often early in
life, it seemed more like in their pre-adolescent and teen years that rules started coming into play.
CPs reported a wide spectrum of rule-setting from very few rules, to a stricter level of rules;
usually gaming and technology use was tied to certain behavior such as completion of homework
or getting out of bed on time. When seeking out advice, CP's believed that clients would often
utilize technology, as for many clients that is their only support network. Several CPs indicated
77
that they may ask their parents or friends when seeking advice, but often parents and child
weren't so close, or the child may have few (if any) friends to turn to. CPs described families of
their clients as being invested in helping their child resolve negative emotions. CP8 noted how
social perception of the family is important to many of them; because of this, the family may
stifle emotions and lead to a higher frequency of treatment. Several of the CPs reported their
clients are often seen in other treatment scenarios prior to arriving at inpatient treatment.
As private treatment is expensive, families that CPs work with are often affluent. CPs
reported that many clients are well equipped with technology in their room. CP reported many
clients having things such as phones, televisions, and gaming systems in their bedrooms, in
addition to portable technologies such as Gameboys. CPs believed clients probably began using
technology around ages five to nine years old, as low as two years old in some cases. CPs
reported internet use probably came later, two of them reported this probably started in middle-
school. Evolution of technology use was perceived to have started as simple surfing and some
gaming prior to high school, then during high school moving to a more consuming use of
technology: gaming, pornography, online television and movies, as well as blogging or reading
various forums that they are interested in. CPs reported that television didn't seem to be too
much of a focus by their clients, but rather was often more of a "fallback", where it was used
In closing, CPs voiced concern for the impact technology has on young children,
especially in the current generation. CPs cautioned the importance of proper boundaries in
technology use in young children. In terms of what advice they would offer to those struggling
with technology addiction, CPs stressed both the importance of removal of technology for a
period of time in addition to a therapeutic relationship. An important note CP6 brought up was
78
that the clinician one seeks out should be familiar with IAD, as they often see clients who
received therapy focusing on other diagnoses: "It's just we see this entrenchment in the wrong
treatment, and the wrong diagnoses…it's really not just about getting help, it's really about
getting the right kind of help." The findings from this research and the current literature on IAD
79
CHAPTER V
Discussion
The findings of this research revealed several different themes. Due to the qualitative
design and the unfortunately small sample size of this research, it is again worth noting that this
information is by no means generalizable, but rather may provide interesting considerations for
future research on IAD and attachment. The interview guide for this study was designed to
Child-Technology Attachment
TPs reportedly experienced social isolation throughout their lives. They reported (and
CPs confirmed) that they often had few friends and avoided in-person social interactions. This is
an aspect of IAD that is common to the individual narrative (Rosen, 2012; Whang et al., 2003).
Whang et al. (2003) found that the IAD group in their research experience interpersonal
difficulties and stress in reality. TPs remembered problematic technology use beginning in their
middle school years, another point corroborated by two CPs. Gentile's (2009) research on
pathological video-game use supports this finding, reporting internet use remained stable
between the ages of eight and 13 in their research. Contradictory to TP2 and most CPs reports,
Gentile (2009) did not see a dramatic increase in game play in high school; rather, he saw
frequency of game sessions decrease, but total time of use also decreased some after 13.
According to Kerns (2008) this period is when TPs would be adjusting to a more peer-focused
attachment network, where parental availability (versus proximity) becomes the child's focus, but
80
frequency and intensity of parent-child interactions are diminishing. TPs reported it was
common for them to use technology during and after school (at the school); this highlights an
example of how technology may have provided a refuge against exploring in-person social
interactions, resulting in further social isolation. Whang et al. (2003) corroborate this finding,
positing: "As a consequence of such dysfunctional social behaviors, lonely people would feel
lonelier, because their need to belong is insufficiently met" (p.149). Research suggests that the
brain (in participants meeting IAD criteria) experiences a surge of dopamine in the striatum in
response to video game play (Han et al., 2011), leading to dysfunctional reward system in the
striatum (Hou et al., 2012; Kim et al. 2011, ), an area of the brain thought to interpret love and
affection (Han et al., 2012). Hou et al. (2012) speculate that as the dopaminergic pathway is
repeatedly stimulated individuals with IAD have been known to decrease the functionality of the
dopamine terminals, suggesting the development of a tolerance to the stimulus. This would
support the increasing levels of internet use described by CPs, and TP2, so that the user can get
high. Kerns (2008) also points out the emergence of research positing the effects of a secure
attachment on peer competence during these years, specifically that secure-attachment style and
peer competence are positively correlated. In the case of these two young men, technological
The child-technology relationship seemed to evolve over the course of the TP's lives. In
early years, technology seems like it was viewed as something that could help the child, in that it
kept them safe and occupied, requiring less parental supervision than other types of play. In
TP2's case, technology use was coupled with his bed-wetting behavior, he went on to explain
that when he was really into his video game addiction he would neglect to take bathroom breaks.
Han et al. (2012) found compromised functioning of the anterior cingulate cortex in subjects
81
with IAD. They suggest this could diminish one's awareness and inhibition of inappropriate
behaviors, such as TP2's bathroom hygiene. As embarrassing as this was for TP2, it is also
reminiscent of Eagle's (1995) point: "As Sroufe and Fleeson (1986) note, an important
motivational factor in the perpetuation of attachment patterns is the desire to reproduce a familiar
relationship pattern, one known and understood" (p 142); however unpleasant, TP2 may have
been recreating a situation which was familiar to him. As the two TPs got older, their
relationship with technology seemed to become more obsessive. In response to this, their parents
began limiting technology according to their expectations of their child. Interestingly enough,
research by van Eijnden (2010) found that rules and limits around technology were positively
correlated with compulsory internet use, suggesting they may promote development of
compulsory internet use. As one CP put it, these families entered into a "vicious-cycle" whereby
the parent would set rules, the child would get around them, the parents would get upset, but the
child would want to use technology more and would begin finding ways to use technology
without their parents knowing. This could be at school, at a friend's house, or like TP2
mentioned, up late at night; regardless of which outlet, this behavior often led to parent resenting
their children's behavior. A two-year longitudinal study (Gentile et al., 2011) supported the
possibility of the vicious cycle: "Once players became pathological gamers, they began to have
poorer grades and poorer relationships with their parents…" (p. 325). Research has found the
dorsolateral prefrontal cortex (DLPFC) was often activated in response to video game-related
cues (Han et al. 2011; Ko et al., 2009). This finding may shed some light on the genesis of the
vicious cycle, as this part of the brain is responsible for linking past experiences with present
sensory experiences (Han et al., 2011). Additionally, the DLPFC manages working memory,
therefore Ko et al. (2009) suggest this activation seen in IAD subjects represents craving. The
82
orbitofrontal cortex was also found to be activated in (Dong et al., 2011; Ko et al. 2009)
research, the part of the brain responsible for goal-directed behavior. The sum of this research
would suggest that as an individual begins to crave technology use, another part of the brain is
simultaneously planning how to get connected. TP2 reported rehearsing a route he would need
to walk in his house so as to avoid waking his parents late in the evening; they would find him
playing at two and three in the morning sometimes. Technology management came to
Parent-Child Attachment
One term thrown out by both a TP and a couple CPs was "helicopter-parent". At the time
of writing this, much of the research on helicopter-parenting was done in relation to young
adults, 18 and older (Fingerman et al., 2012; Padilla-Walker & Nelson, 2012; Schiffrin et al.,
2013), however this researcher did not find any research relevant to children under 18. A
helicopter parent (a term sensationalized by the media) regards a parent that is consumed with
the livelihood of their child. Goldstein and Thau (2011) underscore the perception of such
parenting practices: "… their 'helpless' children must be protected against experiences of failure
and unfairness in life" (p.70). An interesting part of the helicopter-parent narrative is the
commentary that they have to "protect their investment" (Montgomery, 2010, paragraph 2). This
an important concept to child-parent attachment for a couple of reasons. First, this type of
parenting stifles the youth's ability to explore and gain autonomy (Allen, 2008) during their
between mothers and their adolescents was observed at age 16, this predicted relative decreases
in levels of security from age 16 to age 18" (p.426). Secondly, this suggests the parents' inability
83
to tolerate their child's failure (i.e. a "failed investment"). When considering the likelihood of a
successful goal-corrected partnership (GCP), this presents a problem as Allen (2008) reports one
of the key ingredients of the GCP is: "…a willingness among both parties to allow the adolescent
to seek autonomy while maintaining the parent-teen relationship" (p.424). With this protecting-
my-investment mentality the GCP appears to be undermined as the parent is dictating the teen's
path, as opposed to giving the child the opportunity to make decisions and face his
consequences. Liu & Kuo (2007) support this finding in the conclusion of their research
purporting:
however, can be overcome and social skills can be improved if people develop
relationships during childhood and on programs that help to improve social skills
CP9 noted that he's observed mothers of clients using technology for keeping track of them.
Findings from research on internet addiction and parental bonding done by Siomos et al. (2012)
We can expect parents with a high degree of affection and care for their children,
who also understand their needs for individuality and self-expression, to be more
involved in their supervision to a degree that does not curtail autonomy but
In their exploration of family factors and varying degrees of both substance abuse and IAD, Yen
84
…we suggest that family-based prevention should include skills training for
skills for health family interactions, and effective family monitoring and
Whereas twenty years ago, it was common for a parent to have their child call them to check in
occasionally, the advent of cell phones in recent and current generations has made children more
accessible to their parents than ever. These devices make the phase of relinquishing parental
control (an important transition during early attachment) less tolerable to parents who now
choose how much autonomy they want to allow, whereas in the past there wasn't such
Both TPs endorsed a willingness to seek out their parents if they needed advice, either
their parents or a friend. CPs postulated that for a lot of their clients, their parents may be their
only support network outside of their online social network and a handful of real-life friends. As
discussed earlier, this social isolation, often accompanied by feelings of social anxiety, is a
common part of IAD literature (Cash & McDaniel, 2008; Liu & Kuo, 2007; Rosen, 2012; Tsai et
al, 2009). Rather than setting out to build a social network, and managing the emotions that
come with exploration, acceptance, and rejection, TPs would find solace in their online
community. Supporting this notion, TP2 noted that in times of needing advice he would
sometimes turn to technology to distract, ignoring his feelings. Whang et al. (2003) found
similar results, with IAD participants being the most common to report using the internet in that
85
Contrary to CP's beliefs, both TPs reported feeling closer to their father growing up. One
CP noted this would likely be the case with many of their clients, as they often yearn for their
father's attention. Three CPs reported believing that clients would likely be closer to their
mothers on account of fathers typically being busier with work. The nurturing maternal
interactions, especially during early years, was mainly what CPs believed would engender
closeness between mother and child. Contradictory to CP belief, TPs believed they bonded with
their fathers over other interests, such as religion, sports, or business. As children are keen
purveyors of important things in their parents' lives, it is worth noting that business is something
that emerged as an interest that engendered father-son bonding in CP3's case. This is the only
research to this researcher's knowledge to examine parental preferences amongst subjects with
IAD.
Parent-Technology Attachment
CPs noted that parent technology use wasn't something they often heard about. A rare
case according to CPs, TP2's father's purported gaming addiction makes up an interesting facet
of his story. TP2's father reportedly had to choose between gaming and his marriage when TP2
was a very young age. Flisher (2010) suggests subjects with IAD commonly have marital
problems that may end in dissolution of a marriage. In addition, research done by Dong et al.
(2011) found that subjects with IAD had a decreased sensitivity to monetary loss, suggesting:
"This may provide information that why Internet [sic] addicts indulged into the internet and
failed worrying about their behavioral consequences, which eventually caused psychological,
social, and work difficulties in their life" (p.1528). Schore (2012) describes the dual processes of
"interactive regulation" and "autoregulation" (the ability to be soothed by others, and the ability
86
to soothe oneself, repectively) to be a result of parent-child interactions during the child's
infancy:
positive arousal and interactive repair that modulate states of negative arousal, are
the fundamental building blocks of attachment and its associated emotions, and
Depending on when this event with TP2's father took place, there are a multitude of attachment
implications. We can assume his father was gaming into some portion of TP2's infancy if the
event happened after birth, crucial years relative to parental influence. Lewis et al. (2000) stress
the importance of limbic resonance during these years; coupled with Schore's (2012) assertion,
one can assume this parental disconnect may impact neural development in a developing infant.
Both TPs reported feeling like their mothers were often pre-occupied with their cell
phones, TP2 noted this was common specifically when he and his mother were in the car. Based
on TP2's perception of his mother, what could be a moment for connection between mother and
son, appeared to turn into an isolative moment. TPs both reported feeling like their fathers
would use technology primarily for business. This was also the perspective of the CPs, as they
reported the father as often being consumed by work, but not necessarily using technology like
their children. Goldstein and Thau (2011) posit that this consuming life-style may impede
attachment security:
87
Caregivers' ability to tolerate and inhibit their own arousal system creates the
building blocks that will eventually be the foundation and scaffolding of the
One CP noted "…they don't value enough, the connection to their kids to really seek out what's
happening and try to correct it." Caregiver connection to work presents an interesting piece of
this puzzle. While TP2's story suggests that it's possible IAD can be a learned behavior (from his
father), TP3's story (in addition to the general consensus of the CPs) suggests a parent's
relationship with their work can interrupt the attachment process as well. The jobs of these
parents are described as "high-profile" suggesting they are lucrative, consuming, and demanding,
much like technology use. According to CPs, this high-profile lifestyle seems to be passed on to
…these kids don't know how to sit under a tree for an hour and be bored…instant
gratification is becoming like, a big problem. Electronics are teaching kids what
life should be. You should have a goal, accomplish it, and move on to the next
Rosen (2012) suggests the importance of interacting with a natural environment in what is
88
external stimuli seen in nature, allowing parts of the brain that are overworked to
When combined with Schore's assertion that human brain's organize other human brains, these
statements suggest that this high-profile lifestyle may be passed on. As CP7 suggested, parents
are often unaware of the behavior they're modeling. Van Eijnden et al. (2010) found quality of
communication about internet use to be a better predictor of compulsory internet use than
parenting style. Combining that information with the findings of this study suggests the
Family Bonding
TPs both reported that technology did not enhance their relationship with their parents,
that they would often avoid their parents in favor of their technology use. CPs supported this
perspective, claiming that technology interrupted clients' relationship with their parents in most,
if not all, of the families that they work with. Reflected in the IAD literature, the impact of
parental bonding was examined by Siomos et al. (2012) who found that parental care was
negatively correlated with IAD. The parental avoidance reported by TPs and CPs could be the
leads to limit setting. Although at a younger age, there was reportedly less technology
restrictions.
CPs report that in many clients lives (and was also the case in TP3's life), technology use
is encouraged at a young age, and technological mastery is even heralded in many families. CP7
noted:
89
…parents sometimes just admire their kids. And kids are much smarter than the
parents are about the technology, and rely on the kids, to help them out with
technology. And the kid is the authority, and the parents admire that.
childhood was located at the time of conducting this research. There aren't many tools in human
history that children can teach their parents how to use as handedly, as many important
technologies today (including various facets of using the internet and smart phones). Most
modern conveniences and/or life skills such as driving, using a map, cooking, social etiquette,
and so forth; are skills that are often passed on from parent to child. With children integrating
technology into their lives at earlier stages, there appears to be an apparent role-reversal.
Modern child and teen generations are becoming increasingly familiar with new technology far
before their parents earning them the moniker "Millennials" (Pew Research Center, 2010).
The grade school to middle school years are thought to be important for parents and child
to move from a relationship based on parental control, to a relationship based on mutual co-
regulation and parental availability (Kerns, 2008). While technology has certainly increased ease
of parental availability, there are many technologies that children master far before their less
tech-savvy parents. This perceived self-reliance by the Millennials may translate to the increased
Having their unique experience with technology, both TPs had interesting insights that
they wished more people understood. TP2 spoke about the paradoxical effect of technology:
that it supposedly connects people, but in his experience there are better ways to connect in real
life. Research by Farber et al. (2012) found that young people tend not to be too intimate in their
90
online friendships, and that their online social network interactions were described as superficial.
…adolescents and young adults may satisfy their need for frequent boosts to their
pictures of their bodies, and otherwise expending a great deal of mental energy
trying to convince themselves and others that "all is well." Although they may be
young people-including our patients-may ultimately feel quite uneasy and even
disturbed by the incipient awareness that they are being rewarded with "likes" for
keeping their true selves, including their pain, hidden and unheard. (pp.1228-
1229).
Farber et al.'s statement is eerily similar to an alcoholic who is dying on the inside, but is
constantly told by friends that he's the life of the party when he drinks. CPs supported the
statement TP2 made regarding the paradoxical effects of the internet, referencing the preferred
way to approach a technology addiction: disconnect from technology, reconnect with people and
nature (the removal of technology altogether, at least as much as possible). While most CPs
recommended seeking out a therapeutic relationship, CP7 brought up that one can even seek
support from a 12-step community (such as Alcoholics Anonymous). CP7 stressed the
importance of reaching out: "Even if they're going to AA meetings, they can still get a lot of
TP3 underlined the importance of the rating system that video games have adopted, and
also inferred his sympathy for the children of parents who use technology as a baby-sitter. This
point was also echoed by CPs. Common Sense Media (2011) found that of families surveyed in
91
their study, two thirds of children eight and under are watching television at least once a day for
roughly 1:40 (hours); more interestingly, nearly half of toddlers zero through one spend an
average of nearly 2:00 a day watching television. Although they also found that when they
asked parents whether they ever used technology as a baby-sitter, the numbers looked different
in that 15% of parents surveyed replied "often" and 42% replied that they "sometimes" use
technology as a babysitter. A report released by the Nielson group revealed: "…seven out of
their tablets and 57 percent said children used tablets to access educational apps.
The portable gadget also keeps kids quiet while families are on-the-go: 55 percent
and 41 percent of parents report that their children used tablets for entertainment
One clinician raised the point that the many of the clients they are seeing currently, didn't grow
up with the pervasive access to technology that we are seeing in the coming generation. Studies
that suggest the detrimental effects on an infant that utilizes technology before the age of two
(Christakis, 2008), as well as the alacrity by which human brains can rewire to accommodate
new technology (Small et al., 2009), makes this an important consideration for future
generations.
The small sample size of this research is likely the most impactful limitation on this
research. In retrospect, relaxing the inclusion criteria may be beneficial to qualitative studies on
this topic in the future, specifically regarding the make-up of participant's parents. Excluding
92
adopted participants, participants from single-parent, divorced, or re-married families may have
significantly reduced the sampling pool. In addition, social anxiety is a common symptom
observed in people with IAD. Sharing the intimate details of one's story for research purposes
may seem too intimidating for other eligible participants. Furthermore, excluding people who
are not in treatment may have limited the sampling pool significantly. For such a novel
phenomenon, future researchers may benefit from finding participants that currently fit (or have
fit in the past) the criteria for IAD, but not make treatment a requirement as well. And finally,
this study may be a bit ahead of its time, in the sense that present-day children are the ones being
exposed to advanced technologies such as tablets and smart phones. The differences in terms of
available technologies during the eighth year of TP2 and TP3s life are markedly different than
the technologies that many eight year-olds enjoy today. If the findings from IAD have the
effects that the research suggests, then we would expect to see this population grow in the
coming years, in which case there may be more room for exclusion criteria such as that in this
research.
It is important to note that the interview guide used for CPs was the same guide used for
TPs. This effected CP responses as the questions were sometimes hard to answer based on the
fact that they were to be directed at intimate details of someone's life. While CPs were able to
make inferences based on their experiences in most cases, some questions were too specific or
Implications
While the results from this study are not generalizable, they do present some findings that
may be of interest when considering practice methods among clinicians. Two primary practice
implications from this research include identifying (and treatment of) IAD, as well as
93
considering IAD when conducting assessments. CPs in this research identify that this isn't the
first foray into treatment for many of the clients they are serving. As CP6 points out: "…99% of
clients have been treated for years for something else". This research's findings suggests it may
be important for clinicians to begin considering the implications of technology and its effects on
clients. By reading relevant literature and assessing new clients for IAD, clinicians may come to
gain both practical and anecdotal methods for treating such a budding phenomenon.
clinicians may benefit from evaluating time spent in front of screens, how often a client uses
various technologies, and how invested they are in their technologies. Evidence from other
research suggests there are correlations between technology use and variables including various
problem behaviors (such as aggression, delinquency, withdrawal, anxiety, impulsivity, and lower
social competence; Gentile et al., 2011; Holtz & Appel, 2011), family cohesion (Han et al., 2012;
Siomos et al., 2012; Yen et al., 2007), and altered neurophysiology (Han et al., 2011; Han et al.,
2012; Hou et al., 2012; Kim et al., 2011; Ko et al., 2009; Small et al., 2009; Zhou et al., 2011).
Clinicians may want to consider evaluating technology use patterns amongst clients amidst a
There were five areas where this research yielded interesting results that future
researchers may want to consider. While interesting, these results are not generalizable to any
Parental architecture changes? It has become increasingly typical for both parents in
modern families to work in order to support their family. While this wasn't the case for either
TP, CPs reported a common trend they're seeing where one (typically the father by CP reports)
94
or both parents have high-profile jobs, meaning less child-parent interaction, more hands-off
parenting. The parent who isn't working (typically the mother by CP reports) is often described
and development of autonomy that engenders secure attachments in teens (Kerns, 2008) was a
more natural process because teens would leave their home on a given evening, and wouldn't be
able to access their parents without a landline. With the advent of cell phones becoming more
affordable than ever, more parents are now presented with the decision as to whether or not they
want their children to have mobile technology. Researchers may want to consider looking at the
effects of helicopter parenting on individuals younger than 18 years of age. Additionally, future
research may examine whether there is a correlation between helicopter-parents, teens being
equipped with cell phones (by their parents), and attachment styles. Furthermore, one must
consider whether a parent can afford to buy their teen a cell-phone. Researchers may want to
consider if any perceived effects remain true across socio-economic populations, or if the app-
gap (Common Sense Media, 2011) holds true in this case as well.
Underminging the GCP? Kerns (2008) states the importance of the GCP while also
reminding readers that it is difficult to measure the GCP due to the increasing complexities of
measuring attachment after four years of age. One of the biggest advantages to modern
technology (i.e. the ability to connect with another person from just about anywhere, at just about
any time) can undermine the quality of child attachment development if used improperly, as
participants from this research have suggested. The trend of helicopter-parents is one that denies
children and parents the experience of allowing children to experience a full range of emotions,
95
Me-llennials? The millennial generation has been mastering newer technologies at a
faster clip than any previous generations, so much so that this modern generation gap is
identified by 79% of the public as: "…mostly about the different ways old and young use
technology" (Pew Research Center, 2010, p.7). Given technology's critical role in society, and
the millennial generation's mastery of its many forms; there has been a changing of the guard in
terms of who's-teaching-who how to use new and important technology. A young individual
whom believes himself to be more adept than his parents at utilizing such an important
instrument in our society may experience feelings of grandeur. Future research exploring this
may want to examine variables such as when individuals began first using technology, did they
teach their parents or other family members how to use it, and measure these variables against
How to treat IAD? Exploring how clinicians are treating IAD is an interesting
consideration for future research. Of the six people interviewed, all inferred that there is life
after technology addiction. CP7 poignantly highlighted how the therapeutic approach taken
depends on the severity of IAD, treatment measures and interventions vary depending on
severity. The fact that the DSM-V has labeled Internet Gaming Disorder as an area for further
research (American Psychological Association, 2013) suggests that this is something clinicians
should start paying attention to. CPs from this study forewarn that improper treatment likely
won't produce desirable results. Clinicians may want to consider examining areas of technology
use in their intakes and assessment, especially with children. Looking at variables such as
number of hours spent in front of screens or using other technology, regardless of whether it's
96
Conclusion. This research illuminated some fascinating tenets of the emerging
phenomenon of IAD. Unfortunately the small sample size of the research limits its implications;
however, due to the lack of qualitative data relative to IAD, the findings in this research may
shed some light on future directions for IAD research. This research supplemented by the
current and emerging literature on the subject seems to indicate that there is a significant change
in the way that Millenials are utilizing technology. It seems that it would be wise for clinicians
We see a lot of really, really bad, bad, stuff! You know, it's not their fault, it's not
the family's fault. It's just we see this entrenchment in the wrong treatment, and
the wrong diagnoses…So it's really not just about getting help, it's really about
CP6 highlights an important point: none of these families wanted this outcome.
Technology is often used with the best of intentions. Helicopter-parents merely want
their child to be safe and successful. The vicious-cycle starts because parents want their teens to
be happy, productive members of society. Parents give their children learning technology such
as Baby Einstein because they want their kids to be intelligent. Kids are using social technology
more and more because they can connect with more people than they'd ever hope to meet in a
lifetime. The use of technology doesn't need to stop (nor will it ever at this rate), and it isn't
necessarily a bad thing; but it is something to consider managing. Like so many other things in
97
References
US/windows/history
(Eds.), Attachment in the preschool years: Theory, research, and intervention (pp. 463-
Alzahabi, R., & Bekcer, M. W. (2013, February 11). The association between media
10.1037/a0031208.
Allen, J.P. (2008) The attachment system in adolescence. In J. Cassidy & P.R. Shaver (2nd
Altimari, D., Mahony, M. H., & Lender, J. (2012, December 19). Sandy Hook shooter Lanza
left little for investigators to trace. The Hartford Courant. Retrieved June 15, 2013, from
http://www.courant.com/news/connecticut/newtown-sandy-hook-school-shooting/hc-
lanza-ghost-20121219,0,359337.story
Anderson, N. (2006, July 6). "Google" declared a verb. Uncategorized. Retrieved June 15, 2013,
from http://arstechnica.com/uncategorized/2006/07/7198-2/
98
Barone, L., & Lionetti, F. (2011). Attachment and emotional understanding: A study on
late‐adopted pre‐schoolers and their parents. Child: Care, Health, and Development,
Beaumont, C. (2009, January 16). New York plane crash: Twitter breaks the news, again. The
twitter/4269765/New-York-plane-crash-Twitter-breaks-the-news-again.html
communities: The scientific case for nurturing the whole child (xiii-xv). New York, NY:
ipea/A0151956.html
Cain, G. (2010, April 20). South Korea cracks down on gaming addiction. Time. Retrieved
Carr, N. (2011). The shallows: What the internet is doing to our brains. New York, NY: W. W.
Cash, H., McDaniel, K. (2008). Video games & your kids: How parents stay in control.
Christakis, D. A. (2008). The effects of infant media usage: What do we know and what should
Common Cause. (2005). The fallout from the telecommunications act of 1996: Unintended
http://www.commoncause.org/atf/cf/%7BFB3C17E2-CDD1-4DF6-92BE-
BD4429893665%7D/FALLOUT_FROM_THE_TELECOMM_ACT_5-9-05.PDF
99
Common Sense Media. (2011). Zero to eight: children's media use in America. USA: Common
http://www.commonsensemedia.org/sites/default/files/research/zerotoeightfinal2011.pdf
history.jsp
Connor, T. (2013, January 22). New Mexico teen accused of family slaughter loved 'violent'
video games, police say. U.S. News. Retrieved June 15, 2013, from
http://usnews.nbcnews.com/_news/2013/01/22/16643356-new-mexico-teen-accused-of-
family-slaughter-loved-violent-video-games-police-say?lite
Cozolino, L. J. (2nd ed.) (2002). The neuroscience of psychotherapy: Building and rebuilding
Cozolino, L. (2006). The Neuroscience of human relationships: Attachment and the developing
Cozolino, L. J. (2010). The neuroscience of psychotherapy: Healing the social brain. New
Curtis, A. (2013). The brief history of social media. Retrieved June 15, 2013, from
http://www.uncp.edu/home/acurtis/NewMedia/SocialMedia/SocialMediaHistory.html
DeAngelis, T. (2008, May 4). Is internet addiction real? American Medical Network. Retrieved
Doan, A. (Producer). (2012b, October 2). Technology, video games, social media, and your
children's brain. The Biggest 24 & Hooked on Games: Harnessing Your Full Potential in
100
Dong, G., Huang, J., & Du, X. (2011). Enhanced reward sensitivity and decreased loss
Dunckley, V.L. (2013, January 12). Teens, screens, and metabolic syndrome. Psychology
wealth/201301/teens-screens-and-metabolic-syndrome
Goldberg, S., Muir, R., & Kerr, J, Attachment Theory: Social, Developmental, and
Farber, B. A., Shafron, G., Hamadani, J., Wald, E., & Nitzburg, G. (2012). Children,
Cassidy & P.R. Shaver (2nd ed.), Handbook of attachment (419-435). New York: The
Guilford Press.
Fingerman, K. L., Chen, Y. P., Wesselmann, E. D., Zarit, S., Furstenberg, F., Birditt, K. S.
(2012). Helicopter parents and landing pad kids: Intense parental support of grown
Flisher, C. (2010). Getting plugged in: an overview of internet addiction. Journal of Pediatrics
Fonagy, P. & Target, M. (2005). Bridging the transmission gap: An end to an important mystery
10.1080/14616730500269278
101
Gentile, D. (2009). Pathological video game-use among youth ages 8 to 18. Psychological
Gentile, D. A., Choo, H., Liau, A., Sim, T., Li, D., Fung, D., & Khoo, A. (2011). Pathological
video game use among youths: A two-year longitudinal study. Pediatrics, 127(2), e319-
Gibbs, N. & Roche T. (1999, December 20). The Columbine tapes. Retrieved June 15, 2013,
from http://www.time.com/time/magazine/article/0,9171,992873,00.html
Goldstein, S., & Thau, S. (2011). A brain-based understanding from the cradle to the grave. In
Dunham, S. M., Dermer, S. B., & Carlson, J., Poisonous Parenting (63-79). New York:
Green, R. L., & Ostrander, R. L., (2009). Neuroanatomy for Students of Behavioral Disorders.
Han, D., Bolo, N., Daniels, M. A., Arenella, L., Lyoo, I., Renshaw, P. F. (2011). Brain
activity and desire for internet game play. Comprehensive Psychiatry, 52. 88-95. doi:
10.1016/j.comppsych.2010.04.004
Han, D., Kim, S., Lee, Y., & Renshaw, P. F. (2012). The effect of family therapy on the
changes in the severity of on-line game play and brain activity in adolescents with on-line
10.1016/j.psychresns.2012.02.011
Han, D., Lyoo, I., & Renshaw, P. F. (2012). Differential regional gray matter volumes in
patients with on-line game addiction and professional gamers. Journal of Psychiatric
102
Historical periods in television technology. (n.d.). Retrieved June 15, 2013, from
http://transition.fcc.gov/omd/history/tv/
Holtz, P., & Appel, M. (2011). Internet use and video gaming predict problem behavior in early
10.1016/j.adolescence.2010.02.004
Hoover, A. & Krishnamurti, S. (2010). Survey of college students' mp3 listening: Habits, safety
Hou, H., Jia, S., Hu, S., Fan, R., Sun, W., Sun, T., Zhang, H. (2012). Reduced striatal dopamine
Hunt, D. (2010, October 27). Jacksonville mom shakes baby for interrupting FarmVille, pleads
guilty to murder. The Florida Times-Union. Retrieved June 15, 2013, from
http://jacksonville.com/news/crime/2010-10-27/story/jacksonville-mom-shakes-baby-
interrupting-farmville-pleads-guilty-murder
iPod + iTunes timeline. (n.d.). Retrieved June 15, 2013, from http://www.apple.com/pr/
products/ipodhistory/
Kent, S.L. (2001). The ultimate history of video games. Roseville, CA: Prima Publishing.
Kerns, K. A. (2008). Attachment in middle childhood. In J. Cassidy & P.R. Shaver (2nd
Kim, S., Baik, S., Park, C., Kim, S., Choi, S., & Kim, S. (2011). Reduced striatal dopamine d2
10.1097/WNR.0b013e328346e16e
103
Ko, C., Liu, G., Hsiao, S., Yen, J., Yang, M., Lin, W., …, Chen, C. (2009). Brain activities
Kohler, C. (2009). July 29, 1994: Videogame makers propose ratings board to congress. Wired.
dayintech_0729/
Kuss, D. J, & Griffiths, M. D., (2012). Online gaming addiction in children and adolescents:
10.1556/JBA.1.2012.1.1
Kuss, D. J., van Rooij, A. J., Shorter, G. W., Griffiths, M. D., & van de Mheen, D (2013).
Lapidot-Lefler, N. & Barak, A. (2012). Effects of anonymity, invisibility, and lack of eye-
doi:10.1016/j.chb.2011.10.014
Lewis, T., Amini, F., & Lannon, R. (2000). A general theory of love. New York: Random
House.
Lee, D. (2013, May 9). World of Warcraft subscribers are leaving, Activision warns. Retrieved
Littler, C., (2011). 10 most-watched television finales of all time. Retrieved June 15, 2013,
from http://blog.koldcast.tv/2011/koldcast-news/10-most-watched-television-finales-of-
all-time/
104
Liu, C. & Kuo, F. (2007). A study of internet addiction through the lens of interpersonal theory.
Madden, M. (2009). The state of music online: Ten years after Napster. Retrieved from Pew
Reports/2009/The-State-of-Music-Online_-Ten-Years-After-Napster.pdf
Main, M. (n.d.) Adult attachment interview protocol. Retrieved June 15, 2013, from
http://www.psychology.sunysb.edu/attachment/measures/content/aai_interview.pdf
Marvin, R. S., & Britner, P, A. (2008). Normative development. In J. Cassidy & P.R. Shaver
(2nd ed.), Handbook of attachment (pp. 269-294). New York: The Guilford Press.
McCabe, G. (2013, May 3). 13-year-old slashes pal's throat after falling out over violent video
game Gears of War 3. Daily Record. Retrieved June 15, 2013, from
http://www.dailyrecord.co.uk/news/scottish-news/xbox-live-gears-war-3-1866681
McCarthy, C. (2009, January 13). Murder conviction for teen in 'Halo' case. Cnet. Retrieved
Montgomery, N. (2010, October 11). Parents protecting their investments. The New York Times.
11/have-college-freshmen-changed/parents-protecting-their-investments
Mortenson, E., (2008, May 18). Thurston shooting 10 years later. The Oregonian. Retrieved
1210994708185180.xml&coll=7
Murchinson, J. (2006, October 9). Google to acquire YouTube for $1.65 billion in stock.
acquire-youtube-for-165_09.html
105
Nielson. (2012, February, 16). American families see tablet as playmate, teacher, and babysitter.
american-families-see-tablets-as-playmate-teacher-and-babysitter.html
Number of World of Warcraft subscribers from 1st quarter 2005 to 1st quarter 2013. (2013).
subscribers-of-world-of-warcraft/
Our history in depth. (n.d.). Retrieved June 15, 2013, from http://www.google.com/about/
company/history/
Paakkinen, J., (1999, December 23). A brief history of the Simpsons. Retrieved June 15, 2013,
from http://www.snpp.com/other/articles/briefhistory.html
parenting as a distinct construct from other forms of parental control during emerging
10.1016/j.adolescence.2012.03.007
Pace, C. S., & Zavattini, G. C. (2010). 'Adoption and attachment theory' the attachment models
of adoptive mothers and the revision of attachment patterns of their late-adopted children.
2214.2010.01135.x
Patterson, C.J. (2006). Children of lesbian and gay parents. Current Directions in Psychological
Pew Research Center. (2010). Millenials: Confident. Connected. Open to change. Retrieved
confident-connected-open-to-change.pdf
106
Pink, D. H. (2009). Drive. New York: The Penguin Group.
Quigley, R. & Farberov, S. (2013, May 3). 'I killed my mom with my .22. I don't know why I
did it.': Chilling 911 call reveals 13-year-old boy admitting he tried to rape and then shoot
dead his mom 'for taking away his Call of Duty game'. The Daily Mail. Retrieved June
911-reveals-13-year-old-boy-admitting-tried-rape-shot-dead-mom-taking-away-video-
game.html
Ramey, C. R. (2007). Mass media unleashed. Lanham, MD: Rowman & Littlefield Publishers.
Richtel, M., (2011, October 22). A silicon valley school that doesn't compute. The New York
at-waldorf-school-in-silicon-valley-technology-can-wait.html?_r=0
Richtel, M. (2012, November 1). Technology changing how students learn, teachers say. The
education/technology-is-changing-how-students-learn-teachers-
say.html?pagewanted=all&_r=0
Riot Games to summon League of Legends [press release]. (2008, October 7). Retrieved June 15,
lollaunch2009.pdf
http://majorleagueoflegends.s3.amazonaws.com/lol_infographic.png
S. 1823--103rd Congress: Video Game Rating Act of 1994. (1994). Retrieved from:
http://thomas.loc.gov/cgi-bin/query/z?c103:S.1823.IS:
107
Schore, A. (2012). The science of the art of psychotherapy. New York, NY: W. W. Norton &
Company
Schiffrin, H. H., Liss, M., Miles-McLean, H., Geary, K. A., Erchull, M. J., & Tashner, T. (2013).
Shaver, P. R. & Fraley, R. C. (1997). Self-report measures of adult attachment. Retrieved June
Shilkret, R., & Shilkret, C. (2008). Attachment theory. In: J. Berzoff, L. M. Flanagan, & P.
Hertz (2nd ed.), Inside out and outside in (pp. 189-203). New York: Jason Aaronson.
Siomos, K., Floros, G., Fisoun, V., Evaggelia, D., Farkonas, N., Sergentani, E. … Geroukalis, D.
period: The impact of parental bonding. European Child & Adolescent Psychiatry, 21,
Skipworth, H. (2011, November 15). Xbox is 10 today - We celebrate its history. Pocketlint.
anniversary-history
Small, G.W., Moody, T.D., Siddarth, P., & Bookheimer, S.Y. (2009). Your brain on Google:
Stein, J. (2013, May 9). Millenials: The me me me generation. Retrieved June 15, 2013, from
http://www.time.com/time/magazine/article/0,9171,2143001,00.html
Stoll, Clifford. (1995, February 16). The internet? Bah!. Retrieved from:
http://www.thedailybeast.com/newsweek/1995/02/26/the-internet-bah.html
108
Strauss, Paul. (2007, February 8). History of music players. Technabob. Retrieved from:
http://technabob.com/blog/2007/02/08/a-brief-history-of-portable-media-players/
Tao, R., Huang, X., Wang, J., Zhang, H., Zhang, Y., & Li, M., (2010). Proposed diagnostic
0443.2009.02828.x
Technology timeline: 1752-1990. (n.d.). Retrieved June 15, 2013, from http://www.pbs.org/
wgbh/amex/telephone/timeline/timeline_text.html
Television in the United States. (2013). In Encyclopedia Britannica. Retrieved June 15, 2013,
from http://www.britannica.com/EBchecked/topic/1513870/Television-in-the-United-
States/283651/Conglomerates-and-codes
Temple, K (2012, March 13). What happens in an internet minute? Intel inside scoop.
minute/
http://www.computerhistory.org/timeline/
timeline/timeline.htm
Top 15 most popular social networking sites. (2013). Retrieved June 15, 2013, from
http://www.ebizmba.com/articles/social-networking-websites
Tsai, H., Cheng, S., Yeh, T., Shih, C., Chen, K., Yang, Y., & Yang, Y. (2009). The risk factors
109
Turkle, S. (2011). Alone together: Why we expect more from technology and less from each
Uhelszki, J. (2000, April, 13). Metallica sue Napster for copyright infringement. Rolling Stone.
napster-for-copyright-infringement-20000413
United Press International. (1981, November 19). Marcos bans video games. The New York
marcos-bans-video-games.html
van Eijnden, R. M., Spijkerman, R., Vermulst, A. A., van Rooij, T. J., & Engels, R. E. (2010).
Walton, A.G. (2012, October, 2). Internet addiction: The new mental health disorder? Forbes.
new-mental-health-disorder-internet-addiction/
Ward, V. (2013, April 21). Toddlers become so addicted to iPads they require therapy. The
10008707/Toddlers-becoming-so-addicted-to-iPads-they-require-therapy.html
Whang, L. S. M., Lee, S., Chang, G. (2003). Internet over-users' psychological profiles: A
143-150.
Willenz, P., 2010. American psychological association reiterates support for same-sex marriage.
http://www.apa.org/news/press/releases/2010/08/support-same-sex-marriage.aspx
110
Yen, J., Yen, C., Chen, C., Chen, S., & Ko, C. (2007). Family factors of internet addiction and
Yin, C., & Wangshu, L. (2013, February 22). Plan to tackle internet addiction. China Daily.
02/22/content_16246094.htm
Your two year old. (n.d.). Retrieved June 15, 2013, from http://www.pbs.org/parents/
childdevelopmenttracker/two/
Zhou, Y., Lin, F., Du, Y., Qin, L., Zhao, Z., Xu, J., Lei, H. (2011). Gray matter
111
Appendix A
HSR Approval
112
Appendix B
113
Appendix C
114
Appendix D
Hello David,
Thank you for your note. I apologize for not responding sooner, but I do not have complete internet
You may ask parents to assist you with this. Please post your request in the Media Tab, Interview
http://www.olganon.org/?q=forum/144
I would be willing to speak with you, as my son was addicted to the Everquest game and it really did
Liz W.
Hot-line 612-245-1115
www.olganon.org
Email olga@olganon.org
115
Appendix E
David Sullivan has obtained approval to recruit participants for his research through my list serve.
Sincerely,
116
Appendix F
David Sullivan
XXXXXXXXX
XXXXXXXXX
Dear David,
I have reviewed your amendment involving expanding your recruitment and it looks fine.
This amendment to your study is therefore approved. Thank you and best of luck with your
project.
Sincerely,
117
Appendix G
Hello! My name is David Sullivan. I am a graduate student from the Smith College
School for Social Work (Northampton, MA). I am currently working on my master's thesis and
need participants for my study. My research is exploring the impact of technology on the parent-
child relationship. Specifically, I am interested in how people perceive that technology affected
their upbringing, as well as what their parents’ relationship with technology was like.
Your experience with technology prior to reSTART is of interest to me for my research.
Participants in the study will take part in an individual phone interview with myself, responding
to a series of questions. These interviews will take roughly 60 minutes of your time and take
place during the month of February. In addition, participants in this research must meet the
following criteria:
1. Are currently enrolled at, or have successfully graduated from the reSTART program
2. Be 18 years of age or older
3. Grew up in a two-parent household
4. Were not adopted
If you think that you meet the above criteria and that this research is something you
would be interested in participating in, please contact me by either phone or email via the
information below. Your decision whether or not to participate in my research will have no
effect on your standing with the reSTART program.
-David Sullivan
[phone number and email removed]
118
Appendix H
[Date]
Hello former or current reSTART participant, and thank you for taking the time to
participate in my research! I am a master's level graduate student attending the Smith College
School for Social Work. I am exploring the impact of technology on the parent-child
relationship. This study seeks to explore this topic through interviews regarding the participant's
perception of their relationship with his/her parents, as well as the parents' relationship with
technology. The data gathered from this research will be used for the purpose of completing my
in the reSTART program. Participation in this research will require close to 60 minutes of your
time for an informal interview. Should you choose to participate I will schedule a phone call for
the interview. In the interest of confidentiality, crowded areas may not be appropriate given the
attention the questions may require. I will be audio recording the interview with a program on
my cell phone as well as a separate backup recording device, that converts the conversation to an
audio file. Following the interview, I will transcribe the data onto my own personal laptop. In
the case that I need to contact you to clarify anything, I will contact you by phone.
It is important to consider that by participating in this research, there are some risks
involved. Discussing one's history and relationships with one's parents can stir up a variety of
emotions. I recommend that you utilize the mental health resources I have provided with this
letter should you need support following the interview. Unfortunately, I will not be able to
119
provide compensation for your participation in this research. Participation in this research may
confidential. The information that is transcribed onto my laptop will be stored on a password
protected external hard drive and a thumb drive as back up. These hard drives will be kept under
lock and key for 3 years following the conclusion of my research. At the end of the 3rd year,
these data will be destroyed or kept secure if needed for further review. Once I have completed
using the data, it will be destroyed. Each person who participates in the study will be identified
by a randomly assigned interview number which will allow me to identify you in my notes;
however, outside of a few pieces of personal data that I will be collecting, there will be no way
of connecting your transcripts with your identity. For the purposes of publications or
presentations, data will be presented in aggregate, and when brief quotes or vignettes are used,
they will be carefully disguised. My research advisor will assist with the examination of data,
Participation in this research is voluntary. If at any time you do not wish to answer any
question, you may refuse to do so. Should you wish to withdraw, you may contact me (by phone
or email) any time prior to February 28th, 2013. All your data will be destroyed should you
choose to withdraw. If you wish to discuss your rights as a participant you may contact the chair
of the Smith College School for Social Work Human subjects review committee. If you have
YOUR SIGNATURE INDICATES THAT YOU HAVE READ AND UNDERSTAND THE
ABOVE INFORMATION AND THAT YOU HAVE HAD THE OPPORTUNITY TO ASK
120
QUESTIONS ABOUT THE STUDY, YOUR PARTICIPATION, AND YOUR RIGHTS
_________________________ _________________________
Participant Signature Researcher
David Sullivan
_________________________
Printed Name
An extra copy of this information will be given to you. PLEASE RETAIN THIS
121
Appendix I
Hello reSTART staff, and thank you for taking the time to participate in my research! I
am a master's level graduate student attending the Smith College School for Social Work. I am
exploring the impact of technology on the parent-child relationship. This study seeks to explore
this topic through interviews regarding clinical staff's perception of program participants'
relationship with their parents, as well as their parents' relationship with technology. The data
gathered from this research will be used for the purpose of completing my Master's thesis in
I am requesting your participation based on your current work at the reSTART program.
Participation in this research will require close to 60 minutes of your time for an informal
interview. Should you choose to participate I will schedule a phone call for the interview. In the
interest of confidentiality, crowded areas may not be appropriate given the attention the
questions may require. I will be audio recording the interview with a program on my computer
that converts the conversation to an audio file. Following the interview, I will transcribe the data
onto my own personal laptop. In the case that I need to contact you to clarify anything, I will
It is important to consider that by participating in this research, there are some risks
involved. Discussing one's past work can stir up a variety of emotions. I recommend that you
utilize the mental health resources I have provided with this letter should you need support
following the interview. Unfortunately, I will not be able to provide compensation for your
participation in this research. Participation in this research may deepen your understanding
122
As mentioned above, all information provided to me in this research shall be held
confidential. The information that is transcribed onto my laptop will be stored on a password
protected external hard drive and a thumb drive as back up. These hard drives will be kept under
lock and key for 3 years following the conclusion of my research. At the end of the 3rd year, this
data will be destroyed or kept secure if needed for further review. Once I have completed using
the data, it will be destroyed. Each person who participates in the study will be identified by a
randomly assigned interview number which will allow me to identify you in my notes; however,
outside of a few pieces of personal data that I will be collecting, there will be no way of
connecting your transcripts with your identity. For the purposes of publications or presentations,
data will be presented in aggregate, and when brief quotes or vignettes are used, they will be
carefully disguised. My research advisor will assist with the examination of data, but only after
Participation in this research is voluntary. If at any time you do not wish to answer any
question, you may refuse to do so. Should you wish to withdraw, you may contact me by phone
or email any time prior to May 10th, 2013. All your data will be destroyed should you choose to
withdraw. If you wish to discuss your rights as a participant you may contact the chair of the
Smith College School for Social Work Human subjects review committee. If you have any
YOUR SIGNATURE INDICATES THAT YOU HAVE READ AND UNDERSTAND THE
ABOVE INFORMATION AND THAT YOU HAVE HAD THE OPPORTUNITY TO ASK
123
_________________________ _________________________
Participant Signature Researcher
David Sullivan
_________________________
Printed Name
An extra copy of this information will be given to you. PLEASE RETAIN THIS
124
Appendix J
Interview Guide
-Remind them that they don't have to answer a question if they don't want to
-Define technology - screen and social technology: computers, TV, phones, video games, and
recorded music
-Define growing up - 0-18 years old
1. Summarize how you perceive technology affected or influenced your life growing up?
2. How has technology enhanced or interrupted your relationship with your parents?
a. What role did technology play in your relationship with your parents? (i.e.-keep
you occupied, education, play games)
b. Did you ever feel like you had to compete for attention with your parents'
technology?
3. How do you remember your parents' relationship with technology?
a. Which of your parents used technology more, and how?
b. Did technology ever interfere with your parents' relationship with you, or with
each other?
c. Choose 5 separate words, or short phrases to describe each of your parent’s
relationship with technology
4. Which of your parents were you closest with?
a. What shared interests brought you together?
b. Did this ever shift during your life, and if so, what influenced this shift?
c. Were there any other important people who influenced your life growing up?
5. What kind of rules or limits did you have around technology growing up?
6. What is the earliest memory you have of technology?
a. How old were you when you first started using technology?
i. What were you using it for?
7. How old were you when you first used the internet?
a. What sorts of activities do you remember using the internet for…
i. before high school
ii. during high school
b. And how did length of internet sessions fluctuate during those times?
8. What was your relationship to television growing up?
9. What kind of technology did you have in your bedroom growing up?
10. When you needed advice growing up, who or what would you usually turn to first?
a. Did you ever turn to technology for support? If so, how?
11. How were emotions handled in your family?
12. Given your experiences with technology, what do you wish more people understood
about its current role in society?
13. What is the best advice you could give someone that struggles with technology abuse?
125
Appendix K
The following questions are intended to gather personal information at the time of this
study. You do not have to answer any questions that you are not comfortable answering.
126
These next four questions are meant to help understand your relationships with others.
Answer questions 8-11 according to how you generally feel on most days.
127
Appendix L
The following questions are intended to gather personal information at the time of this
study. You do not have to answer any questions that you are not comfortable answering.
128
Appendix M
List of References
Below is a list of resources that you can contact should you need to discuss any uncomfortable
feelings you still have following any part of participation during research.
129