Article ID: CBB064888484

From Confucianism to Psychology: Rebooting Internet Addicts in China (2019)

unapi

Coined in the 1990s, the term “Internet addiction” encapsulates a brief but influential human history of technological advancement and psychological development. However, most studies have treated Internet addiction as a “global” concept in the realm of science without taking into consideration its sociocultural meanings and local history. In China, obsessive online gaming behavior among youth is viewed as a national issue of public health and social control. This article examines the special development of interventions to address Internet addiction in China within a broader local history of culturally inflected social control, market reform, the one-child policy, and psychology. Based on historical review and ethnographic data from a treatment center specializing in Internet addiction, this article presents a deep analysis of what Internet addiction means in Chinese lives. It argues that Internet addiction is, in fact, a cultural idiom of distress related to social control rather than a universal syndrome of self-control. It represents the dynamic interactions between Confucian family values and market reform, the one-child policy, and recent trends in psychology and technology. (PsycINFO Database Record (c) 2019 APA, all rights reserved) (Source: journal abstract)

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Authors & Contributors
Bo Ruberg
Arsenault, Dominic
Christopher J. Ferguson
Anable, Aubrey
Melanie Swalwell
Lu Zhouxiang
Journals
Bulletin of Science, Technology & Society
Journal of the History of the Behavioral Sciences
IEEE Annals of the History of Computing
East Asian Science, Technology and Society: An International Journal
Configurations: A Journal of Literature, Science, and Technology
Publishers
University of Minnesota Press
The MIT Press
Routledge
U. of Minnesota Press
Welcome Books
University Press
Concepts
Video games
Technology and culture
Internet
Computer games
Internet -- social aspects
Entertainment industry
Time Periods
21st century
20th century, late
20th century
Places
China
Netherlands
New Zealand
Australia
India
Institutions
Internet Engineering Task Force
Nintendo Co.
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