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Name of Student:
Mak Koon Wing Kenneth

   Student number:
      209310608

 Module: 06PSC2210A

Instructor: Chester Nam

     Assignment:
Designing a behavioural
   change program

                          1
Goal of the behavioural change program:

       To reduce the time of my younger brother, Jim’s (aged 18 and a student studying in IVE)
duration of playing online games to 2 hours per day on average in his computer located in his
bedroom.

       Jim’s schedule of playing online games before the behavioural change program

     The schedule that he spent on playing any online games during the period from 13 th
December, 2009 to 19th December, 2009 is shown below:

  Time Slot      6-12-09     7-12-09      8-12-09      9-12-09     10-12-09     11-12-09    12-12-09
     /Date
   0:00-1:00
   1:00-2:00
   2:00-3:00         √                        √            √            √                        √
   3:00-4:00         √            √           √            √            √           √            √
   4:00-5:00         √            √           √            √            √           √            √
   5:00-6:00         √            √           √            √            √           √            √
   6:00-7:00         √            √           √            √            √           √            √
   7:00-8:00         √            √           √            √            √           √            √
   8:00-9:00         √            √           √            √            √           √            √
  9:00-10:00                      √           √            √            √           √
 10:00-11:00                      √           √            √            √           √
 11:00-12:00                      √           √            √            √           √            √
 12:00-13:00         √            √           √            √            √           √            √
 13:00-14:00         √            √           √            √            √           √
 14:00-15:00                      √           √            √            √           √
 15:00-16:00                      √           √            √            √           √            √
 16:00-17:00         √            √           √            √            √           √
 17:00-18:00
 18:00–19:00         √            √           √            √            √           √
 19:00-20:00                                                                                     √
 20:00-21:00         √                        √
 21:00-22:00
 22:00-23:00                      √                                                              √
 23:00-24:00                                               √
  Number of          12          16           17           17          16           15          12
      ticks
                                                                                  Total         105
                                                                                 number
                                                                                 of ticks

        I am interested in decreasing the frequency of a high-frequency behaviour because even
though he does not use the computer to play online games, he sometimes need to look for
information on the Internet to finish his homework Therefore, the method of whole-interval is used
to record his displaying the target behaviour. The target behaviour is the absence of his playing
Internet games or online games throughout that particular time slot. A tick,“√’, indicates that Jim
has not played any Internet games or online games throughout that specific time slot.


                                                                                                 2
Reinforcer:

        The reinforcer is cash of HK$1,400, which my younger brother yearns to purchase a pair of
new sneakers, after my one-hour discussion with him. The schedule of reinforcement is fixed
interval which means that reinforcer occurs after a fixed interval of time. Each day within the 7-
days interval, if my brother reaches the target of spending 2 hours or less on playing online/Internet
games, he will get $200 right at 24:00 midnight and receive verbal praise from family members,
including my parents and me.

                            Results of the behavioural change program:

         After implementing the behavioural change program for one week, the result is shown
below:

  Time Slot      14-12-09      15-12-09    16-12-09     17-12-09     18-12-09     19-12-09     20-12-09
     /Date
   0:00-1:00
   1:00-2:00                                                 √                         √
   2:00-3:00          √            √            √            √            √            √            √
   3:00-4:00          √            √            √            √            √            √            √
   4:00-5:00          √            √            √            √            √            √            √
   5:00-6:00          √            √            √            √            √            √            √
   6:00-7:00          √            √            √            √            √            √            √
   7:00-8:00          √            √            √            √            √            √            √
   8:00-9:00          √            √            √            √            √            √            √
  9:00-10:00          √            √            √            √            √            √            √
 10:00-11:00          √            √            √            √            √            √            √
 11:00-12:00          √            √            √            √            √            √            √
 12:00-13:00          √            √            √            √            √            √            √
 13:00-14:00          √            √            √            √            √            √
 14:00-15:00          √            √            √            √            √
 15:00-16:00          √            √            √            √            √            √            √
 16:00-17:00          √            √            √            √                         √
 17:00-18:00                                                 √            √                         √
 18:00–19:00          √            √            √            √            √            √
 19:00-20:00                       √            √            √            √                         √
 20:00-21:00          √            √            √            √            √            √            √
 21:00-22:00          √                         √            √            √            √
 22:00-23:00                       √            √                         √            √            √
 23:00-24:00                                                  √
  Number of          18           19           20            22          20           19           16
      ticks                                                (target
                                                            hours
                                                          reached)
                                                                                    Total          134
                                                                                   number
                                                                                   of ticks



                                                                                                    3
Discussion:

        Actually, Jim yearns to have a new pair of brand-name sneakers so that he can show off
right in front of his peers. Therefore, Jim quite values the reinforcer. In the past, when he achieved
certain grades in academic achievement in school, this method of reinforcement (buying materials)
worked quite well. However, in this behavioural change program, he only got $200 only, instead of
$1,400 because he develops addiction towards online/Internet games.

    He reported he felt depressed whenever he needed to stop playing Internet games. This
coincides with what Diagnostic and Statistical Manual of Mental Disorders (DSM-IV-TR) describes
the criteria of withdrawal, as manifested by either of the following:
• characteristic psychophysiological withdrawal syndrome of physiologically described changes
    and/or psychologically described changes upon discontinuation of the behaviour
• the same (or a closely related) behaviour is engaged in to relieve or avoid withdrawal symptoms

    Besides, when playing Internet games, he tended to stay online longer than originally intended.
Sometimes he faces conflict as he lies to family members or friends to conceal how often and how
long he plays Internet games. He also displays tolerance, as he needs to play Internet games with
increasing amounts of time in order to achieve satisfaction. This behavioural change program shows
that he makes unsuccessful effort to control, cut back or stop playing Internet games. These attest
that he has developed addiction towards online games by fulfilling three criteria of addictive
behaviour, described by DSM-IV. He reported also that he played Internet games to escape
problems or relieve feelings such as helplessness, guilt, anxiety or depression.

   On the one hand, he faces negative reinforcement when he stops playing online games, showing
withdrawal symptoms. On the other hand, he is positively reinforced while playing online games as
he has flow experience, including concentration, playfulness, time distortion, tele-presence and
exploratory behaviour.

    Regarding concentration, he is always totally fascinated, absorbed and focused on the game
when playing Internet games. Regarding playfulness, he experiences the highest happiness,
excitement, satisfaction, hopefulness, relaxation, amusement, enjoyment or even achievement when
playing online games. Regarding distortion in time perception, he said time went by very quickly
when playing Internet games, losing track of time. Regarding tele-presence, he said that he forgot
where he was when playing Internet games. Regarding exploratory behaviour, he reported that he
burned with curiosity when playing Internet games. All these contribute to so–called ‘flow’
experience in positive psychology, positively reinforcing his behaviour of playing Internet games.

   Digital life forms an inseparable part of his life. He often needs to finish his homework online.
Logging onto online games is just a few clicks away, which he can hardly resist!


                                Recommendation and Suggestions:

1.     We can start the differential reinforcement of lower rates of behaviour (DRL) at 4 hours per
       day not 2 hours per day so that more reinforcer can be delivered right after his complying
       with the goal. The behavioural change program should be extended to one month instead of
       just a week to maintain his target behaviour. Once he reaches and maintains his target
       behaviour for one week, we can increase differentially the difficulties of getting the
       reinforcer. If he shows improvement with maintenance afterwards, we can adjust the
       schedule of reinforcement to variable interval, say giving him extra bonus when he
       maintains the target behaviour for two consecutive weeks.

                                                                                                    4
2.     Maybe a differential reinforcement of alternative behaviour (DRA) can also be used. We can
       ask Jim to read news online and help our family to shop on the Internet so that he can
       explore other proper educational uses of Internet besides just playing Internet games. A
       token system can be installed so that after receiving enough tokens, he can cash those tokens
       for buying brand-name sneakers. Furthermore, we can enrol him into some interests distant
       course so that he can learn online instead of just playing online games. Jim is interested in
       graphics design. We can install some software and let him enrol in related distant courses so
       that after finishing the course, maybe online, or attaining certain grades, we can reinforce
       him by an overseas trip or dining out in high-end eateries, which he likes most. Furthermore,
       we can teach him to check emails, browse Facebook web pages, write his own Blog, chat on
       MSN or chat rooms and use Web 2.0 tools for e-learning so that his enriched online social
       networking and e-learning can replace his addiction to Internet games. However, I wonder
       whether this move would create another addiction called Internet addiction, besides Internet
       games addiction. If he had liked doing sports, I would have asked him out to play sports or
       join some gym-houses to train his physique.

3.     If his Internet games addiction persists, we might resort to punishment, like locking up his
       computer if his daily usage on Internet games exceeds 4 hours per day. Some other measures
       like reducing his pocket money is necessary. But this is only the last resort.

4.     Cognitive structuring is important in rectifying his addiction to Internet games. We need
       instil in his mind the appropriate use of Internet, balance among various aspects of life and
       concepts of self-management and self-efficacy. Maybe we can urge him to date a girl out for
       a romantic candlelight dinner. Otherwise, he needs to consult a clinical psychologist!

                                            Conclusion

        This behavioural change program should be modified to initially 4 hours per day of his
playing Internet games instead of 2 hours. After reaching the target behaviour, the target hour is
tightened differentially to 2 hours per day. At the same time, Alternative behaviour, say learning
new software or Web 2.0 tools or online social networking sites, can be added into the program so
that he can collect tokens to be cashed towards buying his new pair of sneakers or schoolbags. We
hope that he may develop intrinsic motivation towards learning new software or web tools
sustaining his further interests to pursue his lifelong career in computer studies or graphics design
etc.

                                            Reference:

1.     Beck, R.C. (2004) Motivation: Theory and principles (5th ed). Upper Saddle River, NJ:
       Pearson
2.     Wikipedia (2009, 12 11). Internet addiction disorder - Wikipedia, the free encyclopedia.
       Retrieved from http://en.wikipedia.org/wiki/Internet_addiction_disorder




                                                                                                   5

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Assignment Designing A Behavioral Change Program

  • 1. Name of Student: Mak Koon Wing Kenneth Student number: 209310608 Module: 06PSC2210A Instructor: Chester Nam Assignment: Designing a behavioural change program 1
  • 2. Goal of the behavioural change program: To reduce the time of my younger brother, Jim’s (aged 18 and a student studying in IVE) duration of playing online games to 2 hours per day on average in his computer located in his bedroom. Jim’s schedule of playing online games before the behavioural change program The schedule that he spent on playing any online games during the period from 13 th December, 2009 to 19th December, 2009 is shown below: Time Slot 6-12-09 7-12-09 8-12-09 9-12-09 10-12-09 11-12-09 12-12-09 /Date 0:00-1:00 1:00-2:00 2:00-3:00 √ √ √ √ √ 3:00-4:00 √ √ √ √ √ √ √ 4:00-5:00 √ √ √ √ √ √ √ 5:00-6:00 √ √ √ √ √ √ √ 6:00-7:00 √ √ √ √ √ √ √ 7:00-8:00 √ √ √ √ √ √ √ 8:00-9:00 √ √ √ √ √ √ √ 9:00-10:00 √ √ √ √ √ 10:00-11:00 √ √ √ √ √ 11:00-12:00 √ √ √ √ √ √ 12:00-13:00 √ √ √ √ √ √ √ 13:00-14:00 √ √ √ √ √ √ 14:00-15:00 √ √ √ √ √ 15:00-16:00 √ √ √ √ √ √ 16:00-17:00 √ √ √ √ √ √ 17:00-18:00 18:00–19:00 √ √ √ √ √ √ 19:00-20:00 √ 20:00-21:00 √ √ 21:00-22:00 22:00-23:00 √ √ 23:00-24:00 √ Number of 12 16 17 17 16 15 12 ticks Total 105 number of ticks I am interested in decreasing the frequency of a high-frequency behaviour because even though he does not use the computer to play online games, he sometimes need to look for information on the Internet to finish his homework Therefore, the method of whole-interval is used to record his displaying the target behaviour. The target behaviour is the absence of his playing Internet games or online games throughout that particular time slot. A tick,“√’, indicates that Jim has not played any Internet games or online games throughout that specific time slot. 2
  • 3. Reinforcer: The reinforcer is cash of HK$1,400, which my younger brother yearns to purchase a pair of new sneakers, after my one-hour discussion with him. The schedule of reinforcement is fixed interval which means that reinforcer occurs after a fixed interval of time. Each day within the 7- days interval, if my brother reaches the target of spending 2 hours or less on playing online/Internet games, he will get $200 right at 24:00 midnight and receive verbal praise from family members, including my parents and me. Results of the behavioural change program: After implementing the behavioural change program for one week, the result is shown below: Time Slot 14-12-09 15-12-09 16-12-09 17-12-09 18-12-09 19-12-09 20-12-09 /Date 0:00-1:00 1:00-2:00 √ √ 2:00-3:00 √ √ √ √ √ √ √ 3:00-4:00 √ √ √ √ √ √ √ 4:00-5:00 √ √ √ √ √ √ √ 5:00-6:00 √ √ √ √ √ √ √ 6:00-7:00 √ √ √ √ √ √ √ 7:00-8:00 √ √ √ √ √ √ √ 8:00-9:00 √ √ √ √ √ √ √ 9:00-10:00 √ √ √ √ √ √ √ 10:00-11:00 √ √ √ √ √ √ √ 11:00-12:00 √ √ √ √ √ √ √ 12:00-13:00 √ √ √ √ √ √ √ 13:00-14:00 √ √ √ √ √ √ 14:00-15:00 √ √ √ √ √ 15:00-16:00 √ √ √ √ √ √ √ 16:00-17:00 √ √ √ √ √ 17:00-18:00 √ √ √ 18:00–19:00 √ √ √ √ √ √ 19:00-20:00 √ √ √ √ √ 20:00-21:00 √ √ √ √ √ √ √ 21:00-22:00 √ √ √ √ √ 22:00-23:00 √ √ √ √ √ 23:00-24:00 √ Number of 18 19 20 22 20 19 16 ticks (target hours reached) Total 134 number of ticks 3
  • 4. Discussion: Actually, Jim yearns to have a new pair of brand-name sneakers so that he can show off right in front of his peers. Therefore, Jim quite values the reinforcer. In the past, when he achieved certain grades in academic achievement in school, this method of reinforcement (buying materials) worked quite well. However, in this behavioural change program, he only got $200 only, instead of $1,400 because he develops addiction towards online/Internet games. He reported he felt depressed whenever he needed to stop playing Internet games. This coincides with what Diagnostic and Statistical Manual of Mental Disorders (DSM-IV-TR) describes the criteria of withdrawal, as manifested by either of the following: • characteristic psychophysiological withdrawal syndrome of physiologically described changes and/or psychologically described changes upon discontinuation of the behaviour • the same (or a closely related) behaviour is engaged in to relieve or avoid withdrawal symptoms Besides, when playing Internet games, he tended to stay online longer than originally intended. Sometimes he faces conflict as he lies to family members or friends to conceal how often and how long he plays Internet games. He also displays tolerance, as he needs to play Internet games with increasing amounts of time in order to achieve satisfaction. This behavioural change program shows that he makes unsuccessful effort to control, cut back or stop playing Internet games. These attest that he has developed addiction towards online games by fulfilling three criteria of addictive behaviour, described by DSM-IV. He reported also that he played Internet games to escape problems or relieve feelings such as helplessness, guilt, anxiety or depression. On the one hand, he faces negative reinforcement when he stops playing online games, showing withdrawal symptoms. On the other hand, he is positively reinforced while playing online games as he has flow experience, including concentration, playfulness, time distortion, tele-presence and exploratory behaviour. Regarding concentration, he is always totally fascinated, absorbed and focused on the game when playing Internet games. Regarding playfulness, he experiences the highest happiness, excitement, satisfaction, hopefulness, relaxation, amusement, enjoyment or even achievement when playing online games. Regarding distortion in time perception, he said time went by very quickly when playing Internet games, losing track of time. Regarding tele-presence, he said that he forgot where he was when playing Internet games. Regarding exploratory behaviour, he reported that he burned with curiosity when playing Internet games. All these contribute to so–called ‘flow’ experience in positive psychology, positively reinforcing his behaviour of playing Internet games. Digital life forms an inseparable part of his life. He often needs to finish his homework online. Logging onto online games is just a few clicks away, which he can hardly resist! Recommendation and Suggestions: 1. We can start the differential reinforcement of lower rates of behaviour (DRL) at 4 hours per day not 2 hours per day so that more reinforcer can be delivered right after his complying with the goal. The behavioural change program should be extended to one month instead of just a week to maintain his target behaviour. Once he reaches and maintains his target behaviour for one week, we can increase differentially the difficulties of getting the reinforcer. If he shows improvement with maintenance afterwards, we can adjust the schedule of reinforcement to variable interval, say giving him extra bonus when he maintains the target behaviour for two consecutive weeks. 4
  • 5. 2. Maybe a differential reinforcement of alternative behaviour (DRA) can also be used. We can ask Jim to read news online and help our family to shop on the Internet so that he can explore other proper educational uses of Internet besides just playing Internet games. A token system can be installed so that after receiving enough tokens, he can cash those tokens for buying brand-name sneakers. Furthermore, we can enrol him into some interests distant course so that he can learn online instead of just playing online games. Jim is interested in graphics design. We can install some software and let him enrol in related distant courses so that after finishing the course, maybe online, or attaining certain grades, we can reinforce him by an overseas trip or dining out in high-end eateries, which he likes most. Furthermore, we can teach him to check emails, browse Facebook web pages, write his own Blog, chat on MSN or chat rooms and use Web 2.0 tools for e-learning so that his enriched online social networking and e-learning can replace his addiction to Internet games. However, I wonder whether this move would create another addiction called Internet addiction, besides Internet games addiction. If he had liked doing sports, I would have asked him out to play sports or join some gym-houses to train his physique. 3. If his Internet games addiction persists, we might resort to punishment, like locking up his computer if his daily usage on Internet games exceeds 4 hours per day. Some other measures like reducing his pocket money is necessary. But this is only the last resort. 4. Cognitive structuring is important in rectifying his addiction to Internet games. We need instil in his mind the appropriate use of Internet, balance among various aspects of life and concepts of self-management and self-efficacy. Maybe we can urge him to date a girl out for a romantic candlelight dinner. Otherwise, he needs to consult a clinical psychologist! Conclusion This behavioural change program should be modified to initially 4 hours per day of his playing Internet games instead of 2 hours. After reaching the target behaviour, the target hour is tightened differentially to 2 hours per day. At the same time, Alternative behaviour, say learning new software or Web 2.0 tools or online social networking sites, can be added into the program so that he can collect tokens to be cashed towards buying his new pair of sneakers or schoolbags. We hope that he may develop intrinsic motivation towards learning new software or web tools sustaining his further interests to pursue his lifelong career in computer studies or graphics design etc. Reference: 1. Beck, R.C. (2004) Motivation: Theory and principles (5th ed). Upper Saddle River, NJ: Pearson 2. Wikipedia (2009, 12 11). Internet addiction disorder - Wikipedia, the free encyclopedia. Retrieved from http://en.wikipedia.org/wiki/Internet_addiction_disorder 5