Gaming and Gambling Addiction ("'App'rehesive"Julie Hynes
Workshop Description: In this presentation, we will examine the rapidly-shifting world of technology that has outpaced even many experts’ abilities to keep up. From video games to social network gaming, we will look into recent trends with regard to online and mobile technology and play, and how the lines have become blurred between traditional “games” and gambling. We will look into specifics such as development of games that are more attractive to younger populations laws (and how kids work around them), similarities and differences between various platforms and game play, different methods of incentives and forms of payment. We will examine the research on gaming disorders and gambling disorders—including similarities, differences and common risk factors and vulnerable populations (and discuss the DSM-5). And we won’t just stay stuck in the problem: you will be equipped with practical and evidence-based tips and tools that aim at protecting, and advocating for, vulnerable populations – with a special focus on youth and those in addictions recovery.
Learning Objective 1: Identify several recent trends, technological issues and parallels related to gambling and social gaming.
Learning Objective 2: Identify which populations present the greatest risk for harmful consequences related to excessive online behavior.
Learning Objective 3: Name at least four tools that can be used to help reduce the risk of harmful consequences of electronic games/gambling.
In this presentation, we will examine the rapidly-shifting world of technology that has outpaced even many experts’ abilities to keep up. From video games to social network gaming, we will look into recent trends with regard to online and mobile technology and play, and how the lines have become blurred between traditional “games” and gambling. We will look into specifics such as development of games that are more attractive to younger populations laws (and how kids work around them), similarities and differences between various platforms and game play, different methods of incentives and forms of payment. We will examine the research on gaming disorders and gambling disorders—including similarities, differences and common risk factors and vulnerable populations (and discuss the DSM-5). And we won’t just stay stuck in the problem: you will be equipped with practical and evidence-based tips and tools that aim at protecting, and advocating for, vulnerable populations – with a special focus on youth and those in addictions recovery.
Generation We Study, Slingshot 2011 InternsSlingshot LLC
This study includes observational research, one-on-one interviews, and analysis of secondary studies and databases such as iconoculture, MRI and Mintel. Gen We is the generation born between the early to mid-90s and 2010, and they’ll be entering the work force in the next few years.
Gaming and Gambling Addiction ("'App'rehesive"Julie Hynes
Workshop Description: In this presentation, we will examine the rapidly-shifting world of technology that has outpaced even many experts’ abilities to keep up. From video games to social network gaming, we will look into recent trends with regard to online and mobile technology and play, and how the lines have become blurred between traditional “games” and gambling. We will look into specifics such as development of games that are more attractive to younger populations laws (and how kids work around them), similarities and differences between various platforms and game play, different methods of incentives and forms of payment. We will examine the research on gaming disorders and gambling disorders—including similarities, differences and common risk factors and vulnerable populations (and discuss the DSM-5). And we won’t just stay stuck in the problem: you will be equipped with practical and evidence-based tips and tools that aim at protecting, and advocating for, vulnerable populations – with a special focus on youth and those in addictions recovery.
Learning Objective 1: Identify several recent trends, technological issues and parallels related to gambling and social gaming.
Learning Objective 2: Identify which populations present the greatest risk for harmful consequences related to excessive online behavior.
Learning Objective 3: Name at least four tools that can be used to help reduce the risk of harmful consequences of electronic games/gambling.
In this presentation, we will examine the rapidly-shifting world of technology that has outpaced even many experts’ abilities to keep up. From video games to social network gaming, we will look into recent trends with regard to online and mobile technology and play, and how the lines have become blurred between traditional “games” and gambling. We will look into specifics such as development of games that are more attractive to younger populations laws (and how kids work around them), similarities and differences between various platforms and game play, different methods of incentives and forms of payment. We will examine the research on gaming disorders and gambling disorders—including similarities, differences and common risk factors and vulnerable populations (and discuss the DSM-5). And we won’t just stay stuck in the problem: you will be equipped with practical and evidence-based tips and tools that aim at protecting, and advocating for, vulnerable populations – with a special focus on youth and those in addictions recovery.
Generation We Study, Slingshot 2011 InternsSlingshot LLC
This study includes observational research, one-on-one interviews, and analysis of secondary studies and databases such as iconoculture, MRI and Mintel. Gen We is the generation born between the early to mid-90s and 2010, and they’ll be entering the work force in the next few years.
Dr Daniel King
Research Fellow, The University of Adelaide
Presentation given on 23 May 2011 at "The New Game: Emerging technology and responsible gambling" forum hosted by the Victorian Government's Office of Gaming and Racing as part of Responsible Gambling Awareness Week 2011.
Be aware of the evil traps surrounding your child! Some challenges faced by the youth and how mothers have to be aware to tackle and help children cope witht he challenges
By Oblio Stroyman, M.Ed, LMFT, NCGCII
Presented at the 2011 Oregon Problem Gambling Services Spring Training, Salem, OR. Please contact author for publishing/sharing rights.
January 2018 AdCare Maine Webinar: Keeping Pace with the Changing Tides of Ga...Julie Hynes
Title: Keeping Pace with the Changing Tides of Gaming & Gambling
Description: Keeping up with the constantly changing tides of gaming/gambling trends can be overwhelming. In this workshop, we look at several of the latest trends in the online gaming world, including “loot crates,” eSports betting, and other internet-based games that blur the definitions of what is gaming and what is gambling. We will discuss legality, risks, and what we can do to address concerns.
Presenter: Julie Hynes, MA, RD, CPS
January 17, 2018
Dr Daniel King
Research Fellow, The University of Adelaide
Presentation given on 23 May 2011 at "The New Game: Emerging technology and responsible gambling" forum hosted by the Victorian Government's Office of Gaming and Racing as part of Responsible Gambling Awareness Week 2011.
Be aware of the evil traps surrounding your child! Some challenges faced by the youth and how mothers have to be aware to tackle and help children cope witht he challenges
By Oblio Stroyman, M.Ed, LMFT, NCGCII
Presented at the 2011 Oregon Problem Gambling Services Spring Training, Salem, OR. Please contact author for publishing/sharing rights.
January 2018 AdCare Maine Webinar: Keeping Pace with the Changing Tides of Ga...Julie Hynes
Title: Keeping Pace with the Changing Tides of Gaming & Gambling
Description: Keeping up with the constantly changing tides of gaming/gambling trends can be overwhelming. In this workshop, we look at several of the latest trends in the online gaming world, including “loot crates,” eSports betting, and other internet-based games that blur the definitions of what is gaming and what is gambling. We will discuss legality, risks, and what we can do to address concerns.
Presenter: Julie Hynes, MA, RD, CPS
January 17, 2018
Internet Safety for Families and ChildrenBarry Caplin
The Internet is a useful and important part of our daily lives. Many can't
remember how we handled even the most mundane tasks without online
assistance. How did we even survive when we were kids? :-) However, along
with the good, there is bad. Children and teens (but not their parents!) are
very well versed in using the Internet, including web pages, blogs,
uploading and downloading information, music and photos, etc. They are also
trusting. This presentation will give an overview of the Internet and the
inherent dangers. Learn the realities and dangers of ``virtual communities''
websites your kids frequent like Xanga.com, MySpace.com and FaceBook.com.
Learn about the persistence of information on the net and Google hacking.
Learn the differences between a wiki, blog, Instant Messaging, text
messaging, and chat. Learn the Internet slang, key warning signs, and tips
for Parents and Kids. This talk is for anyone who has a child, who knows a
child, or who ever was a child!
April 26, 2016. Julie Hynes, PreventionLane at Lane County Public Health. Guest lecture for SAPP 407 - Understanding Addictions with George Baskerville.
DR DON GRANT - UNPLUG TO RECONNECT: HEALTHY DEVICE MANAGEMENT & THE PRACTICE ...iCAADEvents
Millennial technology pro ers previously unimaginable opportunities which have forever changed much of our daily lives. Conversely, technology and devices have also become the newest and most potentially dangerous “drugs of choice”. Those struggling with anxiety, depression and other mental, emotional or behavioural issues seem to be at an even greater risk for technology “addiction”. Recent research has indicated that it can lower relationship and life satisfaction in couples. Similarly, adolescents who struggled with device management had lower levels of self esteem and were more likely to manifest social anxiety disorders. Dr. Grant will explore this newest nemesis currently growing to seemingly pandemic global proportions, illustrating both the positive and potentially negative e ects of technology, and o er strategies and skills to help promote healthy device management and to practice good “Digital Citizenship.”
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Title: Sense of Taste
Presenter: Dr. Faiza, Assistant Professor of Physiology
Qualifications:
MBBS (Best Graduate, AIMC Lahore)
FCPS Physiology
ICMT, CHPE, DHPE (STMU)
MPH (GC University, Faisalabad)
MBA (Virtual University of Pakistan)
Learning Objectives:
Describe the structure and function of taste buds.
Describe the relationship between the taste threshold and taste index of common substances.
Explain the chemical basis and signal transduction of taste perception for each type of primary taste sensation.
Recognize different abnormalities of taste perception and their causes.
Key Topics:
Significance of Taste Sensation:
Differentiation between pleasant and harmful food
Influence on behavior
Selection of food based on metabolic needs
Receptors of Taste:
Taste buds on the tongue
Influence of sense of smell, texture of food, and pain stimulation (e.g., by pepper)
Primary and Secondary Taste Sensations:
Primary taste sensations: Sweet, Sour, Salty, Bitter, Umami
Chemical basis and signal transduction mechanisms for each taste
Taste Threshold and Index:
Taste threshold values for Sweet (sucrose), Salty (NaCl), Sour (HCl), and Bitter (Quinine)
Taste index relationship: Inversely proportional to taste threshold
Taste Blindness:
Inability to taste certain substances, particularly thiourea compounds
Example: Phenylthiocarbamide
Structure and Function of Taste Buds:
Composition: Epithelial cells, Sustentacular/Supporting cells, Taste cells, Basal cells
Features: Taste pores, Taste hairs/microvilli, and Taste nerve fibers
Location of Taste Buds:
Found in papillae of the tongue (Fungiform, Circumvallate, Foliate)
Also present on the palate, tonsillar pillars, epiglottis, and proximal esophagus
Mechanism of Taste Stimulation:
Interaction of taste substances with receptors on microvilli
Signal transduction pathways for Umami, Sweet, Bitter, Sour, and Salty tastes
Taste Sensitivity and Adaptation:
Decrease in sensitivity with age
Rapid adaptation of taste sensation
Role of Saliva in Taste:
Dissolution of tastants to reach receptors
Washing away the stimulus
Taste Preferences and Aversions:
Mechanisms behind taste preference and aversion
Influence of receptors and neural pathways
Impact of Sensory Nerve Damage:
Degeneration of taste buds if the sensory nerve fiber is cut
Abnormalities of Taste Detection:
Conditions: Ageusia, Hypogeusia, Dysgeusia (parageusia)
Causes: Nerve damage, neurological disorders, infections, poor oral hygiene, adverse drug effects, deficiencies, aging, tobacco use, altered neurotransmitter levels
Neurotransmitters and Taste Threshold:
Effects of serotonin (5-HT) and norepinephrine (NE) on taste sensitivity
Supertasters:
25% of the population with heightened sensitivity to taste, especially bitterness
Increased number of fungiform papillae
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'App'rehensive: The Blurring Lines of Gaming/Gambling -- and How to Protect Our Most Vulnerable
1. Julie M. Hynes, MA, CPS
Oregon Problem Gambling Services Conference
Newport, OR October 9, 2014
t h e
blurring lines
o f games a n d
gambling
2. The complete slide deck & print-
friendly handouts are posted at:
www.preventionlane.org/
pgsconference
3. NCPG
Oregon Problem Gambling Services
C.A. Baskerville, the heart of awesomeness
Jim Wuelfing
Dameri Wagner, student intern
Researchers!
4. More than ever, problem gambling specialists need
to be aware of technology and the issues that face
populations from youth to those in recovery for
addictions.
5. Is our definition of “gambling” blurring?
Are youth at risk for disordered gambling by merely
playing a free poker app?
Is a person in recovery at risk by playing frequent,
often excessive, online social games?
6. Analyze recent trends, technological issues and
parallels related to gambling and gaming.
Talk about how these issues put people at risk for
harmful consequences.
Name tools that can be used to help reduce the risk
of harmful consequences of electronic
games/gambling.
7. This is focused mainly on
GAMING/GAMBLING
connections, but parallels are likely to be seen
with many other internet/tech-related
disorders.
8. Some content here could
present as a “trigger.”
If you feel yourself starting to be
triggered, please feel free to do
whatever you need to do to feel
safe.
16. As of January 2014:
90% of American adults have a cell phone
58% of American adults have a smartphone
42% of American adults own a tablet
computer
Source: Pew Internet Project
17. Week of July 1, 2014; Source: appdata.com
TECHNOLOGY
30. 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.
31. 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
33. 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: NV
NJ
DE
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/
39. 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)
Gentile, D. (2009). Pathological video-game use among youth ages 8-18: A national study.
Psychological Science, 20, 594-602. Click here for article.
42. Less empathy
More impulsivity
Reinforcing
MH issues
Source: Gentile, Choo, Liau, et al. (2011). Pathological video game use
among youth: A two year longitudinal study. Pediatrics, 127, e319-29
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.
44. The PREFRONTAL
CORTEX is the LAST
PART to develop.
years old!
The brain
is still
developing
until
46. Source: Brain Briefings (2007, October), Society for Neuroscience, Washington, DC
Dopamine
Dopamine not released when expecting a loss.
Flooded with dopamine when expecting a win!
It’s NOT about the money!
47. Electronics: about the action. Sound familiar?
“ALMOST
WINNING”:
dopamine is
activated the
same as
ACTUALLY
winning.
Problem
gamblers are
more likely to
see their near
misses as
“NEAR WINS”
People play
LONGER
when
machines
give them
NEAR
MISSES.
48.
49.
50. By searching on the app store/Google play
(etc.) for apps, mobile users can
inadvertently trigger themselves
(Kind of like any online searches for help)
56. APPS: check them.
PASSWORDS: get them.
PRIVACY: all profiles.
CONTROLS: set them (yours, not just the
device!)
CHECKS: spontaneously, do it.
57. • Keep computer use in open area – if you
can (desktop computer).
• Monitor, monitor, monitor.
• Sites – gambling, parties, “how-to”
videos, etc.
• Social media accounts.
58.
59. 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)
64. 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. Most games 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. Note that
many of these ratings list “E” for everyone!
________________________
65. 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!)
66. Check privacy settings so their
identifying info isn’t available to
outsiders, even “friends of friends.”
Insist on access to their pages
(PASSWORD).
Image: Mashable.com
67. Pay attention to clues: restless,
withdrawal, lack of interest, different
friends, signs you know from problem
gambling
INTERVENE if you see warning signs.
(Get intervention tips:
www.drugfree.org/intervene)