1. Julie Hynes, MA, CPS
Four Directions: Tree of Healing
October 2, 2013
GAM ING
2. Identify several recent trends and
technological issues related to gambling and
social gaming
Identify strategies for using technology and
keeping youth safe
Share in your own settings
4. Some content here could
present as a “trigger.”
If you feel yourself starting
to be triggered, please feel
free to excuse yourself or do
whatever you need to do to
feel safe.
5. They both stimulate dopamine
People play for similar reasons (escape, relax,
stimulate, etc.)
Disassociation
Potential for addiction?...
6. I work with assumption is that gambling is not
innately “bad” or “good.” I don’t expect you to
agree with this assumption.
Most people who gamble are able to do so for
entertainment without harm. A significant
number, however, develop problems.
16. made it illegal to make interstate sports bets
While this is technically legal today at licensed
racetracks, the government has cited the act to
prevent online sports betting services.
17. made it illegal for banks and credit card companies
to allow money to be transferred to online casinos
or gambling websites
Fostered growth in third party (PayPal-esque)
accounts for money transfers
18. switched gears
gambling technically not illegal
up to the states to decide
20. individual states sometimes have very specific,
restrictive laws about online gambling.
Some states expressly prohibit online gambling by
residents while others have no clear laws.
States currently with legalized online gambling:
Nevada
New Jersey
Delaware
37. “Internet Gaming Disorder”
a condition warranting more clinical
research and experience before it might
be considered for inclusion in the main
book as a formal disorder.
Source: http://www.dsm5.org/
38. A sample of 1,178 youth in the U.S.: 8.5% of
youth gamers were classified as “pathological
gamers”
>80% play video games at least occasionally
“Pathological” gaming: (using 5 of 10 of DSM-IV;
this was prior to DSM-5)
43. 5.6% college age (18‐24)
2½ % all adults (18+)
4% teens (13‐17)
This is the first generation of widely
available electronic gambling.
We really don’t know the effects yet.
Why?
Is it the
generation?
Technology?
Or what?
47. The PREFRONTAL
CORTEX is the
LAST PART to
develop.
years old!
The brain
is still
developing
until
The PREFRONTAL CORTEX is responsible for higher level
thinking, like decision making, holding attention, coping
skills, controlling impulses, problem solving and planning.
Starting unhealthy behaviors at young ages can mess up
this development!
48. Neurotransmitter
Serotonin
Norepinephrine
Opioids
Dopamine
Role in Relation to
Gambling
Behavior Initiation/Cessation
Arousal, Excitement
Pleasure, Urges
Reward, Reinforcement
Dopamine: most studied neurotransmitter in problem gambling
Serotonin -- risk taking
Gambling - β-endorphin
PGs - NE levels
PGs - dopamine response
Neurotransmitter
“PGs” = problem gamblers | Neurotransmitters are brain chemicals that
transmit nerve impulses. Dopamine is known as the brain’s “reward system.”
55. COGNITIVE Distortions
Failure to see each event as independent.
Examples:
• Trying to see patterns in coin flips.
• “This slot machine is DUE to hit!”
Gambler’s Fallacy
56.
57.
58.
59.
60.
61.
62.
63.
64.
65. For good or bad, we are wired to see
patterns in things. When it comes to
gambling, it’s good to remember that.
THIS was “supposed”
to be next.
69. APPS: check them.
PASSWORDS: get them.
PRIVACY: all profiles.
CONTROLS: set them (yours, not just the
device!)
CHECKS: spontaneously, do it.
71. Teens “care about their privacy (but) it’s
not always the same kind of privacy that
we as adults have. Teens are more
concerned about privacy from their
parents, their teachers, their schools.”
– Amanda Lenhart (source: Forbes.com,
8/22/13)
72. Check out the games/apps with your kids
Play with your kids or sit with them while they
play. You will have fun and learn about their
gaming, too.
Check the ratings of the games your kids want to
play. In the U.S. and Canada, most games sold at
retail stores are described and rated by the
Entertainment Software Rating Board (ESRB). Use
these ratings as you discuss the most appropriate
games with your child or teen.
74. Major mobile services (e.g., AT&T, T-Mobile,
Verizon) offer family protection plans
Features include: GPS, purchase blocking, turning
off browsing/data/texting, time of day, etc.
See www.preventionlane.org/online-safety for a
list of helpful links to these services
Practicality alert: Some features CANNOT be blocked when user
has access to WiFi (so…you may need to change your WiFi
password often!)