#digitalwellbeing — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #digitalwellbeing, aggregated by home.social.
-
Practical Ways to Make Screen Time Healthier and More Purposeful
📰 Original title: Screentime swaps: how to quit doomscrolling without quitting your phone
🤖 IA: It's clickbait ⚠️
👥 Users: It's clickbait ⚠️View full AI summary: https://en.killbait.com/practical-ways-to-make-screen-time-healthier-and-more-purposeful.html?utm_source=mastodon_world&utm_medium=social&utm_campaign=killbait_uk.mastodon_world
-
Digital Hauntings: Screens Exacerbate Youth Distress
Young people's screen use is linked to more distress. Real-world support helps reduce reliance on digital spaces for coping.
#YouthMentalHealth, #DigitalWellbeing, #OnlineSafety, #ScreenTime, #CommunitySupport
https://newsletter.tf/screens-increase-youth-distress-real-world-support-helps/
-
Recent reports show digital spaces are worsening youth distress, with online bullying and shallow connections playing a big role.
#YouthMentalHealth, #DigitalWellbeing, #OnlineSafety, #ScreenTime, #CommunitySupport
https://newsletter.tf/screens-increase-youth-distress-real-world-support-helps/ -
DATE: May 21, 2026 at 11:37AM
SOURCE: PSYCHIATRIC TIMESDirect article link at end of text block below.
The HHS has released the Surgeon General’s “Warning on the Harms of Screen Use," which aims to raise national awareness about the growing risks associated with excessive and harmful screen use among youth. https://t.co/Ivp1QinFSw
Here are any URLs found in the article text:
Articles can be found by scrolling down the page at Articles can be found at https://www.psychiatrictimes.com/news".
-------------------------------------------------
DAILY EMAIL DIGEST: Email [email protected] -- no subject or message needed.
Private, vetted email list for mental health professionals: https://www.clinicians-exchange.org
NYU Information for Practice puts out 400-500 good quality health-related research posts per week but its too much for many people, so that bot is limited to just subscribers. You can read it or subscribe at @PsychResearchBot
-------------------------------------------------
#psychology #counseling #socialwork #psychotherapy @psychotherapist @psychotherapists @psychology @socialpsych @socialwork @psychiatry #mentalhealth #psychiatry #healthcare #psychotherapist #ScreenTime #YouthHealth #SurgeonGeneral #DigitalWellbeing #ScreenUseRisks
-
DATE: May 21, 2026 at 11:37AM
SOURCE: PSYCHIATRIC TIMESDirect article link at end of text block below.
The HHS has released the Surgeon General’s “Warning on the Harms of Screen Use," which aims to raise national awareness about the growing risks associated with excessive and harmful screen use among youth. https://t.co/Ivp1QinFSw
Here are any URLs found in the article text:
Articles can be found by scrolling down the page at Articles can be found at https://www.psychiatrictimes.com/news".
-------------------------------------------------
DAILY EMAIL DIGEST: Email [email protected] -- no subject or message needed.
Private, vetted email list for mental health professionals: https://www.clinicians-exchange.org
NYU Information for Practice puts out 400-500 good quality health-related research posts per week but its too much for many people, so that bot is limited to just subscribers. You can read it or subscribe at @PsychResearchBot
-------------------------------------------------
#psychology #counseling #socialwork #psychotherapy @psychotherapist @psychotherapists @psychology @socialpsych @socialwork @psychiatry #mentalhealth #psychiatry #healthcare #psychotherapist #ScreenTime #YouthHealth #SurgeonGeneral #DigitalWellbeing #ScreenUseRisks
-
DATE: May 21, 2026 at 11:37AM
SOURCE: PSYCHIATRIC TIMESDirect article link at end of text block below.
The HHS has released the Surgeon General’s “Warning on the Harms of Screen Use," which aims to raise national awareness about the growing risks associated with excessive and harmful screen use among youth. https://t.co/Ivp1QinFSw
Here are any URLs found in the article text:
Articles can be found by scrolling down the page at Articles can be found at https://www.psychiatrictimes.com/news".
-------------------------------------------------
DAILY EMAIL DIGEST: Email [email protected] -- no subject or message needed.
Private, vetted email list for mental health professionals: https://www.clinicians-exchange.org
NYU Information for Practice puts out 400-500 good quality health-related research posts per week but its too much for many people, so that bot is limited to just subscribers. You can read it or subscribe at @PsychResearchBot
-------------------------------------------------
#psychology #counseling #socialwork #psychotherapy @psychotherapist @psychotherapists @psychology @socialpsych @socialwork @psychiatry #mentalhealth #psychiatry #healthcare #psychotherapist #ScreenTime #YouthHealth #SurgeonGeneral #DigitalWellbeing #ScreenUseRisks
-
DATE: May 20, 2026 at 02:30PM
SOURCE: STAT NEWS MENTAL HEALTHTITLE: Surgeon General’s office issues warning on screen time for children
WASHINGTON — Health secretary Robert F. Kennedy Jr. is issuing a U.S. Surgeon General’s advisory urging families, schools and providers to reduce children’s screen time, according to a draft of the report reviewed by STAT.
The report, which comes from the surgeon general’s office even though there is no Senate-confirmed nominee, calls on parents, schools, and all levels of government to work together to shift the use of devices with screens, saying some patterns of use “can pose real harm to children.”
Read the rest…
-------------------------------------------------
STAT News reports "from the frontiers of health and medicine".
Learn more at https://www.statnews.com/topic/mental-health/ .
See also their complete Mastodon account at @STAT .
This robot is NOT affiliated with STAT news and merely rebroadcasts from their site. Responses posted here are not monitored.
-------------------------------------------------
DAILY EMAIL DIGEST: Email [email protected] -- no subject or message needed.
Private, vetted email list for mental health professionals: https://www.clinicians-exchange.org
Unofficial Psychology Today Xitter to toot feed at Psych Today Unofficial Bot @PTUnofficialBot
NYU Information for Practice puts out 400-500 good quality health-related research posts per week but its too much for many people, so that bot is limited to just subscribers. You can read it or subscribe at @PsychResearchBot
Since 1991 The National Psychologist has focused on keeping practicing psychologists current with news, information and items of interest. Check them out for more free articles, resources, and subscription information: https://www.nationalpsychologist.com
EMAIL DAILY DIGEST OF RSS FEEDS -- SUBSCRIBE: http://subscribe-article-digests.clinicians-exchange.org
READ ONLINE: http://read-the-rss-mega-archive.clinicians-exchange.org
It's primitive... but it works... mostly...
-------------------------------------------------
#psychology #counseling #socialwork #psychotherapy @psychotherapist @psychotherapists @psychology @socialpsych @socialwork @psychiatry #mentalhealth #psychiatry #healthcare #depression #psychotherapist #ScreenTime #ChildHealth #SurgeonGeneral #PublicHealth #DigitalWellbeing #ParentingTips #SchoolPolicy #YouthMentalHealth #ScreenTimeAdvice #HealthyHabits
-
DATE: May 20, 2026 at 02:30PM
SOURCE: STAT NEWS MENTAL HEALTHTITLE: Surgeon General’s office issues warning on screen time for children
WASHINGTON — Health secretary Robert F. Kennedy Jr. is issuing a U.S. Surgeon General’s advisory urging families, schools and providers to reduce children’s screen time, according to a draft of the report reviewed by STAT.
The report, which comes from the surgeon general’s office even though there is no Senate-confirmed nominee, calls on parents, schools, and all levels of government to work together to shift the use of devices with screens, saying some patterns of use “can pose real harm to children.”
Read the rest…
-------------------------------------------------
STAT News reports "from the frontiers of health and medicine".
Learn more at https://www.statnews.com/topic/mental-health/ .
See also their complete Mastodon account at @STAT .
This robot is NOT affiliated with STAT news and merely rebroadcasts from their site. Responses posted here are not monitored.
-------------------------------------------------
DAILY EMAIL DIGEST: Email [email protected] -- no subject or message needed.
Private, vetted email list for mental health professionals: https://www.clinicians-exchange.org
Unofficial Psychology Today Xitter to toot feed at Psych Today Unofficial Bot @PTUnofficialBot
NYU Information for Practice puts out 400-500 good quality health-related research posts per week but its too much for many people, so that bot is limited to just subscribers. You can read it or subscribe at @PsychResearchBot
Since 1991 The National Psychologist has focused on keeping practicing psychologists current with news, information and items of interest. Check them out for more free articles, resources, and subscription information: https://www.nationalpsychologist.com
EMAIL DAILY DIGEST OF RSS FEEDS -- SUBSCRIBE: http://subscribe-article-digests.clinicians-exchange.org
READ ONLINE: http://read-the-rss-mega-archive.clinicians-exchange.org
It's primitive... but it works... mostly...
-------------------------------------------------
#psychology #counseling #socialwork #psychotherapy @psychotherapist @psychotherapists @psychology @socialpsych @socialwork @psychiatry #mentalhealth #psychiatry #healthcare #depression #psychotherapist #ScreenTime #ChildHealth #SurgeonGeneral #PublicHealth #DigitalWellbeing #ParentingTips #SchoolPolicy #YouthMentalHealth #ScreenTimeAdvice #HealthyHabits
-
DATE: May 20, 2026 at 02:30PM
SOURCE: STAT NEWS MENTAL HEALTHTITLE: Surgeon General’s office issues warning on screen time for children
WASHINGTON — Health secretary Robert F. Kennedy Jr. is issuing a U.S. Surgeon General’s advisory urging families, schools and providers to reduce children’s screen time, according to a draft of the report reviewed by STAT.
The report, which comes from the surgeon general’s office even though there is no Senate-confirmed nominee, calls on parents, schools, and all levels of government to work together to shift the use of devices with screens, saying some patterns of use “can pose real harm to children.”
Read the rest…
-------------------------------------------------
STAT News reports "from the frontiers of health and medicine".
Learn more at https://www.statnews.com/topic/mental-health/ .
See also their complete Mastodon account at @STAT .
This robot is NOT affiliated with STAT news and merely rebroadcasts from their site. Responses posted here are not monitored.
-------------------------------------------------
DAILY EMAIL DIGEST: Email [email protected] -- no subject or message needed.
Private, vetted email list for mental health professionals: https://www.clinicians-exchange.org
Unofficial Psychology Today Xitter to toot feed at Psych Today Unofficial Bot @PTUnofficialBot
NYU Information for Practice puts out 400-500 good quality health-related research posts per week but its too much for many people, so that bot is limited to just subscribers. You can read it or subscribe at @PsychResearchBot
Since 1991 The National Psychologist has focused on keeping practicing psychologists current with news, information and items of interest. Check them out for more free articles, resources, and subscription information: https://www.nationalpsychologist.com
EMAIL DAILY DIGEST OF RSS FEEDS -- SUBSCRIBE: http://subscribe-article-digests.clinicians-exchange.org
READ ONLINE: http://read-the-rss-mega-archive.clinicians-exchange.org
It's primitive... but it works... mostly...
-------------------------------------------------
#psychology #counseling #socialwork #psychotherapy @psychotherapist @psychotherapists @psychology @socialpsych @socialwork @psychiatry #mentalhealth #psychiatry #healthcare #depression #psychotherapist #ScreenTime #ChildHealth #SurgeonGeneral #PublicHealth #DigitalWellbeing #ParentingTips #SchoolPolicy #YouthMentalHealth #ScreenTimeAdvice #HealthyHabits
-
AI Brain Fry is not just being tired.
It is when the mind keeps processing inputs, tools, messages, and decisions long after work ends.
At some point, the issue is not productivity.
It is the loss of inner space to observe what is happening inside.
https://ai-brain-fry.driftlens.space/
#AIFatigue #CognitiveOverload #SelfObservation #DigitalWellbeing #Mindfulness
-
AI Brain Fry is not just being tired.
It is when the mind keeps processing inputs, tools, messages, and decisions long after work ends.
At some point, the issue is not productivity.
It is the loss of inner space to observe what is happening inside.
https://ai-brain-fry.driftlens.space/
#AIFatigue #CognitiveOverload #SelfObservation #DigitalWellbeing #Mindfulness
-
AI Brain Fry is not just being tired.
It is when the mind keeps processing inputs, tools, messages, and decisions long after work ends.
At some point, the issue is not productivity.
It is the loss of inner space to observe what is happening inside.
https://ai-brain-fry.driftlens.space/
#AIFatigue #CognitiveOverload #SelfObservation #DigitalWellbeing #Mindfulness
-
AI Brain Fry is not just being tired.
It is when the mind keeps processing inputs, tools, messages, and decisions long after work ends.
At some point, the issue is not productivity.
It is the loss of inner space to observe what is happening inside.
https://ai-brain-fry.driftlens.space/
#AIFatigue #CognitiveOverload #SelfObservation #DigitalWellbeing #Mindfulness
-
AI Brain Fry is not just being tired.
It is when the mind keeps processing inputs, tools, messages, and decisions long after work ends.
At some point, the issue is not productivity.
It is the loss of inner space to observe what is happening inside.
https://ai-brain-fry.driftlens.space/
#AIFatigue #CognitiveOverload #SelfObservation #DigitalWellbeing #Mindfulness
-
DATE: May 19, 2026 at 04:00PM
SOURCE: PSYPOST.ORG** Research quality varies widely from fantastic to small exploratory studies. Please check research methods when conclusions are very important to you. **
-------------------------------------------------TITLE: More than 6% of young adults suffer from Internet Gaming Disorder, global study reveals
A meta-analysis of studies on Internet Gaming Disorder found that this condition is, on average, present in 6.1% of young adults. The prevalence was higher in gamer-only samples (8.1%) compared to samples that included both gamers and non-gamers. The paper was published in Addictive Behaviors.
Internet Gaming Disorder is a pattern of excessive or poorly controlled video game playing that causes significant problems in a person’s life. It involves more than simply enjoying games or playing them often. A person with this disorder thinks about gaming constantly, feels restless or irritable when unable to play, and experiences a need to spend more and more time gaming to feel satisfied.
They may try to reduce gaming but repeatedly fail. As the disorder progresses, gaming slowly begins to replace school, work, sleep, exercise, hobbies, or relationships. Some people continue gaming even after it causes serious conflicts, poor performance, or emotional distress. Internet Gaming Disorder is especially concerning when gaming becomes a way to escape problems while simultaneously creating even bigger problems in daily life. The key issue in diagnosis is the loss of control and the harm that gaming leads to, rather than the raw number of hours a person spends gaming.
Study author Júlia Gisbert-Perez and her colleagues note that different studies tend to report varying prevalences of Internet Gaming Disorder among young adults, a demographic group highly vulnerable to this disorder due to the stress of transitioning to independence. With this in mind, they conducted a meta-analytic study aiming to integrate the findings of previous research to establish just how frequent this disorder is among individuals in this demographic.
The study authors searched the scientific research databases Web of Science (Core Collection), Scopus, and PsychInfo. They used search terms including “internet gaming disorder,” “online games addiction,” “problematic gaming behav*,” “pathologic video game use,” or “digital game addiction,” along with terms like “emerg* adult*,” “young adult*,” “university,” “college,” or “youth.” They looked for studies that reported a prevalence figure for Internet Gaming Disorder, comprised a sample of participants between 18 and 35 years of age, provided original empirical data, and were published in English or Spanish.
The search initially resulted in 1,411 publications. After screening and detailed inspection, they found 93 studies that met their criteria. Taken together, these studies included 149,601 participants. Their average age was 23-24 years old, and 51% of them were women.
The meta-analytic integration of the results from these studies showed that the pooled prevalence of Internet Gaming Disorder among young adults was 6.1%. Prevalence was higher in samples that consisted solely of gamers (8.1%), while it was 5.47% in mixed samples that included both gamers and non-gamers.
Further analyses revealed that the reported prevalence heavily depended on the specific diagnostic instrument used to assess the symptoms. Furthermore, prevalence rates tended to be artificially higher in studies with smaller sample sizes or those deemed to have a “high risk of bias.” Prevalence also might have been lower in samples containing more female participants, but the difference was not quite strong enough to pass the needed statistical thresholds.
Interestingly, when looking exclusively at the “gamer-only” samples, the researchers found that the prevalence of the disorder has been steadily increasing in recent years. The authors suggest this could be driven by the rise of competitive gaming platforms or the incorporation of predatory microtransactions and “loot boxes” in contemporary video games.
“These findings indicate that IGD [Internet Gaming Disorder] is more prevalent among young adults than in the general population, especially among gamers. The variability observed across studies highlights the need for methodological consistency and the use of validated diagnostic tools to improve comparability and inform prevention and intervention strategies,” the study authors concluded.
The study contributes to the scientific knowledge surrounding Internet Gaming Disorder. However, the study authors note that their search strategy might have missed some studies that reported age only in numerical terms, rather than using keywords like “young adults.”
Additionally, the authors report that their statistical analyses indicated a significant asymmetry in the published prevalences. Because scientific journals tend to favor publishing “significant” or shocking findings, it is highly likely that studies finding exceptionally high rates of gaming addiction were published, while studies finding low or unremarkable rates were never published (a phenomenon known as publication bias). This bias could have artificially distorted the overall 6.1% estimate, meaning the true prevalence might be slightly lower.
The paper, “Prevalence of Internet gaming disorder in young adults: a systematic review and meta-analysis,” was authored by Júlia Gisbert-Perez, Claudio Longobardi, Manuel Martí-Vilar, Sofia Mastrokoukou, and Laura Badenes-Ribera.
-------------------------------------------------
DAILY EMAIL DIGEST: Email [email protected] -- no subject or message needed.
Private, vetted email list for mental health professionals: https://www.clinicians-exchange.org
Unofficial Psychology Today Xitter to toot feed at Psych Today Unofficial Bot @PTUnofficialBot
NYU Information for Practice puts out 400-500 good quality health-related research posts per week but its too much for many people, so that bot is limited to just subscribers. You can read it or subscribe at @PsychResearchBot
Since 1991 The National Psychologist has focused on keeping practicing psychologists current with news, information and items of interest. Check them out for more free articles, resources, and subscription information: https://www.nationalpsychologist.com
EMAIL DAILY DIGEST OF RSS FEEDS -- SUBSCRIBE: http://subscribe-article-digests.clinicians-exchange.org
READ ONLINE: http://read-the-rss-mega-archive.clinicians-exchange.org
It's primitive... but it works... mostly...
-------------------------------------------------
#psychology #counseling #socialwork #psychotherapy @psychotherapist @psychotherapists @psychology @socialpsych @socialwork @psychiatry #mentalhealth #psychiatry #healthcare #depression #psychotherapist #InternetGamingDisorder #IGD #YoungAdults #GamingAddiction #PrevalenceStudy #MetaAnalysis #GamingHabits #DigitalWellbeing #VideoGamesResearch #AddictiveBehaviors
-
DATE: May 19, 2026 at 04:00PM
SOURCE: PSYPOST.ORG** Research quality varies widely from fantastic to small exploratory studies. Please check research methods when conclusions are very important to you. **
-------------------------------------------------TITLE: More than 6% of young adults suffer from Internet Gaming Disorder, global study reveals
A meta-analysis of studies on Internet Gaming Disorder found that this condition is, on average, present in 6.1% of young adults. The prevalence was higher in gamer-only samples (8.1%) compared to samples that included both gamers and non-gamers. The paper was published in Addictive Behaviors.
Internet Gaming Disorder is a pattern of excessive or poorly controlled video game playing that causes significant problems in a person’s life. It involves more than simply enjoying games or playing them often. A person with this disorder thinks about gaming constantly, feels restless or irritable when unable to play, and experiences a need to spend more and more time gaming to feel satisfied.
They may try to reduce gaming but repeatedly fail. As the disorder progresses, gaming slowly begins to replace school, work, sleep, exercise, hobbies, or relationships. Some people continue gaming even after it causes serious conflicts, poor performance, or emotional distress. Internet Gaming Disorder is especially concerning when gaming becomes a way to escape problems while simultaneously creating even bigger problems in daily life. The key issue in diagnosis is the loss of control and the harm that gaming leads to, rather than the raw number of hours a person spends gaming.
Study author Júlia Gisbert-Perez and her colleagues note that different studies tend to report varying prevalences of Internet Gaming Disorder among young adults, a demographic group highly vulnerable to this disorder due to the stress of transitioning to independence. With this in mind, they conducted a meta-analytic study aiming to integrate the findings of previous research to establish just how frequent this disorder is among individuals in this demographic.
The study authors searched the scientific research databases Web of Science (Core Collection), Scopus, and PsychInfo. They used search terms including “internet gaming disorder,” “online games addiction,” “problematic gaming behav*,” “pathologic video game use,” or “digital game addiction,” along with terms like “emerg* adult*,” “young adult*,” “university,” “college,” or “youth.” They looked for studies that reported a prevalence figure for Internet Gaming Disorder, comprised a sample of participants between 18 and 35 years of age, provided original empirical data, and were published in English or Spanish.
The search initially resulted in 1,411 publications. After screening and detailed inspection, they found 93 studies that met their criteria. Taken together, these studies included 149,601 participants. Their average age was 23-24 years old, and 51% of them were women.
The meta-analytic integration of the results from these studies showed that the pooled prevalence of Internet Gaming Disorder among young adults was 6.1%. Prevalence was higher in samples that consisted solely of gamers (8.1%), while it was 5.47% in mixed samples that included both gamers and non-gamers.
Further analyses revealed that the reported prevalence heavily depended on the specific diagnostic instrument used to assess the symptoms. Furthermore, prevalence rates tended to be artificially higher in studies with smaller sample sizes or those deemed to have a “high risk of bias.” Prevalence also might have been lower in samples containing more female participants, but the difference was not quite strong enough to pass the needed statistical thresholds.
Interestingly, when looking exclusively at the “gamer-only” samples, the researchers found that the prevalence of the disorder has been steadily increasing in recent years. The authors suggest this could be driven by the rise of competitive gaming platforms or the incorporation of predatory microtransactions and “loot boxes” in contemporary video games.
“These findings indicate that IGD [Internet Gaming Disorder] is more prevalent among young adults than in the general population, especially among gamers. The variability observed across studies highlights the need for methodological consistency and the use of validated diagnostic tools to improve comparability and inform prevention and intervention strategies,” the study authors concluded.
The study contributes to the scientific knowledge surrounding Internet Gaming Disorder. However, the study authors note that their search strategy might have missed some studies that reported age only in numerical terms, rather than using keywords like “young adults.”
Additionally, the authors report that their statistical analyses indicated a significant asymmetry in the published prevalences. Because scientific journals tend to favor publishing “significant” or shocking findings, it is highly likely that studies finding exceptionally high rates of gaming addiction were published, while studies finding low or unremarkable rates were never published (a phenomenon known as publication bias). This bias could have artificially distorted the overall 6.1% estimate, meaning the true prevalence might be slightly lower.
The paper, “Prevalence of Internet gaming disorder in young adults: a systematic review and meta-analysis,” was authored by Júlia Gisbert-Perez, Claudio Longobardi, Manuel Martí-Vilar, Sofia Mastrokoukou, and Laura Badenes-Ribera.
-------------------------------------------------
DAILY EMAIL DIGEST: Email [email protected] -- no subject or message needed.
Private, vetted email list for mental health professionals: https://www.clinicians-exchange.org
Unofficial Psychology Today Xitter to toot feed at Psych Today Unofficial Bot @PTUnofficialBot
NYU Information for Practice puts out 400-500 good quality health-related research posts per week but its too much for many people, so that bot is limited to just subscribers. You can read it or subscribe at @PsychResearchBot
Since 1991 The National Psychologist has focused on keeping practicing psychologists current with news, information and items of interest. Check them out for more free articles, resources, and subscription information: https://www.nationalpsychologist.com
EMAIL DAILY DIGEST OF RSS FEEDS -- SUBSCRIBE: http://subscribe-article-digests.clinicians-exchange.org
READ ONLINE: http://read-the-rss-mega-archive.clinicians-exchange.org
It's primitive... but it works... mostly...
-------------------------------------------------
#psychology #counseling #socialwork #psychotherapy @psychotherapist @psychotherapists @psychology @socialpsych @socialwork @psychiatry #mentalhealth #psychiatry #healthcare #depression #psychotherapist #InternetGamingDisorder #IGD #YoungAdults #GamingAddiction #PrevalenceStudy #MetaAnalysis #GamingHabits #DigitalWellbeing #VideoGamesResearch #AddictiveBehaviors
-
DATE: May 19, 2026 at 04:00PM
SOURCE: PSYPOST.ORG** Research quality varies widely from fantastic to small exploratory studies. Please check research methods when conclusions are very important to you. **
-------------------------------------------------TITLE: More than 6% of young adults suffer from Internet Gaming Disorder, global study reveals
A meta-analysis of studies on Internet Gaming Disorder found that this condition is, on average, present in 6.1% of young adults. The prevalence was higher in gamer-only samples (8.1%) compared to samples that included both gamers and non-gamers. The paper was published in Addictive Behaviors.
Internet Gaming Disorder is a pattern of excessive or poorly controlled video game playing that causes significant problems in a person’s life. It involves more than simply enjoying games or playing them often. A person with this disorder thinks about gaming constantly, feels restless or irritable when unable to play, and experiences a need to spend more and more time gaming to feel satisfied.
They may try to reduce gaming but repeatedly fail. As the disorder progresses, gaming slowly begins to replace school, work, sleep, exercise, hobbies, or relationships. Some people continue gaming even after it causes serious conflicts, poor performance, or emotional distress. Internet Gaming Disorder is especially concerning when gaming becomes a way to escape problems while simultaneously creating even bigger problems in daily life. The key issue in diagnosis is the loss of control and the harm that gaming leads to, rather than the raw number of hours a person spends gaming.
Study author Júlia Gisbert-Perez and her colleagues note that different studies tend to report varying prevalences of Internet Gaming Disorder among young adults, a demographic group highly vulnerable to this disorder due to the stress of transitioning to independence. With this in mind, they conducted a meta-analytic study aiming to integrate the findings of previous research to establish just how frequent this disorder is among individuals in this demographic.
The study authors searched the scientific research databases Web of Science (Core Collection), Scopus, and PsychInfo. They used search terms including “internet gaming disorder,” “online games addiction,” “problematic gaming behav*,” “pathologic video game use,” or “digital game addiction,” along with terms like “emerg* adult*,” “young adult*,” “university,” “college,” or “youth.” They looked for studies that reported a prevalence figure for Internet Gaming Disorder, comprised a sample of participants between 18 and 35 years of age, provided original empirical data, and were published in English or Spanish.
The search initially resulted in 1,411 publications. After screening and detailed inspection, they found 93 studies that met their criteria. Taken together, these studies included 149,601 participants. Their average age was 23-24 years old, and 51% of them were women.
The meta-analytic integration of the results from these studies showed that the pooled prevalence of Internet Gaming Disorder among young adults was 6.1%. Prevalence was higher in samples that consisted solely of gamers (8.1%), while it was 5.47% in mixed samples that included both gamers and non-gamers.
Further analyses revealed that the reported prevalence heavily depended on the specific diagnostic instrument used to assess the symptoms. Furthermore, prevalence rates tended to be artificially higher in studies with smaller sample sizes or those deemed to have a “high risk of bias.” Prevalence also might have been lower in samples containing more female participants, but the difference was not quite strong enough to pass the needed statistical thresholds.
Interestingly, when looking exclusively at the “gamer-only” samples, the researchers found that the prevalence of the disorder has been steadily increasing in recent years. The authors suggest this could be driven by the rise of competitive gaming platforms or the incorporation of predatory microtransactions and “loot boxes” in contemporary video games.
“These findings indicate that IGD [Internet Gaming Disorder] is more prevalent among young adults than in the general population, especially among gamers. The variability observed across studies highlights the need for methodological consistency and the use of validated diagnostic tools to improve comparability and inform prevention and intervention strategies,” the study authors concluded.
The study contributes to the scientific knowledge surrounding Internet Gaming Disorder. However, the study authors note that their search strategy might have missed some studies that reported age only in numerical terms, rather than using keywords like “young adults.”
Additionally, the authors report that their statistical analyses indicated a significant asymmetry in the published prevalences. Because scientific journals tend to favor publishing “significant” or shocking findings, it is highly likely that studies finding exceptionally high rates of gaming addiction were published, while studies finding low or unremarkable rates were never published (a phenomenon known as publication bias). This bias could have artificially distorted the overall 6.1% estimate, meaning the true prevalence might be slightly lower.
The paper, “Prevalence of Internet gaming disorder in young adults: a systematic review and meta-analysis,” was authored by Júlia Gisbert-Perez, Claudio Longobardi, Manuel Martí-Vilar, Sofia Mastrokoukou, and Laura Badenes-Ribera.
-------------------------------------------------
DAILY EMAIL DIGEST: Email [email protected] -- no subject or message needed.
Private, vetted email list for mental health professionals: https://www.clinicians-exchange.org
Unofficial Psychology Today Xitter to toot feed at Psych Today Unofficial Bot @PTUnofficialBot
NYU Information for Practice puts out 400-500 good quality health-related research posts per week but its too much for many people, so that bot is limited to just subscribers. You can read it or subscribe at @PsychResearchBot
Since 1991 The National Psychologist has focused on keeping practicing psychologists current with news, information and items of interest. Check them out for more free articles, resources, and subscription information: https://www.nationalpsychologist.com
EMAIL DAILY DIGEST OF RSS FEEDS -- SUBSCRIBE: http://subscribe-article-digests.clinicians-exchange.org
READ ONLINE: http://read-the-rss-mega-archive.clinicians-exchange.org
It's primitive... but it works... mostly...
-------------------------------------------------
#psychology #counseling #socialwork #psychotherapy @psychotherapist @psychotherapists @psychology @socialpsych @socialwork @psychiatry #mentalhealth #psychiatry #healthcare #depression #psychotherapist #InternetGamingDisorder #IGD #YoungAdults #GamingAddiction #PrevalenceStudy #MetaAnalysis #GamingHabits #DigitalWellbeing #VideoGamesResearch #AddictiveBehaviors
-
DATE: May 19, 2026 at 04:00PM
SOURCE: PSYPOST.ORG** Research quality varies widely from fantastic to small exploratory studies. Please check research methods when conclusions are very important to you. **
-------------------------------------------------TITLE: More than 6% of young adults suffer from Internet Gaming Disorder, global study reveals
A meta-analysis of studies on Internet Gaming Disorder found that this condition is, on average, present in 6.1% of young adults. The prevalence was higher in gamer-only samples (8.1%) compared to samples that included both gamers and non-gamers. The paper was published in Addictive Behaviors.
Internet Gaming Disorder is a pattern of excessive or poorly controlled video game playing that causes significant problems in a person’s life. It involves more than simply enjoying games or playing them often. A person with this disorder thinks about gaming constantly, feels restless or irritable when unable to play, and experiences a need to spend more and more time gaming to feel satisfied.
They may try to reduce gaming but repeatedly fail. As the disorder progresses, gaming slowly begins to replace school, work, sleep, exercise, hobbies, or relationships. Some people continue gaming even after it causes serious conflicts, poor performance, or emotional distress. Internet Gaming Disorder is especially concerning when gaming becomes a way to escape problems while simultaneously creating even bigger problems in daily life. The key issue in diagnosis is the loss of control and the harm that gaming leads to, rather than the raw number of hours a person spends gaming.
Study author Júlia Gisbert-Perez and her colleagues note that different studies tend to report varying prevalences of Internet Gaming Disorder among young adults, a demographic group highly vulnerable to this disorder due to the stress of transitioning to independence. With this in mind, they conducted a meta-analytic study aiming to integrate the findings of previous research to establish just how frequent this disorder is among individuals in this demographic.
The study authors searched the scientific research databases Web of Science (Core Collection), Scopus, and PsychInfo. They used search terms including “internet gaming disorder,” “online games addiction,” “problematic gaming behav*,” “pathologic video game use,” or “digital game addiction,” along with terms like “emerg* adult*,” “young adult*,” “university,” “college,” or “youth.” They looked for studies that reported a prevalence figure for Internet Gaming Disorder, comprised a sample of participants between 18 and 35 years of age, provided original empirical data, and were published in English or Spanish.
The search initially resulted in 1,411 publications. After screening and detailed inspection, they found 93 studies that met their criteria. Taken together, these studies included 149,601 participants. Their average age was 23-24 years old, and 51% of them were women.
The meta-analytic integration of the results from these studies showed that the pooled prevalence of Internet Gaming Disorder among young adults was 6.1%. Prevalence was higher in samples that consisted solely of gamers (8.1%), while it was 5.47% in mixed samples that included both gamers and non-gamers.
Further analyses revealed that the reported prevalence heavily depended on the specific diagnostic instrument used to assess the symptoms. Furthermore, prevalence rates tended to be artificially higher in studies with smaller sample sizes or those deemed to have a “high risk of bias.” Prevalence also might have been lower in samples containing more female participants, but the difference was not quite strong enough to pass the needed statistical thresholds.
Interestingly, when looking exclusively at the “gamer-only” samples, the researchers found that the prevalence of the disorder has been steadily increasing in recent years. The authors suggest this could be driven by the rise of competitive gaming platforms or the incorporation of predatory microtransactions and “loot boxes” in contemporary video games.
“These findings indicate that IGD [Internet Gaming Disorder] is more prevalent among young adults than in the general population, especially among gamers. The variability observed across studies highlights the need for methodological consistency and the use of validated diagnostic tools to improve comparability and inform prevention and intervention strategies,” the study authors concluded.
The study contributes to the scientific knowledge surrounding Internet Gaming Disorder. However, the study authors note that their search strategy might have missed some studies that reported age only in numerical terms, rather than using keywords like “young adults.”
Additionally, the authors report that their statistical analyses indicated a significant asymmetry in the published prevalences. Because scientific journals tend to favor publishing “significant” or shocking findings, it is highly likely that studies finding exceptionally high rates of gaming addiction were published, while studies finding low or unremarkable rates were never published (a phenomenon known as publication bias). This bias could have artificially distorted the overall 6.1% estimate, meaning the true prevalence might be slightly lower.
The paper, “Prevalence of Internet gaming disorder in young adults: a systematic review and meta-analysis,” was authored by Júlia Gisbert-Perez, Claudio Longobardi, Manuel Martí-Vilar, Sofia Mastrokoukou, and Laura Badenes-Ribera.
-------------------------------------------------
DAILY EMAIL DIGEST: Email [email protected] -- no subject or message needed.
Private, vetted email list for mental health professionals: https://www.clinicians-exchange.org
Unofficial Psychology Today Xitter to toot feed at Psych Today Unofficial Bot @PTUnofficialBot
NYU Information for Practice puts out 400-500 good quality health-related research posts per week but its too much for many people, so that bot is limited to just subscribers. You can read it or subscribe at @PsychResearchBot
Since 1991 The National Psychologist has focused on keeping practicing psychologists current with news, information and items of interest. Check them out for more free articles, resources, and subscription information: https://www.nationalpsychologist.com
EMAIL DAILY DIGEST OF RSS FEEDS -- SUBSCRIBE: http://subscribe-article-digests.clinicians-exchange.org
READ ONLINE: http://read-the-rss-mega-archive.clinicians-exchange.org
It's primitive... but it works... mostly...
-------------------------------------------------
#psychology #counseling #socialwork #psychotherapy @psychotherapist @psychotherapists @psychology @socialpsych @socialwork @psychiatry #mentalhealth #psychiatry #healthcare #depression #psychotherapist #InternetGamingDisorder #IGD #YoungAdults #GamingAddiction #PrevalenceStudy #MetaAnalysis #GamingHabits #DigitalWellbeing #VideoGamesResearch #AddictiveBehaviors
-
#GWB - Android Pause Point: Neue Google-App soll vor dem Start von Social Media-Apps warnen (Screenshots) - https://www.googlewatchblog.de/2026/05/android-pause-point-neue-google-app-soll-vor-dem-start-von-social-media-apps-warnen-screenshots/ #digitalwellbeing #android #Google
-
#GWB - Android Pause Point: Neue Google-App soll vor dem Start von Social Media-Apps warnen (Screenshots) - https://www.googlewatchblog.de/2026/05/android-pause-point-neue-google-app-soll-vor-dem-start-von-social-media-apps-warnen-screenshots/ #digitalwellbeing #android #Google
-
#GWB - Android Pause Point: Neue Google-App soll vor dem Start von Social Media-Apps warnen (Screenshots) - https://www.googlewatchblog.de/2026/05/android-pause-point-neue-google-app-soll-vor-dem-start-von-social-media-apps-warnen-screenshots/ #digitalwellbeing #android #Google
-
#GWB - Android Pause Point: Neue Google-App soll vor dem Start von Social Media-Apps warnen (Screenshots) - https://www.googlewatchblog.de/2026/05/android-pause-point-neue-google-app-soll-vor-dem-start-von-social-media-apps-warnen-screenshots/ #digitalwellbeing #android #Google
-
#GWB - Android Pause Point: Neue Google-App soll vor dem Start von Social Media-Apps warnen (Screenshots) - https://www.googlewatchblog.de/2026/05/android-pause-point-neue-google-app-soll-vor-dem-start-von-social-media-apps-warnen-screenshots/ #digitalwellbeing #android #Google
-
DATE: May 12, 2026 at 07:50AM
SOURCE: SOCIALPSYCHOLOGY.ORGTITLE: European Union May Ban Social Media for Young Children and Teens
Source: United Press International - Health News
The European Union is considering a ban on social media for children, EU President Ursula Von der Leyen announced Tuesday. Von der Leyen said that the bloc will take action this fall against the "addictive design" of certain platforms. The EU has created what she called a "Special Panel of Experts on Child Safety Online" and is awaiting findings from its work. "Depending on the results, we could come with a legal proposal this summer," she...
-------------------------------------------------
DAILY EMAIL DIGEST: Email [email protected] -- no subject or message needed.
Private, vetted email list for mental health professionals: https://www.clinicians-exchange.org
Unofficial Psychology Today Xitter to toot feed at Psych Today Unofficial Bot @PTUnofficialBot
NYU Information for Practice puts out 400-500 good quality health-related research posts per week but its too much for many people, so that bot is limited to just subscribers. You can read it or subscribe at @PsychResearchBot
Since 1991 The National Psychologist has focused on keeping practicing psychologists current with news, information and items of interest. Check them out for more free articles, resources, and subscription information: https://www.nationalpsychologist.com
EMAIL DAILY DIGEST OF RSS FEEDS -- SUBSCRIBE: http://subscribe-article-digests.clinicians-exchange.org
READ ONLINE: http://read-the-rss-mega-archive.clinicians-exchange.org
It's primitive... but it works... mostly...
-------------------------------------------------
#psychology #counseling #socialwork #psychotherapy @psychotherapist @psychotherapists @psychology @socialpsych @socialwork @psychiatry #mentalhealth #psychiatry #healthcare #depression #psychotherapist #EUbanonsocialmedia #ChildSafetyOnline #AddictiveDesign #YouthProtection #DigitalWellbeing #EUpolicy #SocialMediaRegulation #OnlineSafetyForKids #TechPolicy #SpecialPanelExperts
-
DATE: May 12, 2026 at 07:50AM
SOURCE: SOCIALPSYCHOLOGY.ORGTITLE: European Union May Ban Social Media for Young Children and Teens
Source: United Press International - Health News
The European Union is considering a ban on social media for children, EU President Ursula Von der Leyen announced Tuesday. Von der Leyen said that the bloc will take action this fall against the "addictive design" of certain platforms. The EU has created what she called a "Special Panel of Experts on Child Safety Online" and is awaiting findings from its work. "Depending on the results, we could come with a legal proposal this summer," she...
-------------------------------------------------
DAILY EMAIL DIGEST: Email [email protected] -- no subject or message needed.
Private, vetted email list for mental health professionals: https://www.clinicians-exchange.org
Unofficial Psychology Today Xitter to toot feed at Psych Today Unofficial Bot @PTUnofficialBot
NYU Information for Practice puts out 400-500 good quality health-related research posts per week but its too much for many people, so that bot is limited to just subscribers. You can read it or subscribe at @PsychResearchBot
Since 1991 The National Psychologist has focused on keeping practicing psychologists current with news, information and items of interest. Check them out for more free articles, resources, and subscription information: https://www.nationalpsychologist.com
EMAIL DAILY DIGEST OF RSS FEEDS -- SUBSCRIBE: http://subscribe-article-digests.clinicians-exchange.org
READ ONLINE: http://read-the-rss-mega-archive.clinicians-exchange.org
It's primitive... but it works... mostly...
-------------------------------------------------
#psychology #counseling #socialwork #psychotherapy @psychotherapist @psychotherapists @psychology @socialpsych @socialwork @psychiatry #mentalhealth #psychiatry #healthcare #depression #psychotherapist #EUbanonsocialmedia #ChildSafetyOnline #AddictiveDesign #YouthProtection #DigitalWellbeing #EUpolicy #SocialMediaRegulation #OnlineSafetyForKids #TechPolicy #SpecialPanelExperts
-
DATE: May 12, 2026 at 07:50AM
SOURCE: SOCIALPSYCHOLOGY.ORGTITLE: European Union May Ban Social Media for Young Children and Teens
Source: United Press International - Health News
The European Union is considering a ban on social media for children, EU President Ursula Von der Leyen announced Tuesday. Von der Leyen said that the bloc will take action this fall against the "addictive design" of certain platforms. The EU has created what she called a "Special Panel of Experts on Child Safety Online" and is awaiting findings from its work. "Depending on the results, we could come with a legal proposal this summer," she...
-------------------------------------------------
DAILY EMAIL DIGEST: Email [email protected] -- no subject or message needed.
Private, vetted email list for mental health professionals: https://www.clinicians-exchange.org
Unofficial Psychology Today Xitter to toot feed at Psych Today Unofficial Bot @PTUnofficialBot
NYU Information for Practice puts out 400-500 good quality health-related research posts per week but its too much for many people, so that bot is limited to just subscribers. You can read it or subscribe at @PsychResearchBot
Since 1991 The National Psychologist has focused on keeping practicing psychologists current with news, information and items of interest. Check them out for more free articles, resources, and subscription information: https://www.nationalpsychologist.com
EMAIL DAILY DIGEST OF RSS FEEDS -- SUBSCRIBE: http://subscribe-article-digests.clinicians-exchange.org
READ ONLINE: http://read-the-rss-mega-archive.clinicians-exchange.org
It's primitive... but it works... mostly...
-------------------------------------------------
#psychology #counseling #socialwork #psychotherapy @psychotherapist @psychotherapists @psychology @socialpsych @socialwork @psychiatry #mentalhealth #psychiatry #healthcare #depression #psychotherapist #EUbanonsocialmedia #ChildSafetyOnline #AddictiveDesign #YouthProtection #DigitalWellbeing #EUpolicy #SocialMediaRegulation #OnlineSafetyForKids #TechPolicy #SpecialPanelExperts
-
DATE: May 12, 2026 at 07:50AM
SOURCE: SOCIALPSYCHOLOGY.ORGTITLE: European Union May Ban Social Media for Young Children and Teens
Source: United Press International - Health News
The European Union is considering a ban on social media for children, EU President Ursula Von der Leyen announced Tuesday. Von der Leyen said that the bloc will take action this fall against the "addictive design" of certain platforms. The EU has created what she called a "Special Panel of Experts on Child Safety Online" and is awaiting findings from its work. "Depending on the results, we could come with a legal proposal this summer," she...
-------------------------------------------------
DAILY EMAIL DIGEST: Email [email protected] -- no subject or message needed.
Private, vetted email list for mental health professionals: https://www.clinicians-exchange.org
Unofficial Psychology Today Xitter to toot feed at Psych Today Unofficial Bot @PTUnofficialBot
NYU Information for Practice puts out 400-500 good quality health-related research posts per week but its too much for many people, so that bot is limited to just subscribers. You can read it or subscribe at @PsychResearchBot
Since 1991 The National Psychologist has focused on keeping practicing psychologists current with news, information and items of interest. Check them out for more free articles, resources, and subscription information: https://www.nationalpsychologist.com
EMAIL DAILY DIGEST OF RSS FEEDS -- SUBSCRIBE: http://subscribe-article-digests.clinicians-exchange.org
READ ONLINE: http://read-the-rss-mega-archive.clinicians-exchange.org
It's primitive... but it works... mostly...
-------------------------------------------------
#psychology #counseling #socialwork #psychotherapy @psychotherapist @psychotherapists @psychology @socialpsych @socialwork @psychiatry #mentalhealth #psychiatry #healthcare #depression #psychotherapist #EUbanonsocialmedia #ChildSafetyOnline #AddictiveDesign #YouthProtection #DigitalWellbeing #EUpolicy #SocialMediaRegulation #OnlineSafetyForKids #TechPolicy #SpecialPanelExperts
-
EU to crack down on TikTok, Instagram's 'addictive design' targeting kids
https://www.cnbc.com/2026/05/12/tiktok-instagram-social-media-addictive-eu-crack-down.html
#HackerNews #EU #TikTok #Instagram #socialmedia #kids #digitalwellbeing #crackdown
-
EU to crack down on TikTok, Instagram's 'addictive design' targeting kids
https://www.cnbc.com/2026/05/12/tiktok-instagram-social-media-addictive-eu-crack-down.html
#HackerNews #EU #TikTok #Instagram #socialmedia #kids #digitalwellbeing #crackdown
-
EU to crack down on TikTok, Instagram's 'addictive design' targeting kids
https://www.cnbc.com/2026/05/12/tiktok-instagram-social-media-addictive-eu-crack-down.html
#HackerNews #EU #TikTok #Instagram #socialmedia #kids #digitalwellbeing #crackdown
-
EU to crack down on TikTok, Instagram's 'addictive design' targeting kids
https://www.cnbc.com/2026/05/12/tiktok-instagram-social-media-addictive-eu-crack-down.html
#HackerNews #EU #TikTok #Instagram #socialmedia #kids #digitalwellbeing #crackdown
-
EU to crack down on TikTok, Instagram's 'addictive design' targeting kids
https://www.cnbc.com/2026/05/12/tiktok-instagram-social-media-addictive-eu-crack-down.html
#HackerNews #EU #TikTok #Instagram #socialmedia #kids #digitalwellbeing #crackdown
-
Toxicity on Social Media – The Noisy Room
#HackerNews #toxicity #socialmedia #onlinebehavior #noisyroom #digitalwellbeing
-
Toxicity on Social Media – The Noisy Room
#HackerNews #toxicity #socialmedia #onlinebehavior #noisyroom #digitalwellbeing
-
Toxicity on Social Media – The Noisy Room
#HackerNews #toxicity #socialmedia #onlinebehavior #noisyroom #digitalwellbeing
-
Toxicity on Social Media – The Noisy Room
#HackerNews #toxicity #socialmedia #onlinebehavior #noisyroom #digitalwellbeing
-
Toxicity on Social Media – The Noisy Room
#HackerNews #toxicity #socialmedia #onlinebehavior #noisyroom #digitalwellbeing
-
Social media can affect teen mental health more than we realise.
From anxiety and depression to self-image pressures, this in-depth report from The Conversation shares key findings and expert insights from Olivia Roth-Delgado and Thomas Bayeux.Click the link to read more:https://zurl.co/YT13f
#BabyYumYum #BYY #TeenMentalHealth #SocialMediaImpact #ParentingTips #DigitalWellbeing
-
Someone today called Driftya “a softer and gentle version of Omegle.”
Not a comparison I expected, but I understand what they meant. Driftya also lets strangers cross paths, but the safety parts have to be easy to find: hide, report, block.
When someone reports content, it should be hidden for them right away, with a clear option to block too. Self-moderation should not be buried.
-
AI is not just changing how we work, it's also competing for our attention like every other app and platform. The real problem today isn't finding information but staying focused: studies show interruptions can cost 20+ minutes to fully refocus. Those who succeed don’t just use technology, they control attention with habits like limiting notifications, using focused time blocks, and setting clearer priorities. #AI #Focus #Productivity #AttentionEconomy #DigitalWellbeing
-
AI is not just changing how we work, it's also competing for our attention like every other app and platform. The real problem today isn't finding information but staying focused: studies show interruptions can cost 20+ minutes to fully refocus. Those who succeed don’t just use technology, they control attention with habits like limiting notifications, using focused time blocks, and setting clearer priorities. #AI #Focus #Productivity #AttentionEconomy #DigitalWellbeing
-
AI is not just changing how we work, it's also competing for our attention like every other app and platform. The real problem today isn't finding information but staying focused: studies show interruptions can cost 20+ minutes to fully refocus. Those who succeed don’t just use technology, they control attention with habits like limiting notifications, using focused time blocks, and setting clearer priorities. #AI #Focus #Productivity #AttentionEconomy #DigitalWellbeing
-
AI is not just changing how we work, it's also competing for our attention like every other app and platform. The real problem today isn't finding information but staying focused: studies show interruptions can cost 20+ minutes to fully refocus. Those who succeed don’t just use technology, they control attention with habits like limiting notifications, using focused time blocks, and setting clearer priorities. #AI #Focus #Productivity #AttentionEconomy #DigitalWellbeing
-
AI is not just changing how we work, it's also competing for our attention like every other app and platform. The real problem today isn't finding information but staying focused: studies show interruptions can cost 20+ minutes to fully refocus. Those who succeed don’t just use technology, they control attention with habits like limiting notifications, using focused time blocks, and setting clearer priorities. #AI #Focus #Productivity #AttentionEconomy #DigitalWellbeing
-
Heute ist Tag drei.
Man sagt oft, die ersten drei Tage sind die schwersten. Hier nicht.
Es ist erstaunlich leicht.
Instagram losgelassen, Likes losgelassen. Dann gemerkt: YouTube ist schlimmer. Nicht Likes – gesehen werden wollen.
Hat Gründe. War lange still gemacht.
Seit drei Tagen kommentiere ich nicht mehr.
Und es ist ruhig. Drei echte Reaktionen hier sind mehr wert als hundert im Lärm.Gesehen werden passiert nicht im Algorithmus.