Most
researchers to this date do agree that Internet Addiction
Disorder is some type of behavioral addiction. For
example, people can become addicted to activities
even when there is no physiological dependence or
addiction to the activities. Overeating, sex, work,
exercise and gambling can be addictive if done to
excess.
Based on B.F. Skinner's studies on operant conditioning,
psychologists came out with behavioural explanations
as to why people are addicted to the Internet. For
example, there might be a child who is painfully
shy and fears meeting new people. He avoids talking
to anyone new, and consequently avoids the anxiety
associated with new encounters. This avoidance of
anxiety is rewarding and reinforces his behavior.
This means that he is likely to engage in this behavior
(escaping from the problem) whenever he meets new
people.
This above scenario relates to addiction and specifically
Internet addiction in the following way: The Internet
offers many rewards. It offers love, excitement,
physical, emotional, and material comfort, and the
means to escape from reality through online gambling,
e-shopping, online games and other engaging activities.
These can all be rewards. If an individual wants
these rewards and learns that the Internet will
allow him to escape his problems, receive love or
have a lot of fun, he will probably turn to the
Internet the next time he feels these needs. This
becomes reinforced when he feels a rush of excitement
when booting the computer and logging online to
get his rewards (similar to the euphoria people
experience when they go on a spending spree), causing
the cycle to continue and hence, resulting in the
individual becoming addicted to the Internet.
Trends show that emotional problems such as depression
and anxiety-related disorders are triggers of internet
addiction disorder. People often use pleasurable
thoughts and feelings that occur while using the
Internet to psychologically escape and also soothe
unpleasant feelings or stressful situations in real
life. Thus, the Internet becomes their "security
blanket" as it effectively (but artificially
and temporarily) helps them to forget unhappy situations
in real life. Therefore, they would repeatedly use
this method and sooner or later, they would get
ensnared by the fantasy world.
Peer behavior might also encourage
Internet use if one's friends are using it as the
individual would want to gain acceptance from his
group of friends. Modeling may play a role—users
might do what other people do when those people
are online.