Internet Addiction in the Context of Positive Psychology. Alexander E. Voiskounsky
|
|
|
- Benedict King
- 10 years ago
- Views:
Transcription
1 Psychology in Russia: State of the Art 2010 Internet Addiction in the Context of Positive Psychology Alexander E. Voiskounsky Lomonosov Moscow State University Moscow Optimal, or flow experience is a psychological construct introduced by M. Csikszentmihalyi; it refers to intrinsic motivation when an activity is worth doing for its own sake and denotes productive work with high concentration on the task, distinct objectives and high level of satisfaction, positive feelings such as enjoyment, balance between the available skills and the task challenges, immediate feedback, as well as temporary loss of self-consciousness and distorted sense of time. This construct is being intensely used in numerous environments connected with the use of information technologies, including specific ones such as Internet addiction. The latter context is argued to be incorrect, since addiction means a negative feeling while flow is positive. Numerous examples follow distinguishing online gamers repetitive behaviors referring to flow experience from those which refer to addictive behavior. Keywords: flow experience, positive psychology, information technologies, Internet addiction, mimetic flow, repetitive behavior, online gaming. Optimal experience is a contribution, made over three decades ago, to what is called positive psychology (Seligman & Csikszentmihalyi, 2000) by one of its leaders, Mihaly Csikszentmihalyi (1975/2000; 1990 and elsewhere). This new paradigm is fully described by Csikszentmihalyi s and his followers. While interviewing hundreds of people who would express a deep devotion to their preferred sort of activity (in fact, any type of activity whatsoever), Csikszentmihalyi selected several often reported characteristics of a special feeling common to many of them, which they estimated very highly. This devotion is related to what they believe constitutes an optimal level of their experience. The study was supported by the Russian Foundation for Basic Research, project No а.
2 542 Alexander E. Voiskounsky Optimal experience is also known as flow experience. During the interviews, Csikszentmihalyi found that people provide descriptions which are worded almost identically regardless of the particular sort of the preferred activity: almost everyone mentioned being in the midst of a flow, or, to express it in a slightly different manner, flowing from one moment to the next, in which he is in control of his actions, and in which there is a little distinction between self and environment, between stimulus and response, or between past, present, and future (Csikszentmihalyi, 1975/2000, p. 36). No wonder, Csikszentmihalyi (1975/2000; 1990 and elsewhere) called this sort of the holistic experience flow. The interviewed people, regardless of their age, gender and culture, professional competence, marital and income status, reported flow as an enjoyment: they confessed they enjoyed the process of doing even hard work. They further confessed enjoying doing it non-stop, sometimes for long time periods, taking risks, or getting painfully tired and sometimes exhausted. They reported they did enjoy it because in return they felt they had been performing to the utmost. No wonder this sort of experience is often called optimal, within the positive psychology paradigm. The use of information technologies represents a variety of areas to study flow experience (Hoffman & Novak, 2009; Voiskounsky, 2008). The major areas are: Online marketing / shopping, E-learning / teaching, Cyber-recreation (often, online / computer / video gaming), Virtual interaction. Additionally, less elaborated dimensions include: Virtual psychological rehabilitation, such as immersive systems of virtual reality; Illicit penetrations into virtual environments and computer security regulations; Usability testing, measurement of web-site s attraction, friendliness, adaptation to target populations. The meaning of the optimal experience is that of a principally positive psychological phenomenon. Within the positive psychology school, flow is universally understood as an enjoying experience with a strong positive impact on the lifestyle and quality of life.
3 Internet Addiction in the Context of Positive Psychology 543 Among many phenomena which are related to specific patterns of human behavior on the Internet, i.e. in the virtual environments, probably the most important, from both theoretical and practical perspectives, is the one that started a decade and a half ago it is devoted to psychological qualification of the special type of human dependence, most often called Internet addiction and also known under a multitude of names, such as Internet addiction disorder (IAD), Internet Dependency, Netaholism, Internet overuse, Internet abuse, Problematic Internet use, Pathological Internet use, Excessive Internet use, Compulsive Internet use, Disturbed Internet use, Elevated Internet use, or Internet misuse, as well as less general names stemming from the most popular online services including for example Twitter addiction or FaceBook addiction. The references are numerous, among the latest is an exhaustive and competent review paper by Morahan-Martin (2008). This paper is not the place to discuss the nature, phenomenology, genesis and status of the Internet related addictions and / or dependencies. We take addictions as a generic term, covering all the enumerated types of the Internet misuse. Thus, the Internet addiction refers to every particular web service, such as online gaming, online pornography, online interaction, online romance, online surfing, online gambling, online exploratory behavior, online shopping, etc. While flow is undoubtedly an enjoyable experience, there is a vivid tendency in the IT environments to associate flow experience with addictive types of behavior, and to investigate the dimensions and parameters of this prospective interconnection (Chen & Park, 2005; Chiou & Wan, 2006; Chou & Ting, 2003; Tzanetakis & Vitouch, 2002; Wan & Chiou, 2006). Scholars are making efforts to discover possible mediators between the two types of research data; among such mediators is named for example procrastination (Thatcher, Wretschko & Fridjhon, 2008). This tendency has been already discussed earlier (Voiskounsky, 2007; 2008). It is nevertheless worthwhile to turn to it anew. In a recent paper (Seah & Cairns, 2008) video / computer / online game addiction is discussed in the context of immersiveness the latter has characteristics common to flow experience, though it has been pointed that the two psychological conditions differ. The authors conclude: Fortunately, videogames do not seem to be the destructive and socially detrimental force that other addictions are. Certainly in some extreme cases, the addiction is as bad as any other ruining relationships
4 544 Alexander E. Voiskounsky and destroying lives but on the whole the addicts, and specifically, the highly engaged players in our studies, were able to hold together functional lives and engage in normal social relations. So whilst it may seem that videogame engagement is bad because it leads to addiction, there may be a more hopeful picture. Addiction to videogames could be just a form of high engagement, perhaps no worse than reading a really gripping book and then wanting to read a lot more. Indeed, both authors could claim to have lost sleep and missed meals through reading good books but we would also both claim to have our reading habits firmly under control and integrated into our social and functional lives (Seah & Cairns, 2008, p. 62). An addiction is a sort of an escape from personal problems and a decrease in the quality of life, which are opposite to feelings associated with positive psychological phenomena, including the flow experience. Thus, both theoretically and practically analogies between flow and addiction are inadequate, and any idea to correlate the symptoms of the optimal experience and the Internet addiction will hardly seem justified. Most often the attempts to establish such correlations refer to the parameters of the online / video / computer gaming experience. Indeed, gaming is one of the most addictive of the variety of the IT related behaviors, partly due to the fact that game developers and providers try hard to hook the devoted addicts to their newest products, using for instance some principles in behavioral conditioning (Yee, 2006, p. 70). In their theoretical paper, Chen and Park (2005) discriminate between the two successive types of the online games MUDs (Multi-user dimensions) and MMORPGs (massive multi-player online role-playing games); rich in visual stimuli, the latter evolved from the text-only-mode MUDs (Bartle, 2003). Chen and Park (2005) believe that MUDs (both adventurous and social) are best suited for the social interaction, while MMORPGs, which supposedly provide the gamers with more levels to match their challenges and their skills, are best suited for experiencing the flow. Though this argument sounds reasonable, it is nevertheless not true, due to the two main reasons. First, recent studies state that people play MUDs to experience flow, and also to achieve, to interact, and to cognate: these factors are shared by the participants in the samples of Russian, French, US and Chinese gamers (Faiola & Voiskounsky, 2007; Voiskounsky, Mitina, & Avetisova, 2004; 2005; 2006a; 2006b; 2008). Second, Bartle (2003), Castronova
5 Internet Addiction in the Context of Positive Psychology 545 (2007) and others convincingly describe the full multitude of the withingame and outside-of-game channels which the adepts of MMORPGs use for the intensive social interactions. Thus, the discrimination which is so important for Chen and Park (2005) is not at all discriminating. When they state that the MMORPG addicts seek to acquire flow experience, while the MUD addicts seek the chances to get a channel for social interaction, the former statement cannot be accepted, taking into account the abovementioned psychological inequality in the enjoyments inherent of flow and in the addictive types of behavior: the addicts may try to seek for the flow, but unless they recover from the addiction they can hardly reach it. The opposite idea, namely, that flow causes addiction, is stated in an empirical paper by Chou and Ting (2003). The authors provide a logically reasonable but psychologically insufficient sequence of arguments, namely that people who enjoy flow experience during an activity may develop a tendency to repeat the activity... Repetition of a particular activity may eventually develop into a tendency toward addiction... Flow experience is the precondition that actually activates addiction (Chou & Ting, 2003, p. 665). Moreover, they empirically testify this sequence of statements. Chou and Ting (2003) have in fact testified that the repetitive behavior, not necessarily the flow experience, may activate the addictive activity. The replication of behaviors intimately associated with the flow, often resulting in the life-long repetitions of the selected, and necessarily enjoyable, activities is indeed characteristic for optimal forms of experience. However, the replications and repetitions are the outer, visible actions taken apart from the inner meaning of such behaviors. The reduction of the flow experience to the repetitive actions is psychologically inadequate, disagreeing with the essence of positive psychology. From the bio-cultural perspective, the psychological meaning of a well-known tendency toward the repetitions of the enjoyable activity is the complete opposite of any sort of the addictive behavior. Italian supporters of positive psychology Massimini and Delle Fave (2000) introduce the term mimetic flow for the activities which turn out to be poor in complexity potential, which is an essential feature of authentic flow activities and a prerequisite for individual development. Moreover, such activities do not foster the participant s constructive integration in the culture (p. 28), on the contrary they foster a human be-
6 546 Alexander E. Voiskounsky ing s marginalization. Examples of the mimetic flow include the intake of drugs and psychoactive substances, stealing, passive leisure activities like watching TV, abuse of technological artifacts (cars, computers, weapons, etc.): In most cases, there is a misinterpretation of risk behavior as challenging behavior. No connections with individual development and integration in the social context can be found in such practices (Massimini & Delle Fave, 2000, p. 29). Within positive psychology, in order to preserve the enjoyment, repetitive actions should undergo a continuous update of both skills and challenges to their highest possible (utmost) level of matching. The psychological mechanism of a mismatch between the skills and the challenges is described in the study of the specifics of the flow related experience in hacking (Voiskounsky & Smyslova, 2003a; 2003b), in online gaming (see the abovementioned references) and in web usability (Smyslova & Voiskounsky, 2009). Such a mismatch, when either an update of the skills does not follow an increase of challenges, or vice versa, means indeed a danger of losing the optimality of experience: as a result a person may turn to a repetitive and possibly addictive type of behavior. But the processes of parallel step-by-step increase of both the skills and the challenges, though not easily attained while hacking, should not raise problems while gaming: the level structure of the popular well-designed games and the abundance of the goals to be pursued guarantee that the players save chances to continue experiencing flow. An important and theoretically valuable study (Chiou & Wan, 2006; Wan & Chiou, 2006) empirically shows that the flow experience is negatively correlated to the Internet addiction. The authors further analysis differentiates satisfactions from dissatisfactions inherent in the online gaming experience, and provides well-justified evidences that in the process of gaming the addicts seek a kind of a relief from their dissatisfaction. Thus, the flow experience and the addictive states have little in common: though the repetitions of certain actions do happen, their psychological nature is entirely incompatible and dissimilar. This result, we believe, hinders further attempts to validate the fact that the cyberspace related addictions and the optimal forms of experience are of the same psychological background. The correctness of this conclusion is being now thoroughly investigated in a new empirical research project carried out by the author and his postgraduate students; the results of this work in progress will be
7 Internet Addiction in the Context of Positive Psychology 547 presented by the end of In this project, two online surveys are administered within the same sample of online gamers, namely a survey on flow experience and a survey on the Internet addiction. When the results are available, it will be clearer if the recent authors (Seah & Cairns, 2008) were correct saying that online gaming is much more controllable than many other addictive types of the Internet use, and thus that gaming is in a way exclusive, farther from addictive types of behavior and nearer to an optimal type of experience. References Bartle, A. (2003). Designing Virtual Worlds. Indianapolis, IN: New Riders. Castronova, E. (2007). Exodus to the Virtual World: How Online Fun is Changing Reality. New York, etc.: Palgrave Macmillan. Chen, J.V., & Park, Y. (2005). The Difference of Addiction Causes between Massive Multiplayer Online Game and Multi User Domain. International Review of Information Ethics, 4 (12), Chiou, W.-B., & Wan, C.-S. (2006). A Further Investigation of the Motives of Online Games Addiction. Paper presented at the National Educational Computing Conference (San Diego, July 5 7, 2006). Retrieved August 23, 2006, from ISTE/uploads/NECC2006/KEY_ /Chiou_NECC06ChiouWenBin_RP.pdf Chou, T.-J., & Ting, Ch.-Ch. (2003). The Role of Flow Experience in Cyber-Game Addiction. CyberPsychology & Behavior, 6 (6), Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. New York: Harper and Row. Csikszentmihalyi, M. (1975/2000). Beyond Boredom and Anxiety: Experiencing Flow in Work and Play. San-Francisco: Jossey-Bass. Faiola A., & Voiskounsky, A.E. (2007). Flow Experience of MUD Players: Investigating Multi-User Dimension Gamers from the USA. Lecture Notes in Computer Science, 4564, Hoffman, D.L., & Novak, T.P. (2009). Flow Online: Lessons Learned and Future Prospects. Journal of Interactive Marketing, 23 (1), Massimini, F., & Delle Fave, A. (2000). Individual Development in a Bio-Cultural Perspective. American Psychologist, 55 (1), Morahan-Martin, J. (2008). Internet Abuse: Emerging Trends and Lingering Questions. In A. Barak (Ed.), Psychological Aspects of Cyberspace: Theory, Research, Applications (pp ). Cambridge, UK: Cambridge University Press. Seligman, M.E.P., & Csikszentmihalyi, M. (2000). Positive Psychology: An Introduction. American Psychologist, 55 (1), 5 14.
8 548 Alexander E. Voiskounsky Smyslova, O.V., & Voiskounsky, A.E. (2009). Usability Studies: To Meet or not to Meet Intrinsic Motivation. PsychNology Journal, 3, Retrieved January 30, 2010 from pdf Thatcher, A., Wretschko, G., & Fridjhon, P. (2008). Online Flow Experiences, Problematic Internet Use and Internet Procrastination. Computers in Human Behavior, 24 (5), Tzanetakis, R., & Vitouch, P. (2002). Flow-Experience, the Internet and its Relationship to Situation and Personality. Abstract of a paper presented at the Internet Research 3.0: Net/Work/Theory (Maastricht, The Netherlands). Retrieved January 24, 2004, from Voiskounsky, A.E. (2007). Two Types of Repetitive Experiences on the Internet. INTERFACE: The Journal of Education, Community and Values, 6. Retrieved from Voiskounsky, A.E. (2008). Flow Experience in Cyberspace: Current Studies and Perspectives. In A. Barak (Ed.). Psychological Aspects of Cyberspace: Theory, Research, Applications (pp ). Cambridge, UK: Cambridge University Press. Voiskounsky, A.E., Mitina, O.V., & Avetisova, A.A. (2004). Playing Online Games: Flow Experience. PsychNology Journal, 2 (3), Retrieved November 2, 2004, from Voiskounsky, A.E., Mitina, O.V., & Avetisova, A.A. (2005). Communicative Patterns and Flow Experience of MUD Players. International Journal of Advanced Media and Communication, 1 (1), Voiskounsky, A.E., Mitina, O.V., & Avetisova, A.A. (2006a). Flow Experience and Interaction: Investigation of Francophone Online Gamers. In F. Sudweeks, H. Hrachovec & Ch. Ess (Eds.), Cultural Attitudes towards Technology and Communication. Proceedings, 5 th International Conference (pp ). Murdoch, Australia: School of Information Technology, Murdoch University. Voiskounsky, A.E., Mitina, O.V., & Avetisova, A.A. (2006b). Cross-Cultural Investigation of Online Gaming: Models of Flow Experience and Interaction in Samples of Russian and French Gamers. In Reality and Game & Game and Reality. Papers of the 37 th Annual Conference of the International Simulation and Gaming Association (pp ). St. Petersburg, Russia: ENGECON. Voiskounsky, A.E., Mitina, O.V., & Avetisova, A.A. (2008). Flow Experience and Interaction in Online Gaming: Comparative Study of Russian and Chinese MUD Players. In F. Sudweeks, H. Hrachovec, & Ch. Ess (Eds.). Sixth International Conference on Cultural Attitudes Towards Technology and Communication (pp ). Murdoch, Australia: School of Information Technology, Murdoch University. Voiskounsky, A.E., & Smyslova, O.V. (2003a). Flow-Based Model of Computer Hackers Motivation. CyberPsychology & Behavior, 6 (3),
9 Internet Addiction in the Context of Positive Psychology 549 Voiskounsky, A.E., & Smyslova, O.V. (2003b). Flow in Computer Hacking: A Model. In C. C. Chung, C. K. Kim, W. Kim, T. W. Ling, & K. H. Song (Eds.), Web and Communication Technologies and Internet-Related Social Issues HSI Proc., Second International Conference on Human.Society@Internet (Seoul, Korea, June 2003). Lecture Notes in Computer Science, 2713, Wan, C. S., & Chiou, W. B. (2006). Psychological Motives and Online Games Addiction: A Test of Flow Theory and Humanistic Needs Theory for Taiwanese Adolescents. CyberPsychology & Behavior, 9 (3), Yee, N. (2006). The Labor of Fun: How Video Games Blur the Boundaries of Work and Play. Games and Culture, 1,
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
Issues in Information Systems Volume 14, Issue 1, pp.122-128, 2013
THE IMPACT OF VIDEO GAMES ON STUDENT GPA, STUDY HABITS, AND TIME MANAGEMENT SKILLS: WHAT S THE BIG DEAL? Jordan Weaver, Walsh University, [email protected] Philip Kim, Walsh University, [email protected]
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.,
THE EFFECT OF INTERNET USING BEHAVIORS UPON THE PHYSICAL AND MENTAL HEALTH OF THAI CHILDREN AND YOUTHS: CASE STUDY IN BANGKOK
1 International Conference on Internet Studies, September 8-10, Kuala Lumpur, Malaysia THE EFFECT OF INTERNET USING BEHAVIORS UPON THE PHYSICAL AND MENTAL HEALTH OF THAI CHILDREN AND YOUTHS: CASE STUDY
Using Second Life in an English Course: Designing Class Activities to Address Learning Objectives
Citation: Mayrath, M., Sanchez, J., Traphagan, T., Heikes, J. & Trivedi, A. Using Second Life in an English Course: Designing Class Activities to Address Learning Objectives Proceedings of World Conference
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,
ATINER's Conference Paper Series MED2012-0143. Internet Addiction of Online Gaming among College Youth in. Malaysia
Athens Institute for Education and Research ATINER ATINER's Conference Paper Series MED2012-0143 Internet Addiction of Online Gaming among College Youth in Malaysia Karen Sabina Freeman Senior Lecturer
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.
Social Interactions in Massively Multiplayer Online Role-Playing Gamers. HELENA COLE, B.Sc. and MARK D. GRIFFITHS, Ph.D. ABSTRACT
CYBERPSYCHOLOGY & BEHAVIOR Volume 10, Number 4, 2007 Mary Ann Liebert, Inc. DOI: 10.1089/cpb.2007.9988 Social Interactions in Massively Multiplayer Online Role-Playing Gamers HELENA COLE, B.Sc. and MARK
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:
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 Psychotherapeutic Professions in Poland. Jerzy Aleksandrowicz. Psychotherapy Department, Jagiellonian University Medical College, Cracow
The Psychotherapeutic Professions in Poland Jerzy Aleksandrowicz Psychotherapy Department, Jagiellonian University Medical College, Cracow I. Current Situation of the Psychotherapeutic Professions 1. Identity
Courses Description Bachelor Degree in Social Work
Courses Description Bachelor Degree in Social Work Introduction to Social Work 2701101 Understanding the history of social work profession. Other topics include the philosophy, principles and ethics of
Addiction is a Brain Disease
Addiction is a Brain Disease By ALAN I. LESHNER, MD A core concept evolving with scientific advances over the past decade is that drug addiction is a brain disease that develops over time as a result of
The Digital Life of Teens
The Digital Life of Teens Trends, Concerns, and Impacts Yoon Hyung Choi Amanda Purington Main Themes Digital Media Usage and Access How do teens and tweens access digital media? What do they do online?
Undergraduate Psychology Major Learning Goals and Outcomes i
Undergraduate Psychology Major Learning Goals and Outcomes i Goal 1: Knowledge Base of Psychology Demonstrate familiarity with the major concepts, theoretical perspectives, empirical findings, and historical
A New Undergraduate Major: Interactive Media and Game Development
A New Undergraduate Major: Interactive Media and Game Development David Finkel, Mark Claypool, Michael A. Gennert Department of Computer Science Fred Bianchi, Dean O Donnell, Patrick Quinn Department of
Mark D. Griffiths. International Gaming Research Unit, Psychology Division, Nottingham Trent University, United Kingdom
International Journal of Internet Science 2007, 2 (1), 83-87 IJIS.NET Internet Psychology, a Very Personal Reflection: Review of The Oxford Handbook of Internet Psychology, Edited by A. N. Joinson, K.
PERSONALITY FACETS AND CUSTOMER LOYALTY IN ONLINE GAMES
PERSONALITY FACETS AND CUSTOMER LOYALTY IN ONLINE GAMES Ching-I Teng 1 and Yun-Jung Chen 2 Department of Business Administration, Chang Gung University, Taiwan 1 [email protected]; 2 [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
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.
Online RPG Reading Strategies in Taiwan
Using website stickiness strategy to stick online readers Web-based RPG Reading Chi-Lung Lee Director of Information Center The Affiliated Senior High School of National Taiwan Normal University Taiwan,
Returning to Work is a Lot of Work
Returning to Work is a Lot of Work Back in Motion Rehab Inc. January 2014 Returning to Work is a Lot of Work! There are a lot of reasons people have to take time off work. Sometimes people experience injuries
E-Learning at Kyongju University in Seoul, Korea: the Present and the Future
E-Learning at Kyongju University in Seoul, Korea: the Present and the Future Hyunju Jeung, Ph D Full-time lecturer Kyongju University [email protected] Abstract Internet is spreading fast in our lives.
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.
Excessive use of internet, mobile phones and computers: the role of technology-related changes in needs and psychological boundaries
Available online at www.sciencedirect.com Procedia - Social and Behavioral Sciences 86 (2013) 530 535 V Congress of Russian Psychological Society Excessive use of internet, mobile phones and computers:
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
Teaching Game Development: At the Intersection of Computer Science and Humanities & Arts
Teaching Game Development: At the Intersection of Computer Science and Humanities & Arts David Finkel, Mark Claypool, Michael A. Gennert Department of Computer Science Fred Bianchi, Dean O Donnell, Patrick
Psychodrama in the Training of Practical Psychologists
Review of European Studies; Vol. 7, No. 5; 2015 ISSN 1918-7173 E-ISSN 1918-7181 Published by Canadian Center of Science and Education Psychodrama in the Training of Practical Psychologists Vera P. Zeleeva
Enhancing Player Experience in MMORPGs with Mobile Features
Enhancing Player Experience in MMORPGs with Mobile Features Elina M.I. Koivisto Nokia Research Center Visionkatu 1 33720 Tampere Finland +358504821630 [email protected] Christian Wenninger SonyNetservices
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
Alcohol and Drug Counseling
108 Alcohol and Drug Counseling Alcohol and Drug Counseling Degrees, Certificates and Awards Associate in Arts: Alcohol and Drug Counseling Certificate of Achievement: Alcohol and Drug Counseling Certificate
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
Vol. 1-6 (09/03/2003) by Nicholas Yee. (http://www.nickyee.com/daedalus)
The Daedalus Project Vol. 1-6 (09/03/2003) by Nicholas Yee (http://www.nickyee.com/daedalus) FAQ on the Good and Bad (transcript of interview) I was recently interviewed over email over some issues centered
Traumatic Stress. and Substance Use Problems
Traumatic Stress and Substance Use Problems The relation between substance use and trauma Research demonstrates a strong link between exposure to traumatic events and substance use problems. Many people
Assessment Plan Department of Psychology Park University. Preparing learners to think critically. Preparing learners to think
Assessment Plan Department of Psychology Park University The approach adopted by the Department of Psychology stems from the mission of Park University to prepare learners to think, communicate effectively
The Effects Interactive Whiteboards Have on Student Motivation. Research Synthesis. Mandy McEntyre EDIT 6900
Interactive Whiteboards 1 The Effects Interactive Whiteboards Have on Student Motivation Research Synthesis Mandy McEntyre EDIT 6900 Interactive Whiteboards 2 Topic: After many weeks of completing preliminary
"Please answer the following questions about the past [two months] in your life?"
PROBLEM ORIENTED SCREENING INSTRUMENT FOR TEENAGERS POSIT FOLLOW-UP QUESTIONNAIRE INSTRUCTIONS TO THE RESPONDENT "Please answer the following questions about the past [two months] in your life?" GUIDELINES
INTRODUCTION TO CRIMINAL PSYCHOLOGY
Lesson One INTRODUCTION TO CRIMINAL PSYCHOLOGY Aim To define crime and criminal psychology. Before we go on to consider the work of the criminal psychologist, let us first consider, what exactly is crime?
The Psychotherapeutic Professions in Switzerland. Ulrich Schnyder & Peter Schulthess
The Psychotherapeutic Professions in Switzerland Ulrich Schnyder & Peter Schulthess I. Current situation of Psychotherapeutic Professions 1. Identity of the psychotherapeutic professions. In Switzerland,
AN ASSESSMENT OF SERVICE QUALTIY IN INTERNATIONAL AIRLINES
AN ASSESSMENT OF SERVICE QUALTIY IN INTERNATIONAL AIRLINES Seo, Hwa Jung Domestic & Airport Service Office, Seoul, Asiana Airlines, [email protected] Ji, Seong-Goo College of Economics and Commerce,
Examining the Travel consumer s Perception of the Effect of the Internet on Travel Agencies: Evidence from Northern Cyprus
International Journal of Business and Social Science Vol. 4 No. 1; January 2013 Examining the Travel consumer s Perception of the Effect of the Internet on Travel Agencies: Evidence from Northern Cyprus
Drugs Awareness. Exploring Consequences on Self and Others. Impact of Drug Misuse on Emotions. Understanding Rights and Responsibilities
10 Drugs Awareness Aim: To investigate the effects on the body of legal and illegal substances and the risks and consequences of their misuse. Understanding Drugs and Addiction Activity 1 The Craving For
Ivo Wenzler: Simulations as learning from the future
SIMULATION GAMES ARE POWERFUL PLAYFUL INTERVENTIONS. WE COME ACROSS SIMULATIONS OFTEN, IN ALL FORMS AND SHAPES. IVO WENZLER, SENIOR EXECUTIVE (PARTNER) AT ACCENTURE AND ASSOCIATE PROFESSOR AT THE DELFT
Problematic Internet use or Internet addiction?
Computers in Human Behavior 23 (2007) 1447 1453 Computers in Human Behavior www.elsevier.com/locate/comphumbeh Problematic Internet use or Internet addiction? Peter M. Yellowlees *, Shayna Marks 1 University
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
E-Learning at school level: Challenges and Benefits
E-Learning at school level: Challenges and Benefits Joumana Dargham 1, Dana Saeed 1, and Hamid Mcheik 2 1. University of Balamand, Computer science department [email protected], [email protected]
What is Undergraduate Education?
Education as Degrees and Certificates What is Undergraduate Education? K. P. Mohanan For many people, being educated means attending educational institutions and receiving certificates or degrees. This
Conceptualising and Modelling Virtual Experience for the Online Retailer: The 3D Technology
Conceptualising and Modelling Virtual Experience for the Online Retailer: The 3D Technology INTRODUCTION Previous studies (e.g., Jiang & Benbasat, 2005; Algharabat & Dennis, 2010 a, b, c) regarding online
Reliability and validity, the topics of this and the next chapter, are twins and
Research Skills for Psychology Majors: Everything You Need to Know to Get Started Reliability Reliability and validity, the topics of this and the next chapter, are twins and cannot be completely separated.
G.F. Huon School of Psychology, University of New South Wales, Sydney, Australia
INTERVIEWING AND OBSERVATION G.F. Huon School of Psychology, University of New South Wales, Sydney, Australia Keywords: Unobtrusive observation, systematic observation, ethical considerations, reactivity,
A framework to plan monitoring and evaluation
6. A framework to plan monitoring and evaluation Key ideas Monitoring and evaluation should be an integral part of (and therefore affect) all stages of the project cycle. As mentioned earlier, you need
PROBLEM ORIENTED SCREENING INSTRUMENT FOR TEENAGERS (POSIT) Developed by the National Institute on Drug Abuse National Institutes of Health
PROBLEM ORIENTED SCREENING INSTRUMENT FOR TEENAGERS (POSIT) Developed by the National Institute on Drug Abuse National Institutes of Health Problem Oriented Screening Instrument for Teenagers (POSIT) The
DEFINING, TEACHING AND ASSESSING LIFELONG LEARNING SKILLS
DEFINING, TEACHING AND ASSESSING LIFELONG LEARNING SKILLS Nikos J. Mourtos Abstract - Lifelong learning skills have always been important in any education and work setting. However, ABET EC recently put
APPLYING THE TECHNOLOGY ACCEPTANCE MODEL AND FLOW THEORY TO ONLINE E-LEARNING USERS ACCEPTANCE BEHAVIOR
APPLYING THE TECHNOLOGY ACCEPTANCE MODEL AND FLOW THEORY TO ONLINE E-LEARNING USERS ACCEPTANCE BEHAVIOR Su-Houn Liu, Chung Yuan Christian University, [email protected] Hsiu-Li Liao, Chung Yuan Christian
The current use and effectiveness of Weblogs as e-learning tools in higher education
2012 3rd International Conference on e-education, e-business, e-management and e-learning IPEDR vol.27 (2012) (2012) IACSIT Press, Singapore The current use and effectiveness of Weblogs as e-learning tools
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
FAMILY THERAPY CAN HELP FOR PEOPLE IN RECOVERY FROM MENTAL ILLNESS OR ADDICTION
FAMILY THERAPY CAN HELP FOR PEOPLE IN RECOVERY FROM MENTAL ILLNESS OR ADDICTION U.S. DEPARTMENT OF HEALTH AND HUMAN SERVICES Substance Abuse and Mental Health Services Administration Center for Substance
The Impact of Online Games on Junior High School Students in the North-Eastern Region
The Impact Online Games on Junior High School Students in the North-Eastern Region Kanisorn Jeekortok Phd. Student Learning Innovation in Technology Faculty Industrial Education and Technology King Mongkut's
Cyber-Disorders: The Mental Health Concern for the New Millennium
Cyber-Disorders: The Mental Health Concern for the New Millennium by Kimberly Young, M olly P istn er, Jam es O M ara, an d Jen n ifer B u ch an an Paper published in CyberPsychology & Behavior, 3(5),
The future of charitable donations
The future of charitable donations Contents 3 Introduction 4 Section one: How are donations being made? 5 Who are donations coming from? 6 Assessing the digital preferences of donors 7 Section two: Breaking
Potential of Cloud Storage Application as Knowledge Management System
Potential of Cloud Storage Application as Management System T. Gunadham Abstract This study discusses the results of analysis on cloud storage application in the term of facilitating knowledge management.
Baldry, C., P. Bain, P. Taylor, J. Hyman, D. Scholarios, A. Marks, A. Watson, K. Gilbert, G.
Baldry, C., P. Bain, P. Taylor, J. Hyman, D. Scholarios, A. Marks, A. Watson, K. Gilbert, G. Gall and D. Bunzel The Meaning of Work in the New Economy. Houndmills, Basingstoke: Palgrave Macmillan 2007.
DYNAMIC SUPPLY CHAIN MANAGEMENT: APPLYING THE QUALITATIVE DATA ANALYSIS SOFTWARE
DYNAMIC SUPPLY CHAIN MANAGEMENT: APPLYING THE QUALITATIVE DATA ANALYSIS SOFTWARE Shatina Saad 1, Zulkifli Mohamed Udin 2 and Norlena Hasnan 3 1 Faculty of Business Management, University Technology MARA,
RELAPSE PREVENTION WORKBOOK
RELAPSE PREVENTION WORKBOOK Bradley A. Hedges, Ph.D., LPCC Psychologist Mid-Ohio Psychological Services, Inc. 624 East Main Street Lancaster, Ohio 43130 (740) 687-0042 [email protected] 03/30/2012
Using the Cognitive Dimensions Framework to evaluate the usability of a class library
In M. Petre & D. Budgen (Eds) Proc. Joint Conf. EASE & PPIG 2003 Pages 359-366 Using the Cognitive Dimensions Framework to evaluate the usability of a class library Steven Clarke and Curtis Becker Microsoft
Student diaries: using technology to produce alternative forms of feedback
Student diaries: using technology to produce alternative forms of feedback NUZ QUADRI University of Hertfordshire PETER BULLEN University of Hertfordshire AMANDA JEFFERIES University of Hertfordshire 214
KNOWLEDGE ORGANIZATION
KNOWLEDGE ORGANIZATION Gabi Reinmann Germany [email protected] Synonyms Information organization, information classification, knowledge representation, knowledge structuring Definition The term
Game arthritis, physical deformations and other video game induced diseases: game studies beyond agency and materiality
Game arthritis, physical deformations and other video game induced diseases: game studies beyond agency and materiality Paolo Ruffino Goldsmiths, University of London London South Bank University Gamification
Introduction to bipolar disorder
Introduction to bipolar disorder Bipolar I is when the individual experiences manic episodes when high as well as episodes of depression Bipolar II is when the individual experiences hypomanic episodes
Design Principles for Video Games as Learning Engines
1 Design Principles for Video Games as Learning Engines James Paul Gee Mary Lou Fulton Presidential Professor of Literacy Studies Regents Professor Arizona State University [email protected] The literature
Kant s deontological ethics
Michael Lacewing Kant s deontological ethics DEONTOLOGY Deontologists believe that morality is a matter of duty. We have moral duties to do things which it is right to do and moral duties not to do things
UNIT 2: CRITICAL THINKING IN GAME DESIGN
UNIT 2: CRITICAL THINKING IN GAME DESIGN UNIT 2: CRITICAL THINKING IN GAME DESIGN 2.A: Unit Overview 2.B: Instructional Resource Guide 2.C: Learning Activities Guide 2.D: Standards Alignment Guide 2.E:
A FRAMEWORK FOR EXAMINING TEACHER KNOWLEDGE AS USED IN ACTION WHILE TEACHING STATISTICS
A FRAMEWORK FOR EXAMINING TEACHER KNOWLEDGE AS USED IN ACTION WHILE TEACHING STATISTICS Tim Burgess Massey University, New Zealand [email protected] Research on teacher knowledge has typically examined
Introduction. C h a p t e r O n e
Contents Foreword vii Preface ix Acknowledgments xiii 1. Introduction 1 2. Caring and the Nursing Administrator 10 3. The Element of Caring in Nursing Administration 27 4. Organizational Theory 38 5. Leadership
2. MASTER OF COUNSELLING DEGREE
Table of Contents 1. INTRODUCTION 3 Purpose of the Handbook 3 2. MASTER OF COUNSELLING DEGREE 4 Degree structure 5 Unit descriptions 6 Teaching Mode 8 Practicum placements 9 Accreditation 9 Application
Software Engineering in Game Design. Anne Gatchell - 23 March 2012
Software Engineering in Game Design Anne Gatchell - 23 March 2012 What We Will Cover What sets game development apart from other forms of software development? Briefly introduce game design and the concept
Essays on Teaching Excellence. Teaching Bioethics through Participation and Policy- Making
Essays on Teaching Excellence Toward the Best in the Academy Volume 16, Number 4, 2004-05 A publication of The Professional & Organizational Development Network in Higher Education (www.podnetwork.org).
Social Aspect of Modern Communications: Internet Addiction
Social Aspect of Modern Communications: Internet Addiction PETRA KALIBOVÁ, EVA MILKOVÁ University of Hradec Králové Rokitanského 62, Hradec Králové CZECH REPUBLIC [email protected], [email protected]
The amount of homework given to 6-8 year olds has tripled.
Building Mental Toughness Positive Psychology Strategies My wife a great writer hates me writing too much. She ll shriek when she reads this, It is too long! But I just want to share my RSI touchtyping
ALTERING THE NEAR-MISS EFFECT IN SLOT MACHINE GAMBLERS MARK R. DIXON, BECKY L. NASTALLY, JAMES E. JACKSON, AND REZA HABIB
JOURNAL OF APPLIED BEHAVIOR ANALYSIS 2009, 42, 913 918 NUMBER 4(WINTER 2009) ALTERING THE NEAR-MISS EFFECT IN SLOT MACHINE GAMBLERS MARK R. DIXON, BECKY L. NASTALLY, JAMES E. JACKSON, AND REZA HABIB SOUTHERN
Philosophy 1100: Introduction to Ethics
Philosophy 1100: Introduction to Ethics WRITING A GOOD ETHICS ESSAY The writing of essays in which you argue in support of a position on some moral issue is not something that is intrinsically difficult.
Chapter III. 3.1 Drug abuse is a complex social problem. It can be analysed from many perspectives.
Chapter III WHY DO THE YOUTH TAKE DRUGS AND OUR RESPONSE (A) Analysis 3.1 Drug abuse is a complex social problem. It can be analysed from many perspectives. 3.2 When we focus on the youth and the personal
Beginning Recovery from Chemical Dependence
Beginning Recovery from Chemical Dependence Residential Chemical Dependence Program 19 Days There is help for you or a loved one. The treatment program at Westover provides the tools you need to restore
Client Intake Information. Client Name: Home Phone: OK to leave message? Yes No. Office Phone: OK to leave message? Yes No
: Chris Groff, JD, MA, Licensed Pastor Certified Sex Addiction Therapist Candidate 550 Bailey, Suite 235 Fort Worth, Texas 76107 Client Intake Information Client Name: Street Address: City: State: ZIP:
Hard Numbers from Soft Skills: You Can Measure the Impact and ROI for Soft Skill Programs Jack J. Phillips, PhD and Patti P.
Hard Numbers from Soft Skills: You Can Measure the Impact and ROI for Soft Skill Programs Jack J. Phillips, PhD and Patti P. Phillips, PhD Recently, a large gold mining company based in North America with
Manifesto for a Ludic Century Eric Zimmerman
Manifesto for a Ludic Century Eric Zimmerman Games are ancient. Like making music, telling stories, and creating images, playing games is part of what it means to be human. Games are perhaps the first
