Video Game Addiction - Theory and Treatment and Boys' DevelopmentRichard Smith
This was a Master's level presentation on video game addiction, theory and treatment. It looked at how boys are getting hooked on video games, and possible causes. Finally, using Leonard Sax's model, showed how boys are not going to college because many factors like video game addiction, ADD medication, the lack of play in Kindergarten, and societal stereotypes against boys.
Professional Development Learning Module created by Akosua Joiner and Alexis Scranton on the topic of Internet Addiction. This topic falls under the Health & Wellness strand of Digital Literacy.
Internet Addiction , causes , symptoms and consequences Chetan Pandey
Now days new types of addiction is arising that is Internet addiction. This presentation clear all your doubts about internet addiction. Also this presentation will also tell you about different types of Internet addiction. Its harmful effects towards your health as well as to your surrounding people and this presentation will also tell you about how internet addiction can effect your relationships.
he Cove Center for Recovery is an private, comfortable and fully-licensed adult drug addiction & alcohol addiction rehab treatment facility. We provide comprehensive drug rehabilitation & alcohol rehabilitation programs to those who are struggling with the chaos and consequences associated with alcohol and/or drug addiction in a safe, caring environment. We also provide treatment for those clients who face dual-diagnosis challenges as traumatic events leading to psychosis often leads to drug addiction. Our fully licensed therapists not only help you therapeutically with your drug addiction but also search for underlying concerns to treat.
Video Game Addiction - Theory and Treatment and Boys' DevelopmentRichard Smith
This was a Master's level presentation on video game addiction, theory and treatment. It looked at how boys are getting hooked on video games, and possible causes. Finally, using Leonard Sax's model, showed how boys are not going to college because many factors like video game addiction, ADD medication, the lack of play in Kindergarten, and societal stereotypes against boys.
Professional Development Learning Module created by Akosua Joiner and Alexis Scranton on the topic of Internet Addiction. This topic falls under the Health & Wellness strand of Digital Literacy.
Internet Addiction , causes , symptoms and consequences Chetan Pandey
Now days new types of addiction is arising that is Internet addiction. This presentation clear all your doubts about internet addiction. Also this presentation will also tell you about different types of Internet addiction. Its harmful effects towards your health as well as to your surrounding people and this presentation will also tell you about how internet addiction can effect your relationships.
he Cove Center for Recovery is an private, comfortable and fully-licensed adult drug addiction & alcohol addiction rehab treatment facility. We provide comprehensive drug rehabilitation & alcohol rehabilitation programs to those who are struggling with the chaos and consequences associated with alcohol and/or drug addiction in a safe, caring environment. We also provide treatment for those clients who face dual-diagnosis challenges as traumatic events leading to psychosis often leads to drug addiction. Our fully licensed therapists not only help you therapeutically with your drug addiction but also search for underlying concerns to treat.
Japanese apricot, or Chinese plum is a species of Asian plum in the family Rosaceae. The flower, long a beloved subject in the traditional painting of East Asia and Vietnam, is usually translated as plum blossom
None of these warning signs on its own means that a young person has anorexia but if they are exhibiting several of these signs then you are right to be concerned.
For further information, support and advice visit www.eatingdisordersadvice.co.uk
This is a group project for a Social Work and Technology course. It was created with a collabortive effort by Caroline Duggan, Melissa Hatfield and Kristen Montour. Enjoy! (There is sound on the first slide and the 15th slide, however, it does not work on some computers).
By Name, College affiliation Researchers h.docxhumphrieskalyn
By: Name, College affiliation
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Researchers had kids play Medal of Honor or Need for Speed and then used brain imaging (fMRI) to study brain functionThe causal link between viewing violence and behaving aggressively The kids who played the violent game has less activity in the parts of the brain which control inhibition, concentration, self-control and emotional arousal.
The kids who played the non violent game had normal brain function.
In total, the research on exposure to video and television violence suggests that playing violent video games will increase aggressive behavior in children and young adults.
This finding is supported by experimental and field studies among both males and females.
Research indicates also that exposure to video violence increases psychological arousal and aggression-related thoughts and feelings.
Continuation
A study was conducted by the National Institute on Media and the Family using children between the ages of 7-14 to see how difficult it is for minors to purchase video games rated M.
Adolescents were successful 100% of the time in stores that didn’t have a policy but in retailers with a policy, the teens were only able to buy the games 30% of the time.
79% of the stores surveyed report that they have a policy prohibiting the sale of M-rated games to youth under 17.
Only 55% of stores educate the public about ratings and 49% formally train their personnel in the ratings.
Surveyed high school studentsThose who had more exposure to violent video games:
held more pro-violent attitudes
had more hostile personalities
were less forgiving
believed violence to be more typical
behaved more aggressively in their everyday lives
there was no difference in video game effect between boys and girls
exposure to violent video games was a better predictor of violent behavior than their gender or own beliefs about violence.
Increases Physiological Arousal
Heart rate and blood pressure
Increases Aggressive Thoughts
Hostile Attribution Bias (Kirsh, 1998)
Increases Aggressive Emotions
Students who were more “addicted” to video games were significantly more likely to be in a bad mood before, during, and after playing than were non-addicted students (Griffiths & Hunt, 1998).
67% of households with children own video game systems.
At least half of U.S. children are now using the Internet for homework, games, and entertainment.
Violent themes compose 60% – 90% of the most popular video games.
90% of 4th graders and 75% of 8th graders report playing 1 or more hours per week either at home or arcades.
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Children and adolescents prefer violent video games to all others.
Rather than “passive” viewers, games make the player an active participant, initiating and repeating the violence.
Basic elements make video games addictive:Player experiences feelings of mastery and control.Level of play is exactly calibrated to player’s ability.Player receives immediate and continual reinforcement.Player can escape ...
Gaming Addiction is not different from any other types of addiction that are present in human nature nowadays. Such type of addiction is not unstoppable and these are so many ways to prevent its negative effects. In order to save its victims from misery and lack of discipline in life, a support group must be hired immediately; although some individuals who are not yet suffering from its worst effects can handle it by themselves without the assistance of the authorities.
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
2. A Case Summary
Mr.X is IX standard student and was doing well in
academics till 8 the standard.
From 9 the standard his academic performance
deteriorated.
He started increasingly to become glued to the
computer monitor playing online games.
He spends the entire day from dawn to dusk playing
video games.
He stopped going to school.
If the internet connection is cut he gets aggressive
and breaks the TV.
He demands his parents to give their credit card for
upgrades in the games.
3. AVAILABILITY
With the popularity of high-tech devices (computer,
tablet, and smartphone) and internet use in recent
years, playing online or offline games has become a
popular activity, especially among young people
The ubiquitous presence of these devices compounds
the issue by increasing the access to anywhere and
anytime.
4. Introduction to Gaming Addiction
Gaming addiction is getting onto adolescents. Many
adolescents are getting into this problem.
It has been reported that 8% of American teenagers are
pathological gamers
The type of video game called Massively Multiplayer
Online Role-Playing Games (MMORPGs) is more addictive
than others.
The motivation for gaming, when it is escapism,it leads to
more dangerous addiction.
The Gaming addiction short scale ( GAS) can be used for
measuring the severity of addiction.
5.
6.
7. Psychiatric comorbidity
Also some of them might have baseline childhood
psychiatric disorder like an autistic spectrum disorder
when the magnitude of the challenge increases.
Whether the autism and social isolation led to the
gaming addiction or is it the gaming addiction which
resulted in a social isolation is a chick and egg puzzle
to be solved.
Also underlying anxiety and depressive symptoms
might be there which has to be treated.
8. PREVALENCE
A few studies have examined the prevalence of video gaming addiction
, but the reported data varied greatly across countries.
Choo et al. reported a prevalence of 8.7% among Singaporean youth
Salguero and Morán found a similar rate of 9.9% among Spanish
adolescents .
A study using a national sample of American youth aged 8 to 18 years
indicated a prevalence of 8.0% [5].
Rehbein and colleagues [4] found among German adolescents a
prevalence of 1.7%, but another study [15] reported a lower prevalence
of 0.2%.
Haagsma et al. reported a prevalence of 3.3% among adolescents and
young adults in the Netherlands [16].
India-24.8% Internet addiction among adolescents in Bombay.(IJP “13)
9.
10. DSM-V
. However, the term “internet addiction” is not
endorsed in the recently published fifth edition of
the Diagnostic and Statistical Manual of Mental
Disorders (DSM-5).
Instead, the term “internet gaming disorder” has been
included in the third section of theDSM-5 as a
condition warranting more clinical research and
experience before it might be considered a formal
disorder [14].
Thus, scientific studies on internet or video gaming
addiction are indeed needed
11.
12. Inclusion in DSM-V
Though the DSM has for the first time incorporated
the diagnosis of gaming addiction disorder in DSM-V,
the diagnosis is yet to enter our diagnostic cognitions.
The diagnosis has features similar to pathological
gambling and impulse control disorders.
13. Challenges
The psychiatric community needs to equip itself
adequately to deal with modern psychic parasite.
It is very challenging to treat these patients as there is
no way to completely cut the internet connection.
There is a need to evolve exclusive deaddiction centres
for adolescents as the parents usually from higher
socio economic status who do not want to put their
children to be put in an alcohol and drug
rehabilitation centre along with others who might
teach these children many “bad habits”.
14. International Scenario
Countries like Korea where this problem is rampant has
more than 100 exclusive gaming deaddiction centers.
In china, the government monitors video games by asking
everyone to provide resident identity numbers during log
in. After 3 hours of play the players lose their points by half.
After 5 hours of play their points are completely erased.
.Comparatively, the problem in our country is at a budding
stage. Having said that, we have to prepared to face an
increasing magnitude of this issue in the days to come. The
Indian government also may need to intervene with
external restrictions in the future.
15. Treatment
The lack of specific treatment is also frustrating from
the therapist point of view,
16. Game addicts Anonymous
The 12 AA steps which has been adapted for various
forms of addictive disorders can be used productively
in the management of gaming addiction as well.
17. CONCERNS
Even sudden deaths have been reported among people
addicted to games while actually playing the video
game.
Parents have neglected their children to die while
ironically growing virtual children..This shows the
severity of the problem
The other concern is that the games increase violence
in the kids. Even one gaming child actually shot a
parent with a real gun and killed him.
18. Brandon Crisp
The disappearance and death of Brandon Crisp, a 15
year old who left his Barrie, Ontario home after his
Xbox 360 was taken from him, fueled nation-wide
concern towards video game addiction and obsession.
Parents across Canada grew fearful that their own
children were as dangerously enraptured as Brandon
with computer and console games
19. Why?
People usually play video games for entertainment,
excitement, challenge seeking, emotional coping, and
escaping from reality to virtuality to fulfill their
unsatisfied needs or motivations
20. ADVERSE EFFECTS
Insomnia
limited leisure activities
attention problems
poor academic performance
anxiety, depressive symptoms
deterioration of interpersonal relationships,
family conflicts,
youth violence or crimes,
lower self-esteem
lower satisfaction with daily life [6]
21.
22. ADVERSE EFFECTS
Video game addiction may lead to particularly serious
health problems in adolescents as they are
experiencing significant physical and psychosocial
changes and lack self-regulation .
Worldwide, addiction to video games is becoming a
serious concern among youth players [10].
23. Given the vulnerability of adolescents who are facing
developmental challenges, a good understanding of
video gaming activities among this group would be
helpful for tailoring effective education or prevention
programs to promote their health
24. FUTURE TRENDS
There is a need to accept this diagnosis and plunge
into research about it.
Studies have to be conducted about the efficacy of
specific drugs in the condition.
Also the topic has to be given preference in the
psychiatric conferences and workshops. Debates and
discussions need to be conducted in this topic