Manningham YMCA Video Game Report
|
|
|
- Reynold Arnold
- 10 years ago
- Views:
Transcription
1 - 1 -
2 TABLE OF CONTENTS Executive Summary 3 1. Introduction 4 2. History Games development Video Games industry development 5 3. The internet and social media 5 4. What is gaming? Game genres Gaming apparatus 6 5. Profile of a gamer 7 6. Gaming as a positive Skill development Educational Other Positive uses of video games 8 7. Internet addiction 8 8. Video game addiction definition and symptoms Prevalence 9 9. Addictive games More addictive game genres How are they addictive? Similarities with gambling (Pokies) Online multiplayer games Co-morbidity Physical health Mental health Online identity Treatment Conclusion Recommendations
3 EXECUTIVE SUMMARY Since its inception video games have grown from being a 1970 s curiosity into a multibillion dollar industry, overtaking both music and film industry in global revenue. This extraordinary growth in popularity is attributed to technological developments (e.g. graphics, hardware, concepts), accessibility (e.g. mobile phones, tablets) and the internet introducing a social component to video games. Video games allow players to build a virtual world, create an online identity and connect to others all over the world. It s important to note that there has been very little research into the impact that video games may have on young people and it seems many research studies contradict each other. It is fair to say that video game playing is firmly embedded in today s culture and can have positive effects including: improved learning and cognitive skill development. However research also indicates that excessive game playing can have a negative influence on a person s life. Despite consistent anecdotal evidence, video game addiction is not recognized by the DSM. The symptoms of excessive gaming are very similar to gambling addiction; including an inability to stop playing, craving more and more time at the computer, neglect of family and friends, eating irregularities, sleep disturbance, preoccupation with video games when not playing and lying to employers or family about playing habits. Aside from a similarity in symptoms there are more links to gambling. Social networking games (e.g. Farmville, Cityville) utilise gambling principles to hook people to the game and have a similar appearance. Many popular gambling games are now available as a mobile application and often are incorporated in other games making them much more accessible to young people. Problem video game playing is associated with depression, anxiety, obesity and carpal tunnel syndrome. However there is no conclusive evidence to determine if the video game playing is causal to this co-morbidity or vice versa. Similarly, it cannot be proven whether violent video games cause violence in real life. The Video Game Report concludes by formulating recommendations for the design of a prevention and early intervention community based youth program
4 1. INTRODUCTION Video games are captivating. They hold our attention like no other medium. They offer a reality in which we can forget ourselves, and our worries. They can make us happy or sad. They connect us to millions of other players who are always ready to play. No wonder nearly all young people play video games. They re fun! But it seems video games may have a flip side. As a community based youth service we frequently receive calls from parents, teachers and young people expressing concerns about the amount of time young people spend playing video games and how this impacts on their lives. This prompted the service to seek out academic evidence that defines and clarifies the issue of excessive video game playing and its associated harms. The intention is that the evidence will lead to recommendations that will assist in delivering a community service response. 2. HISTORY 2.1. Games development The first video game was developed in the1970 s. It was a text-based strategy game similar to the popular real life role-playing games such as Dungeons and Dragons. Soon after Pong, the first video game to involve graphics was introduced leading to the development of the famous title Pacman in the 1980 s (Young, 2009) involving one person playing against a machine. As technology improved, video games have become more advanced and complex, with realistic imagery and interactive software. A further step in complexity occurred in the 1990 s with titles such as Doom involving players customizing their character s appearance, creating interactive rooms and first person shooting experiences (Young, 2009). By the late 1990 s more genres were appearing and - 4 -
5 players were given the ability to create their own parts of the games. This feature has come to be known as Modding (short for modifying) (Young, 2009). Around this time the internet became more accessible to people at home and video game developers incorporated the internet to enhance the gamers experience. Online Video Games allow users to play one game with others who are all able to access the game from remote locations such as their homes. This has opened up the opportunity for gamers to connect and cooperate. The turn of the century brought titles such as Dark Age of Camelot (2001) and Ragnarok online (2002. These were some of the first MMORPGs (Massively Multiplayer Online Role Playing Games) paving the way for the famous World of Warcraft, arguably the most famous and infamous MMORPG to date Video Games industry development Video games have grown from being a 1970 s curiosity into a multi-billion dollar industry. By 2010, the video game industry was worth $25.1 billion USD (ESA Annual report, 2010) and had overtaken both the movie industry (worth 10.9 billion USD) (Numbers Market research, 2010) and the Music industry (worth 6.3 billion USD in 2009) (CNNMoney.Com, 2009). The continuing globalization of video games provides ongoing inspiration for developers and as a result the industry continues to grow and evolve. 3. THE INTERNET AND SOCIAL MEDIA The rise of the internet and video games go hand in hand. The internet allows video game players to connect and play together, introducing a social aspect to video games. Gamers say that the only difference between a video game and a board game is that the players don t physically sit around the same table. Online social media like Facebook, Myspace, Tumblr elevated this social aspect and have embedded it firmly in today s culture. Its impacts on social life are argued from - 5 -
6 both sides. On the one hand social networking may be beneficial to one's social life because of the ability to continuously stay in contact with friends and relatives. On the other hand it can cause increased antisocial tendencies because people are not directly communicating with each other. Regardless of its social impact, Facebook has 955 million monthly active users and is widely used. Video game developers use these social media websites as a platform for people to play online video games together. These games are known as social networking games. These games typically feature competitive or cooperative goals and are amongst the most popular games played worldwide. Several of these games contain tens of millions of players each such as Farmville and Mob Wars. 4. WHAT IS GAMING? A video game is an electronic game that involves human interaction with a user interface to generate visual feedback on a gaming apparatus Game Genres Video games are categorized into genres. These genres are based on method of game play, type of overarching goals and art (graphic design, style). Some wellestablished genres are: action, shooters, adventure, role-playing, simulations, sports and strategy games with each genre often containing more specific subgenres. 4.2 Gaming apparatus Originally video games were played on computers and arcade machines. More recent platforms include consoles such as Nintendo, Playstation and Xbox which extend the gaming options through purpose built controllers and powerful gaming machines. Handheld mobile devices like Gameboy, Ipod Touch and tablets allow the user to play video games away from home. Mobile phones and in particular smartphones make video games more accessible and enable constant internet connectivity to social games and social networking sites
7 5. PROFILE OF A GAMER Video games have become a mainstream source of entertainment. Currently the average age of a gamer is 30 years (ESA) with 68% of gamers being 18 years or older. 94% of children aged 6 15 years are playing games regularly. In addition 47% of all players are women with women over 18 years becoming one of the industry s fastest growing demographics. A typical gamer spends an average of seven and a half hours per week playing video games (ESA). 6. GAMING AS A POSITIVE 6.1 Skill development Developments in technology have seen video games become so realistic and powerful that they can have real life applications. According to New York's Beth Israel Medical Center, surgeons who played video games three hours a week made 37 percent fewer errors than non-players in laparoscopic surgery simulations which involve joystick controls. In addition, professional race car drivers consider the video game representation of 22 race tracks in the Nextel Cup Series so accurate that they often perform virtual test runs in the days leading up to races Educational Video games have also been found to be beneficial in delivering information and teaching new skills. Researchers such as education Professor Dr. James Paul Gee, of the University of Wisconsin has found that video games combine instruction and demonstration, making it an effective learning technique. According to a recent study conducted by researchers at the University of Michigan, video puzzle games that exercise children s working memories can also improve their abstract reasoning and problem-solving skills,. Furthermore, a study conducted by scientists at the University of Rochester found that video games can improve players vision, attention and certain cognitive skills. Participants in this particular - 7 -
8 study performed better than non-gamers on tests of speed, accuracy and multitasking Other positive uses of video games There is some evidence that suggests that video games have positive effects for those experiencing psychopathology such as depression. A New Zealand research group developed a fantasy game called SPARX or Smart, Positive, Active Realistic X-Factor as a means of delivering cognitive behavioral therapy to combat depression in teens. Players controlled their customizable avatar to defeat GNATS or Gloomy Negative Automatic Thoughts. The results of the experiment suggested that playing this game was as effective, if not more so, than usual counseling (Healthland time.com; The Atlantic Newspaper.com; News.com.au). While controlled levels of video gaming have been proven to produce positive benefits for users, some gamers experience symptoms of addiction. 7. INTERNET ADDICTION As computers and internet use becomes a normal part of daily life in the developed world, problematic use has been found to lead to what some refer to as Internet Addiction. Although Internet Addiction is not yet a recognized disorder by the Diagnostic and Statistical Manual of Mental Disorders (DSM), it has acquired a wide range of professional and academic support as a clinical disorder that requires treatment. As internet addiction is not yet a DSM diagnosis, it has no official definition but symptoms and behaviours certainly fit with the DSM-IV criteria for addiction and obsession. Researchers such as Young (2009) found that internet addiction share many similarities with substance addition such as withdrawal, cravings and negative life consequences. There are academics who argue that internet addiction should not be included in the DSM, stating that internet addiction is not a true addiction and may in fact be a symptom of an existing disorder. They support their argument with evidence that suggests approximately 86% of Internet addiction cases have been linked to another DSM-IV - 8 -
9 diagnosis (Block, 2008). Although the counter argument could be that dual diagnosis is common, in particular the correlation between drug and alcohol addiction and a range of mental health conditions. The issue is still highly debated and more research on the issue will need to be conducted before reaching a conclusion. 8. VIDEO GAME ADDICTION 8.1. Definition and symptoms Similar to Internet addiction, there is no agreed upon definition for gaming addiction due to it not yet being recognised as a disorder by the DSM. However it is generally accepted that video game addicts suffer from extreme usage of computer and video games that interferes with their daily life and has negative social consequences. Video game addicts may exhibit symptoms similar to drug addicts or other behavioural addictions such as gambling. Examples of symptoms are an inability to stop playing, craving more and more time at the computer, neglect of family and friends, eating irregularities, sleep disturbance, change in sleep pattern, preoccupation with video games when not playing and lying to employers or family about playing habits Prevalence In a survey of 4028 adolescents (Desai, Krishnan-Sarin, Cavallo & Potenza, 2010), 51.2% (2062 adolescents) reported that they played video games and of those, 4.9% (101 adolescents) reported that they have problems with gaming such as trying to cut back and experiencing an irresistible urge to play. The survey found that males are more likely to report these problems (5.8%) than females (3.0%). In an article written by Hagedorn and Young (2011), they stated that 90% of American youths play video and/or online games, with approximately 10-15% - 9 -
10 meeting criteria for addiction, the majority of whom are male (Chak & Leung, 2004; Griffiths & Hunt; Grusser, et al.; Khan as cited by Hagedorn & Young, 2011). 9. ADDICTIVE GAMES 9.1. More addictive game genres There are two genres that are undeniably more addictive than the other genres and they are Massively Multiplayer Online Role Playing Games (MMORPGs) and Casual Games often played on Social Networking sites. MMORPGS are games which are run continuously in real time and feature social and competitive aspects, making devotion to the game mandatory. Traditional video games would end at some point or become repetitive and boring, whereas MMORPGS are endless, featuring a continuous system of goals and achievements. Players experience feelings of reward and success when their characters level up from one level to the next while collecting valuables and weapons making them stronger and more skilful. Casual Games are games that can be played through web browsers on social networking sites or mobile platforms such as IPads or mobile phones. They are similar to MMORPGS in that there are social and have competitive aspects but unlike MMORPGS, they re cheaper, easier to play and are designed to be played casually with minimal effort How are they addictive? Similarities with gambling (Pokies) It has been argued that video games and gambling have more inherent similarities than differences, enhancing the evidence and providing evidence based examples of another non-substance behavioural addiction. One researcher has described video gaming as a non financial form of gambling, playing for points instead of money (Griffiths, 1991, 2005d). This is why many
11 researchers have adapted gambling screening measures and have applied them directly to video game addiction. An example of this are players who are addicted to Farmville and would keep on playing it to gain a higher rank as well as spend real money to obtain virtual money to buy in-game items. Video games have been compared to gambling in a number of studies in reference to the psychological mechanisms used to draw in users. Both have also proven to be used as a means of coping with real life problems by immersing one s self in either gambling or gaming as a means of escapism. One of the theories surrounding problematic gambling suggests that people can be naturally under stimulated. This is a consequence of excessive levels in Norepanephrine and potential shortages in Serotonin and/or Dopamine. This can result in the person needing more of a buzz in their life and the thrill of gambling can offer this, the same applies for video games. Physiologically gaming and gambling have been said to attract those that are more vulnerable and sensitive to rewards that stimulate excessive levels of dopamine, thus making players more likely to chase rewards or gamblers to continue betting. Further similarities include the intervals of reinforcement, such as the spacing of rewards in both gambling and gaming. Gambling like gaming employs other strategies outside of instant gratification; rewards are also given in small amounts at such a pace to keep the user interested and not feeling their efforts are futile Online multiplayer games As mentioned earlier, online multiplayer games such as MMORPGS are one of the most addictive forms of games today. In a standard MMORPG, there is no ending and the concept of randomized loot has been found to enhance its enticing effect. Randomized loot is when defeated monsters drop a random item that only one type of character can use and requires all players to continue playing for a chance to get what they desire. This is argued to be a gambling mechanism due to the continued time investment and uncertain outcome. The most popular MMORPG is World of Warcraft (WOW) with over 11 million paying
12 subscribers worldwide and even Blizzard Entertainment, the company that made WOW, recognises the potential addictive qualities of its game. In 2007, they posted warnings about gaming excessively within the game itself such as Take everything in moderation (even World of Warcraft) and Bring your friends to Azeroth, (Azeroth being the name of the world within the game) but don t forget to go outside of Azeroth with them as well. 10. CO-MORBIDITY Physical health There is a significant correlation between video game addiction and physical health issues as a direct result of prolonged excessive use. Studies have found that as screen time tends to increase, so do levels of obesity due to constant snacking and low levels of physical activity (He, et al, 2009). Excessive play can result in sleep deprivation due to time spent by the user attempting to advance further in the game or to continue socialising with other users. In addition to sleep deprivation (insomnia is a common symptom) and obesity, joint and back problems such as carpal tunnel syndrome or knee problems from inactivity or poor ergonomic practices. As gaming becomes a significant priority in the users life there are associated social and mental health ramifications. Addicts tend to withdraw socially and there is often an associated impact on the individual s performance at work or school Mental Health Video game addiction has been found to be linked to several types of psychopathology, including depression, anxiety and social anxiety. There is conflicting evidence as to the direction of the relationship between video game addiction and mental health, none the less there is a strong association. Similar to the correlation between mental health and drug or alcohol addiction, it is often difficult to differentiate or even determine if one caused the other
13 There is evidence to suggest that a person who is depressed, lonely or socially anxious uses video games to cope with these problems. For the socially anxious, it is a means for them to interact with others where they can control and edit what they say rather than having to think on the spot, where they can t be judged on nonverbal behaviour or can log off if they begin to feel anxious. For the depressed, it is a means of distracting them from major life issues. If you feel that you are not accepted by others or fail to achieve goals in real life, then video games offer an outlet where you can create a character that allows you to achieve all of this inside the game (Yee, 2002). Finally, for the social isolated (lonely), video games offer a means of interacting with others and a platform to build relationships even if they are not face to face, they can be who they want to be online without fear of judgement. Considering the evidence it may be suggested that psychopathology is a strong catalyst for excessive video game use. Furthermore, there is suggesting that as the amount of time spent playing video games increases, so do symptoms of psychopathology. This is suggested to be due to a lack of interaction with others therefore increasing feelings of social anxiety when confronted with reality. Users have experienced feelings of depression when being forced to be separated from the game which often continues to escalate as the individual becomes more detached and they neglect their lives outside of gaming. Evidence suggests that users tend to invest significantly more time and effort into maintaining their relationships online than in the real world. As a consequence of this, when users are separated from these meaningful online relationships they have a heightened sense of social isolation. As with other known addictions distinguishing between heavy usage and addiction becomes apparent when considering the impact on the individual. To illustrate this, Griffiths (2010) examined two case studies: both subjects were gaming for the same excessive amount of time, but while one case had some of the typical symptoms of gaming excessively, such as marriage breakdown, depression and
14 most importantly an inability to stop. None of these were present in the other case (Griffiths, 2010). Due to problematic gaming being an evolving and relatively new area of research it has not yet been recognised by the DSM as an official psychiatric disorder, although the current research certainly suggests that the symptoms, causes, consequences and behaviours are incredibly similar to other addictions such as gambling Online identity An online identity or internet persona is a social identity that an internet user establishes in online communities and websites. Particularly multiplayer games require an online persona and often players invest months into building their persona s skills and attributes. Video game players often get emotionally attached to their online persona and grieve when this is lost. The concept of the personal self is subject of research in fields such as psychology and sociology. The online disinhibition effect is a notable example, referring to a concept of unwise and uninhibited behaviour on the internet, arising as a result of anonymity and audience gratification. Furthermore, escaping from reallife problems can be further achieved by immersing one s self in the typically rich and deep stories/background that surrounds video games (especially MMORPGs). Forming social relationships over the internet or through video games is considered easy due to the absence of immediate feedback, body language and eye contact from the other person. One may wonder about the impact on young people s social skills development when more and more young people connect online and not in real-life. Online identities are usually anonymous which can lead to social experimentation. This can be positive for minority groups to find likeminded people: e.g. the gay community. It can also lead to abuse, misrepresentation and generally asocial behaviours
15 11. TREATMENT There has been little research into treatment for video game addiction with some methods more practical than others. Of the research that has been undertaken, Cognitive Behaviour Therapy has been found to be the most effective on a practical level, however, these are very controlled experiments thus it is difficult to generalise the results. Han, Hwang and Renshaw (2011) examined the effects of Bupropin, a neurochemical that slightly inhibits dopamine release, and found that it was very effective in controlling video game cravings. While this may be effective it is not practical, or arguably ethical to release a drug on the market to control gaming addiction. King and Delfabbro (2009) found self-empowerment is essential to break the addiction to increase self-esteem and self-worth and to alleviate feelings of depression that may underpin the addiction. In addition, they suggested a sense of belonging can help break reliance on video games. This could be due to nullifying the effects of selfanxiety or loneliness that can cause the addiction in the first place. 12. CONCLUSION There is mixed evidence as to whether video games are constructive or destructive. This paper contends that video games are not inherently harmful to users, but become so as a result of them being used as a coping mechanism. Similar arguments have been found with other non-inherently addictive, or damning activities that have been recognises as addictions (sex, exercise, coffee, food to name a few). Video games are now one of the leading forms of popular media today with projections showing ongoing growth and uptake. Both the positive and negative impacts of gaming cannot be ignored, an early intervention approach is suggested in order to obtain the best long term benefits for those showing symptoms of video game addiction
16 13. RECOMMENDATIONS - Youth Workers to increase their understanding of the online video gaming platform and the risks associated with excessive gaming. o 90% of young people play video games and the gaming industry continues to grow exponentially. Video games have become an integral part of youth culture. - To maintain a positive dialog with young people when talking about video games and online interactions o There is conflicting research on whether video games are good or bad making it important for youth workers to embrace gaming rather than diabolise it. Ultimately youth workers need to engage young people who socially isolate themselves and so a positive approach will be paramount. - Utilise online platforms to form relationships with young gamers. o Instead of forcing young people out of their comfort zone, i.e. the online world, youth workers need to operate where the young person is most likely to engage with the youth worker. These online platforms can be: websites, forums, interactive multiplayer games, MMORPG s, social media sites like facebook, youtube, pinterest, foursquare. - Increase social connections and real-life interactions when a young person plays games excessively, i.e. when gaming has a negative impact in their life. o There is a high prevalence of co-morbidity amongst young people who game excessively. To effectively support young people with their mental health issues the youth worker should endeavour to increase real-life social connections and links to appropriate support services. Successful relationship building on the online platforms will be a crucial factor in achieving this. - In case of gaming addiction, refer to a health professional experienced in Cognitive Behavioural Therapy and familiar with addictive behaviours
17 o Treatment for video game addiction is similar to treatment for gambling addiction. Unless the Youth Worker has the qualifications to do so, it is best to leave treatment to specialists. - Raise awareness and provide education to young people and their families about the potential dangers of online interactions and gaming. o We need to raise awareness about: Games that groom young people to gambling, others use the principles of gambling to hook their players. Online personas and the disinhibition effect and how this affects young people, their psychological development and the interactions they have online. The relationship between screentime and obesity Managing a healthy lifestyle that includes video games, but also identifies possible addictive behaviours Increase understanding of parents and carers about video games to achieve better communication between them and their children. Reference List The Atlantic newspaper; Retrieved 25/06/2012 Block, 2008, Issues for DSM-V: Internet Addiction, Am j Psychiatry, 165;3. CNN Money (2009); Retrieved 25/06/2012 Desai RA, Krishnan-Sarin S, Cavallo D, Potenza MN, 2010, Video Gaming amongst high school students: Health correlates, gender differences, and problematic gaming, Pediatrics,;126(6) The Electronic Software Association; Retrieved on 25/06/
18 The Electronic Software Association; Retrieved on 25/06/2012 Global Post; Retrieved 31/7/2012 Griffiths, M. D. (1991), Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines. Journal of Adolescence, 14, Griffiths, M. D. (2005), A components model of addiction within a biopsychosocial framework. Journal of Substance Use, 10, Griffiths, M.D. (2010), The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence, International Journal of Mental Health and Addiction, 8: Han D.H, Hwang, J.W., Renshaw P.F, (2011) Bupropion sustained release treatment decreases craving for video games and cue-induced brain activity in patients with internet video game addiction, Psychology of popular media culture, Vol. 1, P He M, Piche L, Beyon C, Harris S, ( 2009) Screen-related Sedentry behaviours: Children and parent s attitudes, motivations and practices, Journal of Nutrition, Education and Behavior, 42;1. Pg Health land Time; Retrieved 25/06/2012 Hagedorn and Young, 2011, Identifying and intervening with students exhibiting signs of gaming addiction and other additive behaviors: Implication for professional school counsellors, American School Counselor Association, 14:4 King D., Delfabbro P., Understanding and assisting excessive players of video games: A community Psychology perspective, The Australian Community Psychologist, 21;1, P Nash Information Services; Retrieved on 25/06/2012. Yee, N (2002) Ariadne Understanding MMORPG Addiction, Retrieved 25/06/2012 Young, K., (2009) Understanding Online Gaming Addiction and Treatment Issues for Adolescents, The American Journal of Family Therapy, Vol 37, P
19 CONTACT If you wish to receive more information around video games and its impact on young people, or wish to stay up to date on the prevention and early intervention program please contact: Steven Dupon Manager Manningham YMCA Youth Services Manningham YMCA Youth Services Suite 8, Level 2 Manningham City Square MC² 687 Doncaster Road, Doncaster VIC 3108 Ph: Fax: [email protected] Web: This report was made possible through a community development grant of Manningham City Council
Executive Summary. 1. What is the temporal relationship between problem gambling and other co-occurring disorders?
Executive Summary The issue of ascertaining the temporal relationship between problem gambling and cooccurring disorders is an important one. By understanding the connection between problem gambling and
Cyber safety Parent Easy Guide 63
Cyber safety Parent Easy Guide 63 The online world is part of everyday life for many children and young people. It is a huge virtual playground where they can play, learn and socialise. It can be accessed
ADDICTIONS. BEHAVIOURAL Internet Shopping Work Sex Gambling Food. SUBSTANCE - RELATED Alcohol Drugs Medicine Tobacco
ADDICTIONS BEHAVIOURAL Internet Shopping Work Sex Gambling Food SUBSTANCE - RELATED Alcohol Drugs Medicine Tobacco Addiction is a chronic, relapsing disease affecting the brains's reward, motivation and
THE CAUSES OF DRUG ADDICTION
1 Statistical facts associated with addiction and substance abuse are concerning, but many men and women choose to ignore the dangers. By understanding the main causes of addiction to drugs, it is possible
Why is the design of a computer game important?
Why is the design of a computer game important? Arcade reaction speed Puzzle clever thinking / brain improvement (Angry Birds, Myst) Role Playing steer a character through a world Management build a empire
6 Criteria of a MMORPG Hussain & Griffiths (2009) Persistence always online Physicality a virtually real place Social Interaction engaging with others
Video Game Use and Addiction Michael S. Lewis, MA, LPCC-S Ohio Dominican University MMORPGs Massively Multiplayer Online Role-Playing Game Roots are formed in 1970 s tabletop game Dungeons and Dragons
How To Understand Internet Addiction In The Netherlands
Internet addiction in the Netherlands a brief overview BELSPO Brussels March 19, 2012 The colleagues Tim Schoenmakers Tony van Rooij IVO research on internet addiction Some publications: Meerkerk, G.,
MediaWise Network Parent Guide to Video Game Addiction What is it? Is it real? How do you recognize it? What can you do about it?
MediaWise Network Parent Guide to Video Game Addiction What is it? Is it real? How do you recognize it? What can you do about it? Larger than the Hollywood movie industry, video games are the fastest growing
Co-Occurring Substance Use and Mental Health Disorders. Joy Chudzynski, PsyD UCLA Integrated Substance Abuse Programs
Co-Occurring Substance Use and Mental Health Disorders Joy Chudzynski, PsyD UCLA Integrated Substance Abuse Programs Introduction Overview of the evolving field of Co-Occurring Disorders Addiction and
GAMBLING ADDICTIONS ON THE INTERNET
GAMBLING ADDICTIONS ON THE INTERNET Dr Mark Griffiths Professor of Gambling Studies International Gaming Research Unit Psychology Division, Nottingham Trent University United Kingdom [email protected]
Internet gambling : An online empirical study among student gamblers. Professor Mark Griffiths Andrew Barnes
Internet gambling : An online empirical study among student gamblers Professor Mark Griffiths Andrew Barnes International Gaming Research Unit Nottingham Trent University E-mail : mark.griffiths [email protected]
Process Addictions. Process Addiction? What is that? Why is this Important? Hagedorn MHS 6450 1. The New Gateway to Chemical Addiction?
Process Addictions The New Gateway to Chemical Addiction? W. Bryce Hagedorn, PhD, LMHC, NCC, MAC Process Addiction? What is that? The Definition any compulsive-like behavior that interferes with normal
Problem Gambling: The Hidden Addiction
Problem Gambling: The Hidden Addiction Gambling in America Americans annually spend more money on legal forms of gambling than on movies, music, sporting events, theme parks and video games combined. All
Motivations of Play in Online Games. Nick Yee, Department of Communication, Stanford University. (in press in CyberPsychology and Behavior) Abstract
Motivations of Play in Online Games Nick Yee, Department of Communication, Stanford University (in press in CyberPsychology and Behavior) Abstract An empirical model of player motivations in online games
Gambling in Tower Hamlets- 2016
in Tower Hamlets- 2016 is a legal activity which may become problematic and be harmful to Tower Hamlets. What are the issues with gambling? Section 9(1) of the Act 2005 defines general betting as the making
SUBSTANCE ABUSE & DEPRESSION: WHAT YOU SHOULD KNOW
SUBSTANCE ABUSE & DEPRESSION: WHAT YOU SHOULD KNOW TABLE OF CONTENTS What is Depression? 4 Symptoms of Depression 6 Substance Abuse as a Coping Mechanism 8 Which Occurs First? 10 Substance Abuse and the
9. Children, Technology and Gambling
9. Children, Technology and Gambling This document is part of a series of Building a Stronger South Australia policy initiatives from the Government of South Australia. 1. Future Fund 2. Jobs and Skills
Bradford Regional Medical Center. Internet Addiction Treatment and Recovery Program. A Patient and Family Guide
Bradford Regional Medical Center Internet Addiction Treatment and Recovery Program A Patient and Family Guide Overview The Internet Addiction Treatment and Recovery Program provide specialized and expert
DRUGS? NO THANKS! What are some of the leading factors that cause you to. become interested in experimenting with illegal drugs?
DRUGS? NO THANKS! What are some of the leading factors that cause you to become interested in experimenting with illegal drugs? It is easily available: During adolescence, you are trying to figure out
Parents As Partners: Talking to Your Child About Responsible & Problem Gambling. BC Problem Gambling Help Line 1.888.795.
Parents As Partners: Talking to Your Child About Responsible & Problem Gambling BC Problem Gambling Help Line 1.888.795.6111 (24 hrs) Dear Parents, Thank you for taking the time to read Parents As Partners:
Presently, there are no means of preventing bipolar disorder. However, there are ways of preventing future episodes: 1
What is bipolar disorder? There are two main types of bipolar illness: bipolar I and bipolar II. In bipolar I, the symptoms include at least one lifetime episode of mania a period of unusually elevated
What are Cognitive and/or Behavioural Psychotherapies?
What are Cognitive and/or Behavioural Psychotherapies? Paper prepared for a UKCP/BACP mapping psychotherapy exercise Katy Grazebrook, Anne Garland and the Board of BABCP July 2005 Overview Cognitive and
Martha Brewer, MS, LPC,LADC. Substance Abuse and Treatment
Martha Brewer, MS, LPC,LADC Substance Abuse and Treatment What is a substance use disorder? Long-term and chronic illness Can affect anyone: rich or poor, male or female, employed or unemployed, young
Gambling Behavior among High School Students in the State of Connecticut
Gambling Behavior among High School Students in the State of Connecticut A Report Delivered to CT Department of Mental Health and Addiction Services and CT Department of Education May 15, 2007 Team Members
Co-occurring Disorder Treatment for Substance Abuse and Compulsive Gambling
Co-occurring Disorder Treatment for Substance Abuse and Compulsive Gambling Midwest Conference on Problem Gambling and Substance Abuse 2006 Problem Gambling and Co-occurrence: Improving Practice and Managing
Understanding. Depression. The Road to Feeling Better Helping Yourself. Your Treatment Options A Note for Family Members
TM Understanding Depression The Road to Feeling Better Helping Yourself Your Treatment Options A Note for Family Members Understanding Depression Depression is a biological illness. It affects more than
TREATING ADOLESCENTS
TREATING ADOLESCENTS A focus on adolescent substance abuse and addiction Center for Youth, Family, and Community Partnerships Presentation developed by: Christopher Townsend MA, LPC, LCAS,CCS, NCC Learning
DSM 5 SUBSTANCE USE DISORDERS. Ronald W. Kanwischer LCPC, CADC Professor Emeritus Department of Psychiatry SIU School of Medicine
DSM 5 SUBSTANCE USE DISORDERS Ronald W. Kanwischer LCPC, CADC Professor Emeritus Department of Psychiatry SIU School of Medicine I have no financial relationships to disclose with regard to this presentation.
Frequently Asked Questions
Frequently Asked Questions 1. Do I have to give up all gambling? 2. Are some kinds of gambling more addictive than others? 3. How can I win? 4. If I have a gambling problem, do I have to stop gambling
Singapore Kids and Video games: Findings of a 3-year longitudinal study
Singapore Kids and Video games: Findings of a 3-year longitudinal study Dr Angeline Khoo Associate Professor Psychological Studies, National Institute of Education Definition of Pathological Video Gaming
The Symptoms? What Are. The behaviors often reported include: Guide to Video Game Addiction
What Are The Symptoms? The behaviors often reported include: For kids Spending non-school hours on the computer or playing video games. Falling asleep in school. Not keeping up with assignments. Worsening
Applied Psychology. Course Descriptions
Applied Psychology s AP 6001 PRACTICUM SEMINAR I 1 CREDIT AP 6002 PRACTICUM SEMINAR II 3 CREDITS Prerequisites: AP 6001: Successful completion of core courses. Approval of practicum site by program coordinator.
Addiction: Learned Behaviour or a. Disease?
Addiction: Learned Behaviour or a Disease? 1 Addiction: Learned Behaviour or a Disease? By Ben Moller Over the last two hundred years or so, medical doctors, addiction counsellors, psychiatrists, psychologists
A Review of Conduct Disorder. William U Borst. Troy State University at Phenix City
A Review of 1 Running head: A REVIEW OF CONDUCT DISORDER A Review of Conduct Disorder William U Borst Troy State University at Phenix City A Review of 2 Abstract Conduct disorders are a complicated set
Alcohol Addiction. Introduction. Overview and Facts. Symptoms
Alcohol Addiction Alcohol Addiction Introduction Alcohol is a drug. It is classed as a depressant, meaning that it slows down vital functions -resulting in slurred speech, unsteady movement, disturbed
Child Psychology and Education with Technology
International Journal of Education and Information Studies. ISSN 2277-3169 Volume 4, Number 1 (2014), pp. 41-45 Research India Publications http://www.ripublication.com Child Psychology and Education with
Ludology. Ludology: Psychology of fun. Remembering from last time. Thinking like a gamer
Ludology: Psychology of fun Ludology The fundamental purpose of games is fun! So what makes them fun, exactly? Remembering from last time nobody wants to make a bad game. ( go to shaqfu.com) Famous game
Problem Gambling. Over the last decade, legalized gambling in Canada has grown - rapidly! So has problem gambling!
Problem Gambling Introduction Over the last decade, legalized gambling in Canada has grown - rapidly! So has problem gambling! Should people with mood disorders be especially concerned? Probably yes! There
Personality Difficulties
Personality Difficulties The essential features of a personality disorder are impairments in personality (self and interpersonal) functioning and the presence of pathological personality traits. There
Lone Star College-Tomball Community Library 30555 Tomball Parkway Tomball, TX 77375 http://www.lonestar.edu/library.
Lone Star College-Tomball Community Library 30555 Tomball Parkway Tomball, TX 77375 http://www.lonestar.edu/library.htm 832-559-4211 PSYCHOLOGY Scholarly ELECTRONIC Electronic JOURNAL Journals LIST The
Eating Disorder Policy
Eating Disorder Policy Safeguarding and Child Protection Information Date of publication: April 2015 Date of review: April 2016 Principal: Gillian May Senior Designated Safeguarding Person: (SDSP) Anne
ADVANCED DIPLOMA IN COUNSELLING AND PSYCHOLOGY
ACC School of Counselling & Psychology Pte Ltd www.acc.edu.sg Tel: (65) 6339-5411 9 Penang Road #13-22 Park Mall SC Singapore 238459 1) Introduction to the programme ADVANCED DIPLOMA IN COUNSELLING AND
Preventing Substance Abuse. How to Deal with Chemical Dependency
Preventing Substance Abuse & How to Deal with Chemical Dependency For every ten people who consume alcohol or drugs in this country, at least one becomes chemically dependent. Addiction has an exponential
Wesley Mental Health. Drug and Alcohol Addiction Program. Wesley Hospital Ashfield. Journey together
Wesley Mental Health Drug and Alcohol Addiction Program Wesley Hospital Ashfield Journey together Mission Continuing the work of Jesus Christ in Word and deed Wesley Mission is an organisation with a long
Engagement and motivation in games development processes
Engagement and motivation in games development processes Engagement and motivation in games development processes Summary... 1 Key findings... 1 1. Background... 2 Why do we need to engage with games developers?...
CSL 502 Legal, Ethical, and Professional Issues. CSL 503 Human Relations Methods and Skills
CSL 501 Evaluation and Assessment This course is designed to provide students with an understanding of individual, couple, family, group and environmental/community approaches to assessment and evaluation.
Master of Arts, Counseling Psychology Course Descriptions
Master of Arts, Counseling Psychology Course Descriptions Advanced Theories of Counseling & Intervention (3 credits) This course addresses the theoretical approaches used in counseling, therapy and intervention.
Gender and Gaming: A Literature Review
Gender and Gaming: A Literature Review Danae Romrell Idaho State University 643 Meadowbrook Rexburg, ID 83440 [email protected] Descriptors: Gender, Gaming Abstract Educational games are commonly used to
Game changer: How design techniques from online social gaming are transforming the slot machine experience.
Game changer: How design techniques from online social gaming are transforming the slot machine experience. Daniel Lee Sahl Department of Sociology University of Nevada, Las Vegas [email protected]
ANTISOCIAL PERSONALITY DISORDER
ANTISOCIAL PERSONALITY DISORDER Antisocial personality disorder is a type of chronic mental illness in which your ways of thinking, perceiving situations and relating to others are dysfunctional. When
Development of Chemical Dependency in Adolescents & Young Adults. How to recognize the symptoms, the impact on families, and early recovery
Development of Chemical Dependency in Adolescents & Young Adults How to recognize the symptoms, the impact on families, and early recovery Tim Portinga, PsyD, LP, Mental Health Clinic Supervisor Tim Portinga
Community and Social Services
Developing a path to employment for New Yorkers with disabilities Community and Social Services Mental Health and Substance Abuse Social Workers... 1 Health Educators... 4 Substance Abuse and Behavioral
Course Description. SEMESTER I Fundamental Concepts of Substance Abuse MODULE OBJECTIVES
Course Description SEMESTER I Fundamental Concepts of Substance Abuse MODULE OBJECTIVES At the end of this course participants will be able to: Define and distinguish between substance use, abuse and dependence
MMORPG and Group Communication Software: Computer-Mediated Communication and the Effects on Gaming and Interpersonal Relationships.
MMORPG AND GROUP COMMUNICATION SOFTWARE 1 Running head: MMORPG and Group Communication Software MMORPG and Group Communication Software: Computer-Mediated Communication and the Effects on Gaming and Interpersonal
Gambling and Problem Gambling Prevalence Among College Students in Florida July 2008
Gambling and Problem Gambling Prevalence Among College Students in Florida July 2008 A report to the Florida Council on Compulsive Gambling, Inc. International Center for Youth Gambling Problems and High-Risk
Northern Territory Code of Practice for Responsible Online Gambling
Northern Territory Code of Practice for Responsible Online Gambling Table of contents Statement... 4 Objective... 4 What is responsible gambling?... 4 What is problem gambling?... 4 Cultural and geographic
Alcohol Disorders in Older Adults: Common but Unrecognised. Amanda Quealy Chief Executive Officer The Hobart Clinic Association
Alcohol Disorders in Older Adults: Common but Unrecognised Amanda Quealy Chief Executive Officer The Hobart Clinic Association The Hobart Clinic Association Not-for-profit private Mental Health Service
Internet Addiction. «ª ÿ ÿ. Jarungyod Arunyanak*
Internet Addiction Jarungyod Arunyanak* The Internet has provided much positive impact on people throughout the world for the last ten years. It can be informative, convenient, resourceful and fun. However,
The Negative Effects of Social Media on Children and Young Adults
The Negative Effects of Social Media on Children and Young Adults How can we reduce the negative effects of social media on children and young adults? Overview What is Social Media? Social media is defined
ADOLESCENT GAMBLING ON THE INTERNET: A REVIEW
ADOLESCENT GAMBLING ON THE INTERNET: A REVIEW Dr Mark Griffiths (Nottingham Trent University) Dr Jonathan Parke (Salford University) Dr Daniel King (University of Adelaide) Dr Paul Delfabbro (University
Traumatic Stress with Alcohol and/or Drug Addiction
Traumatic Stress with Alcohol and/or Drug Addiction information for individuals and families Eastern Trauma Advisory Panel What is Post Traumatic Stress Disorder (PTSD)? How people react to a traumatic
2) Recurrent emotional abuse. 3) Contact sexual abuse. 4) An alcohol and/or drug abuser in the household. 5) An incarcerated household member
Co Occurring Disorders and the on Children: Effectively Working with Families Affected by Substance Abuse and Mental Illness Definition (Co-Occurring also called Dual Dx) A professional diagnosis of addictive/substance
Eating Disorders. Symptoms and Warning Signs. Anorexia nervosa:
Eating Disorders Eating disorders are serious conditions that can have life threatening effects on youth. A person with an eating disorder tends to have extreme emotions toward food and behaviors surrounding
Client Information Leaflet
The Dialectical Behaviour Therapy Endeavour Programme Creating a life worth living Client Information Leaflet HSE South - North Lee Adult Mental Health Service Dialectical Behaviour Therapy Programme July
Handout: Risk. Predisposing factors in children include: Genetic Influences
Handout: Risk The more risk factors to which a child is exposed the greater their vulnerability to mental health problems. Risk does not cause mental health problems but it is cumulative and does predispose
Motivations of Play in Online Games. Nick Yee. Department of Communication. Stanford University
Motivations of Play in Online Games Nick Yee Department of Communication Stanford University Full reference: Yee, N. (2007). Motivations of Play in Online Games. Journal of CyberPsychology and Behavior,
How. HOLiSTIC REHAB. Benefits You
How HOLiSTIC REHAB Benefits You Table of Content Holistic Rehab Centers are More Popular than Ever The Need for Drug & Alcohol Rehabilitation Programs Alcohol Abuse and Addiction These Issues Need Treatment
Identifying and Treating Dual-Diagnosed Substance Use and Mental Health Disorders. Presented by: Carrie Terrill, LCDC
Identifying and Treating Dual-Diagnosed Substance Use and Mental Health Disorders Presented by: Carrie Terrill, LCDC Overview What is Dual Diagnosis? How Common is Dual Diagnosis? What are Substance Use
These changes are prominent in individuals with severe disorders, but also occur at the mild or moderate level.
Substance-Related Disorders DSM-V Many people use words like alcoholism, drug dependence and addiction as general descriptive terms without a clear understanding of their meaning. What does it really mean
1 GUIDE TO ALCOHOLISM
1 GUIDE TO ALCOHOLISM Understanding Alcoholism While a glass of wine with dinner or a couple of beers while watching the big game may seem like a harmless way to unwind, for 14 million Americans, it is
Age-Appropriate Reactions & Specific Interventions for Children & Adolescents Experiencing A Traumatic Incident
The Florida Crisis Consortium is supported by the Florida Dep:ntment ofhealth. Age-Appropriate Reactions & Specific Interventions for Children & Adolescents Experiencing A Traumatic Incident The following
Social Impact of Gambling. Andy Todd Counselling Manager RCA Trust Paisley
Social Impact of Gambling Andy Todd Counselling Manager RCA Trust Paisley The RCA Trust Our service was established in 1978 as an independent voluntary service We aim to limit the damaging affects of problem
CHILDREN, FAMILIES & ALCOHOL USE
CHILDREN, FAMILIES & ALCOHOL USE Essential Information for Social Workers A BASW Pocket Guide Supported by: Bedford and Luton Purpose of the guide This guide aims to support Social Workers in their practice
Keynote Session 1 Navigating Teenage Depression Prof. Gordon Parker
Keynote Session 1 Navigating Teenage Depression Prof. Gordon Parker Professor Gordon Parker is a leading international expert on depression and mood disorders. He is Scientia Professor of Psychiatry at
Conduct Disorder: Treatment Recommendations. For Vermont Youth. From the. State Interagency Team
Conduct Disorder: Treatment Recommendations For Vermont Youth From the State Interagency Team By Bill McMains, Medical Director, Vermont DDMHS Alice Maynard, Mental Health Quality Management Chief, Vermont
Reference document. Alcohol addiction
Reference document Alcohol addiction Table of content Introduction 2 Definition 2 Signs and symptoms 3 Intervening with an employee 4 Available treatments and resources 5 Conclusion 5 Reference document
Registered Charity No. 5365
THE MULTIPLE SCLEROSIS SOCIETY OF IRELAND Dartmouth House, Grand Parade, Dublin 6. Telephone: (01) 269 4599. Fax: (01) 269 3746 MS Helpline: 1850 233 233 E-mail: [email protected] www.ms-society.ie
Background. Provincial Teacher Resource List 2015-2016. Please Note:
Provincial Teacher Resource List 2015-2016 Background The purpose of this list is to help teachers and schools promote a Comprehensive School Health (CSH) approach in a classroom setting. CSH is an internationally
TEENS. talking to. about GAMBLING. Our YOUTH ENGAGEMENT. Strategy
Our YOUTH ENGAGEMENT Strategy The Victorian Responsible Gambling Foundation s Youth Engagement Strategy, Gambling s not a Game is about preventing the cycle of gambling-related harm which can start at
PhD. IN (Psychological and Educational Counseling)
PhD. IN (Psychological and Educational Counseling) I. GENERAL RULES CONDITIONS: Plan Number 2012 1. This plan conforms to the regulations of the general frame of the programs of graduate studies. 2. Areas
OCR LEVEL 3 CAMBRIDGE TECHNICAL
Cambridge TECHNICALS OCR LEVEL 3 CAMBRIDGE TECHNICAL CERTIFICATE/DIPLOMA IN IT COMPUTER GAME DESIGN H/502/5671 LEVEL 3 UNIT 32 GUIDED LEARNING HOURS: 60 UNIT CREDIT VALUE: 10 COMPUTER GAME DESIGN H/502/5671
Contents. Overview Treatments Inpatient Services Day Programs The Clinic What are the Costs? How to Get Started How to Find Us
Lakeside Clinic Contents Overview Treatments Inpatient Services Day Programs The Clinic What are the Costs? How to Get Started How to Find Us Overview At some point in their lives, as many as one-in-five
Video Games and Academic Performance. Ronny Khadra. Cody Hackshaw. Leslie Mccollum. College of Coastal Georgia
Video Games and Academic Performance Ronny Khadra Cody Hackshaw Leslie Mccollum College of Coastal Georgia Introduction and Background The development of video games goes back to the 1940s and 1950s. Computer
OVERVIEW OF COGNITIVE BEHAVIORAL THERAPY. 1 Overview of Cognitive Behavioral Therapy
OVERVIEW OF COGNITIVE BEHAVIORAL THERAPY 1 Overview of Cognitive Behavioral Therapy TABLE OF CONTENTS Introduction 3 What is Cognitive-Behavioral Therapy? 4 CBT is an Effective Therapy 7 Addictions Treated
Prescription Drug Abuse
Prescription Drug Abuse Introduction Most people take medicines only for the reasons their health care providers prescribe them. But millions of people around the world have used prescription drugs for
