The impact of social casino games and social media on adolescentsSally Gainsbury
Social media and social games are extremely popular among young people and gambling themes are highly prevalent on these platforms. With high Internet connectivity, access to gambling sites with few age controls presents a genuine concern. This presentation will outline how gambling themes are present on social media and in social games and the impact that this increasing digital convergence has on adolescents.
Implications:
As gambling and gaming are converging in many different ways online policy makers, public health groups, educators, treatment providers and parents are encouraged to consider the best strategies for minimising harms associated with any new and existing products.
Video Games - advantages and disadvantagesIsabel Miguel
This document discusses the advantages and disadvantages of video games for children. The advantages are that video games can develop skills needed for learning, stimulate imagination, be entertaining, challenging, allow playing different characters in different environments, increase interest in topics, provide role models, and improve decision making and social skills. The disadvantages are that video games can negatively impact behavior by increasing aggression and decreasing compassion, many games are more aggressive than educational, and they can cause various health problems like neck pain, backache, eye strain, and addiction.
Building on Andy's session last year, this session will focus on how leaders create a climate and culture that leads to increased performance in schools. Much of the input is based on his learning from his participation in Oxford Business School 'High Performing Leadership' course and from the leadership meta-analysis by Dr Viviane Robinson from the University of Auckland
Risk & challenge - building a culture in schools and early yearsMatt Robinson
The document discusses balancing risk management with allowing children to learn through play that involves an element of risk. It advocates avoiding an overly strict "deficit model" of eliminating all risk, which can undermine children's development. Instead, it promotes a balanced approach where the real risks are managed, learning opportunities are fully experienced, and common sense is not squeezed out. Staff should understand their roles and be supported and competent to assess risk, rather than relying only on copious paperwork. Involving children, parents, and staff in discussing risks can help achieve common goals of health, happiness and resilience for children.
1) A new Ohio State University study shows that playing violent video games can make people more aggressive over time, though it cannot be definitively linked to violent criminal behavior.
2) The media has speculated that Adam Lanza, the shooter in the Sandy Hook Elementary School shooting, spent much of his time playing violent video games like "Call of Duty" and police found thousands of dollars worth of violent video games in his home.
3) A self-generated survey of 60 people found that 37% think video games cause more aggression in players, 31% don't think so, and 32% neither agree nor disagree. The document discusses factors that could contribute to how video games may influence aggression.
The document is a slideshow presentation about educating youth on the risks of gambling. It summarizes gambling rates and risk behaviors among Oregon youth based on a student wellness survey. It finds that gambling rates increased more than other behaviors from 2009 to 2010, and that youth who gamble also tend to engage in other risky activities like substance use. It encourages educators to discuss gambling when teaching about addiction and provides resources for prevention education materials and treatment.
CHADD 2014 Should Children with ADHD Play Minecraft?Randy Kulman
This document discusses potential benefits and concerns regarding children with ADHD playing Minecraft. It summarizes research showing that video games can positively impact cognition, motivation, social behavior, and emotion regulation for children. Specifically, games may improve spatial skills, problem-solving, persistence, and social/emotional regulation. However, children with ADHD or autism are more at risk for problematic game use. Inattention is linked to problematic use, and role-playing games are associated with issues for those with autism. The document examines whether parents and educators have choice regarding technology and considers developmental trends in media use.
I can't fit one more thing on my plate! Infusing problem gambling prevention ...Julie Hynes
This document discusses integrating problem gambling prevention into existing prevention efforts. It begins by establishing that problem gambling shares many risk factors with other problem behaviors and that addressing it can help reduce multiple issues. The document then provides examples of evidence-based prevention strategies that can incorporate problem gambling content, such as school curricula, social media campaigns, and community coalitions. Screening tools and techniques are also presented to help identify individuals who may be at risk.
The impact of social casino games and social media on adolescentsSally Gainsbury
Social media and social games are extremely popular among young people and gambling themes are highly prevalent on these platforms. With high Internet connectivity, access to gambling sites with few age controls presents a genuine concern. This presentation will outline how gambling themes are present on social media and in social games and the impact that this increasing digital convergence has on adolescents.
Implications:
As gambling and gaming are converging in many different ways online policy makers, public health groups, educators, treatment providers and parents are encouraged to consider the best strategies for minimising harms associated with any new and existing products.
Video Games - advantages and disadvantagesIsabel Miguel
This document discusses the advantages and disadvantages of video games for children. The advantages are that video games can develop skills needed for learning, stimulate imagination, be entertaining, challenging, allow playing different characters in different environments, increase interest in topics, provide role models, and improve decision making and social skills. The disadvantages are that video games can negatively impact behavior by increasing aggression and decreasing compassion, many games are more aggressive than educational, and they can cause various health problems like neck pain, backache, eye strain, and addiction.
Building on Andy's session last year, this session will focus on how leaders create a climate and culture that leads to increased performance in schools. Much of the input is based on his learning from his participation in Oxford Business School 'High Performing Leadership' course and from the leadership meta-analysis by Dr Viviane Robinson from the University of Auckland
Risk & challenge - building a culture in schools and early yearsMatt Robinson
The document discusses balancing risk management with allowing children to learn through play that involves an element of risk. It advocates avoiding an overly strict "deficit model" of eliminating all risk, which can undermine children's development. Instead, it promotes a balanced approach where the real risks are managed, learning opportunities are fully experienced, and common sense is not squeezed out. Staff should understand their roles and be supported and competent to assess risk, rather than relying only on copious paperwork. Involving children, parents, and staff in discussing risks can help achieve common goals of health, happiness and resilience for children.
1) A new Ohio State University study shows that playing violent video games can make people more aggressive over time, though it cannot be definitively linked to violent criminal behavior.
2) The media has speculated that Adam Lanza, the shooter in the Sandy Hook Elementary School shooting, spent much of his time playing violent video games like "Call of Duty" and police found thousands of dollars worth of violent video games in his home.
3) A self-generated survey of 60 people found that 37% think video games cause more aggression in players, 31% don't think so, and 32% neither agree nor disagree. The document discusses factors that could contribute to how video games may influence aggression.
The document is a slideshow presentation about educating youth on the risks of gambling. It summarizes gambling rates and risk behaviors among Oregon youth based on a student wellness survey. It finds that gambling rates increased more than other behaviors from 2009 to 2010, and that youth who gamble also tend to engage in other risky activities like substance use. It encourages educators to discuss gambling when teaching about addiction and provides resources for prevention education materials and treatment.
CHADD 2014 Should Children with ADHD Play Minecraft?Randy Kulman
This document discusses potential benefits and concerns regarding children with ADHD playing Minecraft. It summarizes research showing that video games can positively impact cognition, motivation, social behavior, and emotion regulation for children. Specifically, games may improve spatial skills, problem-solving, persistence, and social/emotional regulation. However, children with ADHD or autism are more at risk for problematic game use. Inattention is linked to problematic use, and role-playing games are associated with issues for those with autism. The document examines whether parents and educators have choice regarding technology and considers developmental trends in media use.
I can't fit one more thing on my plate! Infusing problem gambling prevention ...Julie Hynes
This document discusses integrating problem gambling prevention into existing prevention efforts. It begins by establishing that problem gambling shares many risk factors with other problem behaviors and that addressing it can help reduce multiple issues. The document then provides examples of evidence-based prevention strategies that can incorporate problem gambling content, such as school curricula, social media campaigns, and community coalitions. Screening tools and techniques are also presented to help identify individuals who may be at risk.
This document summarizes a presentation about video games and their effects on children. It explores both sides of the research on whether video games lead to increased aggression or other impacts. It provides data on how much time kids spend gaming and the most popular genres and titles. It also offers tips for parents on setting limits, choosing age-appropriate games, and getting involved in their child's gaming activities to help them navigate the space safely.
The Manningham YMCA has developed a video games program to help balance the benefits and risks of video game playing for children. The program began in 2012 and has expanded to include presentations, workshops, gaming events, and a website to provide information and resources on using video games positively. The program founder, Steven Dupon, has shared the framework with other YMCAs internationally and many have expressed interest in collaborating on the project.
Impact of social casino games and social media on adolescenceSally Gainsbury
Gainsbury, S. (2016, Nov.). Impact of social casino games and social media on adolescence. 26th National Association for Gambling Studies Annual Conference. Cairns, November 23-25, 2016
Social media and social games are extremely popular among young people and gambling themes are highly prevalent on these platforms. With high Internet connectivity, access to gambling sites with few age controls presents a genuine concern. This presentation will outline how gambling themes are present on social media and in social games and the impact that this increasing digital convergence has on adolescence.
Implications
As gambling and gaming are converging in many different ways online policy makers, public health groups, educators, treatment providers and parents are encouraged to consider the best strategies for minimising harms associated with any new and existing products.
Gamification to Increase Student EngagementKrista Leh
The document discusses using gamification to increase student engagement in education. It provides an overview of gamification, including defining key elements of games like goals, rules, and feedback. The benefits of gamification for learning are described, such as improved engagement, motivation, and development of 21st century skills. Various game-based learning strategies and techniques are presented, such as using games to learn new content, simulations to test theories, and debriefing sessions. Popular educational games and strategies for integrating games into teaching are also summarized.
The document discusses youth gambling online and new understandings of the issue. It summarizes some key findings from studies on youth gambling prevalence and behaviors online, including that fewer youth gamble online than adults but more are using "demo/practice" sites, and over 1/3 of youth gambling for money meet criteria for problem gambling. It emphasizes the importance of education in promoting responsible online gambling behaviors among youth.
TRACK 8(1) | DAY 2 - 3 OCT 2017
Elena Bertozzi, Associate Professor of Quinnipiac University (USA) and Aparna Sridhar, Assistant
Games for Health Europe 2017
The value of video-game learning cannot be underestimated in the classroom. This gives you an overview of game-principles that can be learned in the classroom.
These are the slides from my keynote presentation at MADLaT, 2014, on generations, games, and education. I describe what is said about generational differences and the top 10 reasons people say they "cannot" use games, and then present the research related to these as myths, facts, or something in between.
Gill Kirkman at the 2019 re:shape #PreventSexualHarm conferencere:shape
Gill Kirkman: None In Three
The voice of the survivor: Designing educative and interactive computer games to prevent gender-based sexual violence
The None in Three Global Research Centre is working to prevent gender-based violence in Jamaica, India, Uganda and the UK. This presentation focuses on None In Three’s work within the UK, and how consultation with abuse survivors and young people has led to the development of an interactive computer game to tackle the issue of young people’s dating abuse. How the game can be trailed in schools and colleges will be explained, and why a pro social computer game could be a highly effective intervention discussed.
Gill Kirkman is the UK Country Director of the None in Three Research Centre and a Subject Leader in Social Work at the University of Huddersfield. Her background is in children and families social work before becoming a safeguarding trainer, moving to the university full time in 2010. Gill’s research interests include domestic abuse, child protection, voice of the child and child centred approaches, and gender-based violence.
The document summarizes research on college student gambling. It finds that around 85% of college students have gambled, with 23% doing so weekly. Around 4-8% of college students are considered problem or pathological gamblers, which is more than double the general adult population rate. Common forms of gambling for college students include sports betting, poker, casino games, and online gambling. The document outlines concerns about gambling leading to debt, missed classes, and other negative consequences for students. It provides recommendations for addressing problem gambling through education, awareness, and treatment resources.
A New Day for Informal Learning Lessons from Research and Practice
Presentation by Michael H. Levine, Executive Director of the Joan Ganz Cooney Center at the LEGO Ideas Conference on April 14, 2015.
PowerPoint Presentation for the National Association for Family Child Care (NAFCC), The New England Symposium On Play (William H. Strader, Ed.D.) and Grounds For Play (David Reeves)
Integrating Problem Gambling in Prevention (part 1)Julie Hynes
Part 1: Integrating Problem Gambling into Your Prevention Work -- when you can't fit one more thing on your plate!
KYCPG Educational & Awareness Conference
Julie Hynes - January 29, 2015
This document provides tips for hosting a casino night fundraiser responsibly and warns about the risks of youth gambling. It discusses how gambling is related to other risky behaviors like delinquency, drug and alcohol use. While many parents believe youth gambling is harmless, the document states this belief is incorrect. It also expresses concerns about internet gambling being constantly accessible and able to distort perceptions of money. A survey found the top gambling activity for Oregon kids is playing online for free.
Ken Winters. This is Your Brain on Adolescence: A Developmental View of Probl...Horizons RG
Ken Winters. This is Your Brain on Adolescence: A Developmental View of Problem Gambling and Other Addictions
Session 7B
Presented at the New Horizons in Responsible Gambling Conference in Vancouver, January 27-29, 2014
Keeping Pace with the Changing Tides of Gaming & GamblingJulie Hynes
This document provides an overview of trends in electronic gambling and gaming. It discusses how gaming, gambling, and in-app purchases have blurred lines between entertainment and gambling. Research shows electronic forms can be highly addictive for young people due to dopamine release. Risk factors for problematic gaming include family and peer influences, while protective factors include social support. The document calls for addressing issues through prevention initiatives targeting common risk and protective factors rather than a problem gaming-specific approach. Funding for problem gambling services remains far below that of substance abuse disorders despite similar public health impacts.
The Case for Prevention of Problem GamblingJulie Hynes
This document discusses the case for preventing problem gambling, especially among youth. It argues that problem gambling is connected to other problem behaviors like substance abuse and should be addressed through comprehensive prevention efforts. Risk factors for problem gambling are similar to other issues and include early exposure, trauma, and family and peer influences. Prevention requires reducing risks and enhancing protective factors across individual, family, school and community domains. The speaker urges integrating gambling prevention into existing evidence-based programs and increasing community awareness and involvement to address this issue.
This document summarizes a project aimed at promoting a non-toxic and inclusive gaming culture in Helsinki, Finland. The project studied experiences of hate speech and harassment in gaming and esports. It found that 70% of respondents had experienced hate speech/harassment, and 90% had witnessed it. Common forms included negative comments about gaming skills, racism, homophobia/transphobia, and sexism. The project aims to combat hate speech through workshops and non-toxic gaming events, and to create a more encouraging atmosphere for gamers of all backgrounds.
This document summarizes a presentation about video games and their effects on children. It explores both sides of the research on whether video games lead to increased aggression or other impacts. It provides data on how much time kids spend gaming and the most popular genres and titles. It also offers tips for parents on setting limits, choosing age-appropriate games, and getting involved in their child's gaming activities to help them navigate the space safely.
The Manningham YMCA has developed a video games program to help balance the benefits and risks of video game playing for children. The program began in 2012 and has expanded to include presentations, workshops, gaming events, and a website to provide information and resources on using video games positively. The program founder, Steven Dupon, has shared the framework with other YMCAs internationally and many have expressed interest in collaborating on the project.
Impact of social casino games and social media on adolescenceSally Gainsbury
Gainsbury, S. (2016, Nov.). Impact of social casino games and social media on adolescence. 26th National Association for Gambling Studies Annual Conference. Cairns, November 23-25, 2016
Social media and social games are extremely popular among young people and gambling themes are highly prevalent on these platforms. With high Internet connectivity, access to gambling sites with few age controls presents a genuine concern. This presentation will outline how gambling themes are present on social media and in social games and the impact that this increasing digital convergence has on adolescence.
Implications
As gambling and gaming are converging in many different ways online policy makers, public health groups, educators, treatment providers and parents are encouraged to consider the best strategies for minimising harms associated with any new and existing products.
Gamification to Increase Student EngagementKrista Leh
The document discusses using gamification to increase student engagement in education. It provides an overview of gamification, including defining key elements of games like goals, rules, and feedback. The benefits of gamification for learning are described, such as improved engagement, motivation, and development of 21st century skills. Various game-based learning strategies and techniques are presented, such as using games to learn new content, simulations to test theories, and debriefing sessions. Popular educational games and strategies for integrating games into teaching are also summarized.
The document discusses youth gambling online and new understandings of the issue. It summarizes some key findings from studies on youth gambling prevalence and behaviors online, including that fewer youth gamble online than adults but more are using "demo/practice" sites, and over 1/3 of youth gambling for money meet criteria for problem gambling. It emphasizes the importance of education in promoting responsible online gambling behaviors among youth.
TRACK 8(1) | DAY 2 - 3 OCT 2017
Elena Bertozzi, Associate Professor of Quinnipiac University (USA) and Aparna Sridhar, Assistant
Games for Health Europe 2017
The value of video-game learning cannot be underestimated in the classroom. This gives you an overview of game-principles that can be learned in the classroom.
These are the slides from my keynote presentation at MADLaT, 2014, on generations, games, and education. I describe what is said about generational differences and the top 10 reasons people say they "cannot" use games, and then present the research related to these as myths, facts, or something in between.
Gill Kirkman at the 2019 re:shape #PreventSexualHarm conferencere:shape
Gill Kirkman: None In Three
The voice of the survivor: Designing educative and interactive computer games to prevent gender-based sexual violence
The None in Three Global Research Centre is working to prevent gender-based violence in Jamaica, India, Uganda and the UK. This presentation focuses on None In Three’s work within the UK, and how consultation with abuse survivors and young people has led to the development of an interactive computer game to tackle the issue of young people’s dating abuse. How the game can be trailed in schools and colleges will be explained, and why a pro social computer game could be a highly effective intervention discussed.
Gill Kirkman is the UK Country Director of the None in Three Research Centre and a Subject Leader in Social Work at the University of Huddersfield. Her background is in children and families social work before becoming a safeguarding trainer, moving to the university full time in 2010. Gill’s research interests include domestic abuse, child protection, voice of the child and child centred approaches, and gender-based violence.
The document summarizes research on college student gambling. It finds that around 85% of college students have gambled, with 23% doing so weekly. Around 4-8% of college students are considered problem or pathological gamblers, which is more than double the general adult population rate. Common forms of gambling for college students include sports betting, poker, casino games, and online gambling. The document outlines concerns about gambling leading to debt, missed classes, and other negative consequences for students. It provides recommendations for addressing problem gambling through education, awareness, and treatment resources.
A New Day for Informal Learning Lessons from Research and Practice
Presentation by Michael H. Levine, Executive Director of the Joan Ganz Cooney Center at the LEGO Ideas Conference on April 14, 2015.
PowerPoint Presentation for the National Association for Family Child Care (NAFCC), The New England Symposium On Play (William H. Strader, Ed.D.) and Grounds For Play (David Reeves)
Integrating Problem Gambling in Prevention (part 1)Julie Hynes
Part 1: Integrating Problem Gambling into Your Prevention Work -- when you can't fit one more thing on your plate!
KYCPG Educational & Awareness Conference
Julie Hynes - January 29, 2015
This document provides tips for hosting a casino night fundraiser responsibly and warns about the risks of youth gambling. It discusses how gambling is related to other risky behaviors like delinquency, drug and alcohol use. While many parents believe youth gambling is harmless, the document states this belief is incorrect. It also expresses concerns about internet gambling being constantly accessible and able to distort perceptions of money. A survey found the top gambling activity for Oregon kids is playing online for free.
Ken Winters. This is Your Brain on Adolescence: A Developmental View of Probl...Horizons RG
Ken Winters. This is Your Brain on Adolescence: A Developmental View of Problem Gambling and Other Addictions
Session 7B
Presented at the New Horizons in Responsible Gambling Conference in Vancouver, January 27-29, 2014
Keeping Pace with the Changing Tides of Gaming & GamblingJulie Hynes
This document provides an overview of trends in electronic gambling and gaming. It discusses how gaming, gambling, and in-app purchases have blurred lines between entertainment and gambling. Research shows electronic forms can be highly addictive for young people due to dopamine release. Risk factors for problematic gaming include family and peer influences, while protective factors include social support. The document calls for addressing issues through prevention initiatives targeting common risk and protective factors rather than a problem gaming-specific approach. Funding for problem gambling services remains far below that of substance abuse disorders despite similar public health impacts.
The Case for Prevention of Problem GamblingJulie Hynes
This document discusses the case for preventing problem gambling, especially among youth. It argues that problem gambling is connected to other problem behaviors like substance abuse and should be addressed through comprehensive prevention efforts. Risk factors for problem gambling are similar to other issues and include early exposure, trauma, and family and peer influences. Prevention requires reducing risks and enhancing protective factors across individual, family, school and community domains. The speaker urges integrating gambling prevention into existing evidence-based programs and increasing community awareness and involvement to address this issue.
This document summarizes a project aimed at promoting a non-toxic and inclusive gaming culture in Helsinki, Finland. The project studied experiences of hate speech and harassment in gaming and esports. It found that 70% of respondents had experienced hate speech/harassment, and 90% had witnessed it. Common forms included negative comments about gaming skills, racism, homophobia/transphobia, and sexism. The project aims to combat hate speech through workshops and non-toxic gaming events, and to create a more encouraging atmosphere for gamers of all backgrounds.
Similar to Gambling & Gaming – The Links & The Risks In The Changing Environment (20)
This document summarizes a study on gender differences in poker gambling behaviors among undergraduate students. The study found that gender exerts an effect on poker behaviors that is mediated by the locations where students gamble on poker. Specifically, males were more likely than females to gamble on poker in public locations and on the internet, and gambling in these locations was associated with higher problem gambling severity, spending on poker, and poker debt. Therefore, gender differences in poker behaviors can be explained by the locations where males and females typically gamble on poker. The study concludes that gambling behaviors need to be understood in the contexts of specific settings rather than just individual factors.
This document examines the relationship between problem gambling and various measures of income, including level of income, income inequality, and income insecurity. The methodology describes using ordered logit models to analyze data from a Canadian survey on problem gambling prevalence. The results found that higher income insecurity was associated with higher odds of problem gambling, while income level and inequality were less strongly associated. Income insecurity had a stronger relationship with problem gambling for younger age groups compared to older groups. The document discusses implications for policies around problem gambling and income security.
This document discusses the Swedish longitudinal gambling study (Swelogs) and its potential to impact gambling policy. Some key findings from Swelogs include a problem gambling prevalence rate of 2.1% and incidence rate of 1.4%, and that three-quarters of problem gamblers were replaced by new ones within a year. Swelogs has tracked gambling behavior in Sweden over multiple waves since 2008. The results indicate problem gambling may be higher than typical estimates and relapse is a more serious issue than previously understood. The study aims to help policymakers better address gambling problems and harm in a changing industry.
The document presents an integrated model for consciousness recovery from gambling addiction based on social work strengths, neuroscience, neuroplasticity, and recent addiction knowledge. It discusses addiction as a learned behavior that changes brain functioning by oversensitizing it to rewards and requiring higher doses. Recovery involves developing new rewarding pathways through learning and replacing old neural circuits. A strengths-based approach focusing on the client's self-perception is crucial to the recovery journey. Relapse prevention and managing triggers are important alongside accepting help from others.
The document discusses supporting families and whānau where parents have mental health or addiction issues. It outlines several key points: (1) Many children in New Zealand are affected by a parent's mental illness or addiction, (2) Having a parent with these issues can negatively impact children's development and well-being if not properly supported, (3) Implementing family-inclusive practices and a guideline for services can help promote children's welfare and positive family relationships. The goal is for mental health and addiction services to better address the needs of the whole family.
This report explores the significance of border towns and spaces for strengthening responses to young people on the move. In particular it explores the linkages of young people to local service centres with the aim of further developing service, protection, and support strategies for migrant children in border areas across the region. The report is based on a small-scale fieldwork study in the border towns of Chipata and Katete in Zambia conducted in July 2023. Border towns and spaces provide a rich source of information about issues related to the informal or irregular movement of young people across borders, including smuggling and trafficking. They can help build a picture of the nature and scope of the type of movement young migrants undertake and also the forms of protection available to them. Border towns and spaces also provide a lens through which we can better understand the vulnerabilities of young people on the move and, critically, the strategies they use to navigate challenges and access support.
The findings in this report highlight some of the key factors shaping the experiences and vulnerabilities of young people on the move – particularly their proximity to border spaces and how this affects the risks that they face. The report describes strategies that young people on the move employ to remain below the radar of visibility to state and non-state actors due to fear of arrest, detention, and deportation while also trying to keep themselves safe and access support in border towns. These strategies of (in)visibility provide a way to protect themselves yet at the same time also heighten some of the risks young people face as their vulnerabilities are not always recognised by those who could offer support.
In this report we show that the realities and challenges of life and migration in this region and in Zambia need to be better understood for support to be strengthened and tuned to meet the specific needs of young people on the move. This includes understanding the role of state and non-state stakeholders, the impact of laws and policies and, critically, the experiences of the young people themselves. We provide recommendations for immediate action, recommendations for programming to support young people on the move in the two towns that would reduce risk for young people in this area, and recommendations for longer term policy advocacy.
Jennifer Schaus and Associates hosts a complimentary webinar series on The FAR in 2024. Join the webinars on Wednesdays and Fridays at noon, eastern.
Recordings are on YouTube and the company website.
https://www.youtube.com/@jenniferschaus/videos
Donate to charity during this holiday seasonSERUDS INDIA
For people who have money and are philanthropic, there are infinite opportunities to gift a needy person or child a Merry Christmas. Even if you are living on a shoestring budget, you will be surprised at how much you can do.
Donate Us
https://serudsindia.org/how-to-donate-to-charity-during-this-holiday-season/
#charityforchildren, #donateforchildren, #donateclothesforchildren, #donatebooksforchildren, #donatetoysforchildren, #sponsorforchildren, #sponsorclothesforchildren, #sponsorbooksforchildren, #sponsortoysforchildren, #seruds, #kurnool
Monitoring Health for the SDGs - Global Health Statistics 2024 - WHOChristina Parmionova
The 2024 World Health Statistics edition reviews more than 50 health-related indicators from the Sustainable Development Goals and WHO’s Thirteenth General Programme of Work. It also highlights the findings from the Global health estimates 2021, notably the impact of the COVID-19 pandemic on life expectancy and healthy life expectancy.
AHMR is an interdisciplinary peer-reviewed online journal created to encourage and facilitate the study of all aspects (socio-economic, political, legislative and developmental) of Human Mobility in Africa. Through the publication of original research, policy discussions and evidence research papers AHMR provides a comprehensive forum devoted exclusively to the analysis of contemporaneous trends, migration patterns and some of the most important migration-related issues.
RFP for Reno's Community Assistance CenterThis Is Reno
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The Antyodaya Saral Haryana Portal is a pioneering initiative by the Government of Haryana aimed at providing citizens with seamless access to a wide range of government services
About Potato, The scientific name of the plant is Solanum tuberosum (L).Christina Parmionova
The potato is a starchy root vegetable native to the Americas that is consumed as a staple food in many parts of the world. Potatoes are tubers of the plant Solanum tuberosum, a perennial in the nightshade family Solanaceae. Wild potato species can be found from the southern United States to southern Chile
Synopsis (short abstract) In December 2023, the UN General Assembly proclaimed 30 May as the International Day of Potato.
United Nations World Oceans Day 2024; June 8th " Awaken new dephts".Christina Parmionova
The program will expand our perspectives and appreciation for our blue planet, build new foundations for our relationship to the ocean, and ignite a wave of action toward necessary change.
United Nations World Oceans Day 2024; June 8th " Awaken new dephts".
Gambling & Gaming – The Links & The Risks In The Changing Environment
1. Gambling & Gaming – The Links &
The Risks In The Changing
Environment
Zoi PenoglouZoi Penoglou
Gamblers Help SouthernGamblers Help Southern
International Gambling Conference
Auckland
February, 2016
2. • 75% of Aussie online gamers are 18+
• 98% 6-15 year olds play online games
• 8% men 5% women play for 4-6 hours per day
• F2P games make up 90% online gaming revenue
• “Counter-Strike” made $957 million 2014 alone
• “Candy Crush” brings in $1-$3 million a day
(reference’s available on request)
Gaming Stats
3. • 40% teenagers reported a “preoccupation with gambling” or an intention to
gamble in the future
(King, University of Adelaide,
2012)
• Up to 85% adolescents gambling in some form during the past year”
(Gambling and Young People in Australia, ACER, 2011)
• 3-4% teenagers have problems with gambling = 1/25 students in a high school
class (VRGF,2013)
• Parents and teachers are mostly unaware of the danger free gambling apps pose
to young people
• DSM V – gaming entering mainstream disorders but not yet diagnosable
Gambling & Gaming
4. ∗ F2P – Free to
play
Types of Games
Candy Crush Saga Clash of Clans
9. ∗ Consent: adults v kids
∗ In-App purchases: Apple (class action law suit against
children)
∗ One button conversion – “don’t let them out”
∗ International game monetization conferences
∗ Discounted purchases and on-screen balance
∗ Disguise money game as skill game (Candy Crush)
∗ Reward Removal
Game Monetization
10. ∗ Cognitive development
∗ Hand-eye co-ordination
∗ Spatial awareness
∗ Social skills
∗ Sense of belonging/self-expression/achievement
∗ It’s fun!
What’s the attraction?
11. • Adolescent = Legal Adult – capacity to measure
risk
• Neuroscience & the pre-frontal cortex
• Age 24: planning,
consequences, risk,
impulse control
• Reliance on impulses,
emotions, instincts,
aggression (amygdala)
12. Gambling & Gaming: Crossovers
∗ Griffiths, King, Delfabbro – socialisation of gambling
∗ Simulated Gambling Games
∗ Higher likelihood of winning
∗ No independent app rating body
13. • Need for service: Headspace – Alfred CYMHS –
anecdotal from GHS parents
• EOI in December, 2014 – overwhelming positive
• Workshops began in school terms 2, 3 and 4 across 3
catchments
• 10 young people (10-19 yrs) across 3 sites in southern
metropolitan Melbourne
Youth Gaming Workshops – The Response
14. • 1 dedicated Gaming Psychologist, Gaming Youth
Worker and GHS clinician at each
• Initially single player games – group games – group
activities – group goals – app development
(Frankston)
• Evaluations – reduced gaming at home – increased
awareness of links between gaming/gambling –
increased school attendance – increased contact
with/referral to GHS
Youth Gaming Workshops – The Format
15. • Ontario Uni – PGGIU group – influence policy –
funding for treatment
• Schools/colleges – information sessions
• Evaluation & Research – links to
Nottingham/Ontario/Hong Kong
Where to from here?
Apple – 2011 parents lodged suit – 15 minute window after app purchase – no password - $32M
Cash buyers spend less money than those purchasing with credit cards
Maths not in Pre-frontal cortex
Humans love rewards but hate losing what they have more – so threaten to remove reward or $
2007/08 – iTV – Big Brother – TV call-in quiz
Higher chance due to no real money changing hands