Gambling use disorder treatment considerationsdrleighholman
This document discusses problem gambling and pathological gambling. It describes three levels of gambling from social gambling to problem and pathological gambling. It outlines the phases gamblers go through from winning to losing to desperation. It also discusses cognitive distortions common in gamblers and treatment approaches like CBT and MI. Medications like naltrexone may help reduce gambling behavior as well as self-exclusion programs and limiting access to funds.
The document summarizes statistics and research on gambling and gambling addiction. It notes that 85% of Americans have gambled, with 65-80% gambling in the past year. Problem gambling is defined as an urge to gamble despite negative consequences. Pathological gambling is a clinical diagnosis involving uncontrollable gambling behavior. Research suggests genetic and neurological factors, like imbalances in dopamine and serotonin, may contribute to gambling addiction. Treatments include counseling, support groups, and some medications.
Dr. Suresh Kumar Murugesan is a professor of psychology in India who presented on Internet Gaming Disorder. The presentation defined IGD based on DSM-5 and ICD-11 criteria as impaired control over gaming and continuation despite negative consequences. Signs of IGD included preoccupation with gaming and withdrawal symptoms when unable to play. Treatment involves cognitive behavioral therapy to help develop decision making skills and control gaming urges.
This document provides an overview of gambling disorder as defined in the DSM-5. It discusses the diagnostic criteria which includes 4 or more of 9 symptoms occurring in a 12-month period. It also discusses common comorbidities like substance use disorders, depressive disorders and anxiety disorders. The document provides context on the epidemiology of gambling disorder and risk factors. It also discusses changes in DSM-5 related to the conceptualization and diagnosis of gambling disorder.
Technology Addiction, internet addiction, online, social networkingSamin Sameed
A comprehensive presentation regarding the most relevant problem of today's world- Addiction to technology, covering the neural principles, different types, and various associated problems with addiction, the current treatment options and what the future holds in this regard,
This document discusses gaming addiction among adolescents. It describes a case study of a 9th grade student whose academic performance deteriorated as he became increasingly addicted to playing online video games for long periods each day. The document then provides information on the prevalence of gaming addiction, signs and symptoms, potential comorbidities, and challenges in treating gaming addiction. It notes gaming addiction is a growing problem worldwide especially among youth and requires more research and clinical understanding.
Sexual addiction is an intimacy disorder characterized by compulsive sexual thoughts and acts that worsen over time and negatively impact the addict and their family. It involves using sex to seek pleasure or avoid feelings and can include illegal activities. Research shows it is often caused by a history of abuse or neglect and coming from dysfunctional families, with addicts using sex as an escape. Symptoms include neglecting responsibilities to spend excessive time on sexual activities online or in person.
Reviews addiction theory, the Jellenik curve, reasons for use and risk and protective factors related to substance abuse. NBCC, NAADAC, CAADAC, and California Board of Behavioral Sciences approved Mental Health continuing education and addictions counselor training series. Narrated versions and CEUs available at http://www.allceus.com
Gambling use disorder treatment considerationsdrleighholman
This document discusses problem gambling and pathological gambling. It describes three levels of gambling from social gambling to problem and pathological gambling. It outlines the phases gamblers go through from winning to losing to desperation. It also discusses cognitive distortions common in gamblers and treatment approaches like CBT and MI. Medications like naltrexone may help reduce gambling behavior as well as self-exclusion programs and limiting access to funds.
The document summarizes statistics and research on gambling and gambling addiction. It notes that 85% of Americans have gambled, with 65-80% gambling in the past year. Problem gambling is defined as an urge to gamble despite negative consequences. Pathological gambling is a clinical diagnosis involving uncontrollable gambling behavior. Research suggests genetic and neurological factors, like imbalances in dopamine and serotonin, may contribute to gambling addiction. Treatments include counseling, support groups, and some medications.
Dr. Suresh Kumar Murugesan is a professor of psychology in India who presented on Internet Gaming Disorder. The presentation defined IGD based on DSM-5 and ICD-11 criteria as impaired control over gaming and continuation despite negative consequences. Signs of IGD included preoccupation with gaming and withdrawal symptoms when unable to play. Treatment involves cognitive behavioral therapy to help develop decision making skills and control gaming urges.
This document provides an overview of gambling disorder as defined in the DSM-5. It discusses the diagnostic criteria which includes 4 or more of 9 symptoms occurring in a 12-month period. It also discusses common comorbidities like substance use disorders, depressive disorders and anxiety disorders. The document provides context on the epidemiology of gambling disorder and risk factors. It also discusses changes in DSM-5 related to the conceptualization and diagnosis of gambling disorder.
Technology Addiction, internet addiction, online, social networkingSamin Sameed
A comprehensive presentation regarding the most relevant problem of today's world- Addiction to technology, covering the neural principles, different types, and various associated problems with addiction, the current treatment options and what the future holds in this regard,
This document discusses gaming addiction among adolescents. It describes a case study of a 9th grade student whose academic performance deteriorated as he became increasingly addicted to playing online video games for long periods each day. The document then provides information on the prevalence of gaming addiction, signs and symptoms, potential comorbidities, and challenges in treating gaming addiction. It notes gaming addiction is a growing problem worldwide especially among youth and requires more research and clinical understanding.
Sexual addiction is an intimacy disorder characterized by compulsive sexual thoughts and acts that worsen over time and negatively impact the addict and their family. It involves using sex to seek pleasure or avoid feelings and can include illegal activities. Research shows it is often caused by a history of abuse or neglect and coming from dysfunctional families, with addicts using sex as an escape. Symptoms include neglecting responsibilities to spend excessive time on sexual activities online or in person.
Reviews addiction theory, the Jellenik curve, reasons for use and risk and protective factors related to substance abuse. NBCC, NAADAC, CAADAC, and California Board of Behavioral Sciences approved Mental Health continuing education and addictions counselor training series. Narrated versions and CEUs available at http://www.allceus.com
This document provides an overview of research on internet addiction. It discusses prevalence rates across different countries, proposed diagnostic criteria, methods of measuring internet addiction, associations between internet addiction and sleep issues/social intelligence/other disorders, and approaches to treating internet addiction such as cognitive behavioral therapy. Useful journals, experts, videos, and web resources on this topic are also referenced.
This document discusses internet gaming addiction and problematic online gaming. It begins by describing how online gamers are more likely to demonstrate problematic use compared to offline gamers. It then provides a history of internet and video game addiction, describing early concepts from the 1970s onward. The document outlines different typologies of games and their associated addiction risks, such as massively multiplayer online role-playing games (MMORPGs) posing the highest risk. Several models of internet gaming addiction and issues with related research and screening/assessment are also summarized.
Cognitive Behaviour therapy for Substance abuseSarah Javed
Cognitive behavioural therapy (CBT) and relapse prevention (RP) techniques are used to treat substance abuse. CBT provides skills to help people initially stop using drugs and sustain abstinence through challenging dysfunctional thoughts and developing new coping behaviors. RP focuses on maintaining abstinence by preventing lapses from escalating into full relapses. Key CBT concepts include identifying triggers, high-risk situations, and cravings. Clinicians use functional analysis to understand a client's drug use patterns and teach strategies like urge surfing and thought stopping to cope with cravings without using. Role plays help clients learn and practice drug refusal and other skills to support lifestyle changes and abstinence.
This document discusses common drug types that are abused including tobacco, barbiturates, antidepressants, cannabis, narcotics, and steroids. It also provides an overview of drug addiction, stating that it is a complex disorder characterized by compulsive drug use where people feel an overwhelming need for the drug despite negative consequences, and repeated use alters the brain.
What is Sexual Addiction? Sex Addiction is a pathological relationship with a mood-altering experience. This presentation will cover the types of sex addiction, the levels and many other aspects.
This infographic represents the stages of Addiction. While these are presented in linear form, they are meant as guidelines into the progression of substance use to substance abuse to addiction.
This document summarizes the effects of various drugs on the body and behavior. It discusses how drugs affect neurotransmitters in the brain like dopamine, serotonin, and endorphins. Specific drugs covered include cocaine, ecstasy, marijuana, heroin, alcohol, caffeine, nicotine, and methamphetamine. Short-term and long-term effects are described for each drug. The document also discusses how drug addiction develops in the brain and provides tips to prevent drug use.
Drug addiction is characterized as a chronic brain disorder involving compulsive drug use despite negative consequences. It progresses through stages from impulsivity to compulsivity as driven by dopamine release in the reward system and shifts from positive to negative reinforcement. Genetics contribute 40-60% to risk through specific gene variants affecting drug metabolism and receptor activity. Environmental factors like early life stress, family history of addiction, and peer influences also impact vulnerability through interactions with genetics. The transition from experimentation to addiction often occurs during adolescence due to incomplete prefrontal cortex development.
Introduction to the BioPsychoSocial approach to Addictionkavroom
In this 45 minute introductory lecture you will learn about the biopsychosocial approach to addiction
At the end of this session you should:
Have an understanding of the neurological systems that underpin addiction.
Appreciate that the ways addiction is explained has a direct influence upon treatment.
Be aware that there is no unified theory of addition, but that an integrated approach can help explain onset and maintenance of addictive behavior.
Addiction is a chronic brain disease that involves pathological pursuit of reward and relief through substance use and other behaviors, despite their negative consequences. The brain's reward center is activated by natural rewards like food and sex but becomes dysfunctional in addiction. Genetics and life experiences influence this. For addicts, nothing else stimulates the reward center normally. Continued substance use or behaviors cause biological, psychological, social, and spiritual problems. Prevention focuses on healthy activities with family and friends while treatment requires confronting the issue with care but also firmness when needed.
Some behavioural addictions like problem gambling and internet pornography addiction carry risks of suicide due to increased shame, isolation, and depression when the behaviors are disclosed. Counselors should be aware of this risk and address suicidal ideation proactively with clients, especially males who may suppress emotions. Normalizing suicidal thoughts can help identify risk levels without increasing shame, and motivational interviewing can resolve ambivalence and build self-efficacy to reduce risks. However, counselors must consider individual factors and be careful not to suggest suicidal actions to vulnerable clients.
This presentation discusses drug abuse and its consequences. It defines drugs as psychoactive substances that alter mood, feelings, or behavior. It covers different types of drugs like marijuana, cocaine, heroin and amphetamine. It explains how drugs are used by injection, smoking or snorting. The presentation discusses how drug abuse becomes addiction when drug use is needed to maintain psychological balance. It covers the psychological, health, sexual and social effects of drug abuse, including euphoria, depression, injuries, diseases and legal issues. Genetics, mental health, family and trauma can increase risk of addiction. The presentation advises resisting drugs and relying on faith instead of substance abuse.
This course provides training and CEUs for addicitons counselors and LPCs working in Addictions, Mental Health and Co-Occurring Disorders will help counselors, social workers, marriage and family therapists, alcohol and drug counselors and addictions professionals get continuing education and certification training to aid them in providing services guided by best practices. AllCEUs is approved by the california Association of Alcohol and Drug Abuse Counselors (CAADAC), NAADAC, the Association for Addictions Professionals, the Alcohol and Drug Abuse Counseling Board of Georgia (ADACB-GA), the National Board for Certified Counselors (NBCC) and most states.
The document discusses addiction in general and internet addiction specifically. It defines addiction as a compulsive behavior that is difficult to stop despite negative consequences. Characteristics of addiction include tolerance, withdrawal, loss of control, and continued use despite problems. Internet addiction shares these characteristics and risk factors include spending large amounts of time online, negative impacts on life, and an inability to reduce internet use. The document provides tools to evaluate one's own risk of internet addiction.
This summary provides the key points about a new treatment model called CBT-IA (cognitive behavioral therapy for internet addiction):
1) CBT-IA is a three-phase treatment model that applies cognitive behavioral therapy and harm reduction therapy to treat internet addiction.
2) The first phase uses behavior modification to gradually decrease the amount of time spent online and remove triggers for excessive internet use.
3) The second phase involves cognitive therapy to address denial and combat rationalizations for excessive internet use by challenging cognitive distortions.
4) The third phase applies harm reduction therapy to identify and treat any co-occurring psychiatric issues or relationship problems contributing to internet addiction.
This document discusses substance abuse and provides definitions and classifications of commonly abused substances. It describes substance-related disorders according to the DSM-IV and ICD-10 and covers definitions of key terms like drug, tolerance, withdrawal syndrome, medical use, and non-medical use. The major classes of abused substances discussed include opioids, depressants, tranquilizers, stimulants, hallucinogens, cannabis, inhalants, and cocaine. Signs and symptoms of abuse and withdrawal are outlined for different substance classes. Principles of treatment include detoxification, abstinence, family involvement, screening, and self-help groups.
The document discusses video game addiction, defining it as excessive gaming that interferes with daily life. It provides key figures, showing that the average gamer is 32 years old and spends 18 hours per week gaming, and 10% of gamers develop an addiction. The causes of addiction discussed are finding confidence and satisfaction in the virtual world that games provide. The aftermaths include social withdrawal, emotional and physical issues, and loss of control. Suggested solutions are setting time limits, engaging in outdoor activities, and avoiding constant computer use. The conclusion is that while not officially a disorder, video game addiction can degrade social life.
Diagnostic considerations internet gaming use disorderdrleighholman
This document discusses diagnostic considerations and theories regarding internet gaming addiction. It begins by outlining the debate around whether video games or the internet is the primary platform. It then summarizes Griffiths' video game addiction theory and criteria. Several models and issues with the research are discussed. International prevalence rates are reviewed, with problematic gaming estimated around 3% generally. The DSM-5 criteria for internet gaming disorder is outlined. Etiology, risk factors, differential diagnosis, and comorbidity are explored. Structural characteristics of online games that may contribute to addiction are also summarized.
This document discusses motivations for playing online games and how individuals use online games to fulfill needs based on uses and gratifications (U&G) theory. It outlines several key motivations for playing like achievement, exploration, socializing, and imposition. It also analyzes usage patterns and the impacts of online gaming, finding benefits like relationship building but also potential issues like problematic usage and worse health. The discussion section notes the motivations are complex and multifaceted and that more research is needed on usage patterns and benefits of online gaming.
This document provides an overview of research on internet addiction. It discusses prevalence rates across different countries, proposed diagnostic criteria, methods of measuring internet addiction, associations between internet addiction and sleep issues/social intelligence/other disorders, and approaches to treating internet addiction such as cognitive behavioral therapy. Useful journals, experts, videos, and web resources on this topic are also referenced.
This document discusses internet gaming addiction and problematic online gaming. It begins by describing how online gamers are more likely to demonstrate problematic use compared to offline gamers. It then provides a history of internet and video game addiction, describing early concepts from the 1970s onward. The document outlines different typologies of games and their associated addiction risks, such as massively multiplayer online role-playing games (MMORPGs) posing the highest risk. Several models of internet gaming addiction and issues with related research and screening/assessment are also summarized.
Cognitive Behaviour therapy for Substance abuseSarah Javed
Cognitive behavioural therapy (CBT) and relapse prevention (RP) techniques are used to treat substance abuse. CBT provides skills to help people initially stop using drugs and sustain abstinence through challenging dysfunctional thoughts and developing new coping behaviors. RP focuses on maintaining abstinence by preventing lapses from escalating into full relapses. Key CBT concepts include identifying triggers, high-risk situations, and cravings. Clinicians use functional analysis to understand a client's drug use patterns and teach strategies like urge surfing and thought stopping to cope with cravings without using. Role plays help clients learn and practice drug refusal and other skills to support lifestyle changes and abstinence.
This document discusses common drug types that are abused including tobacco, barbiturates, antidepressants, cannabis, narcotics, and steroids. It also provides an overview of drug addiction, stating that it is a complex disorder characterized by compulsive drug use where people feel an overwhelming need for the drug despite negative consequences, and repeated use alters the brain.
What is Sexual Addiction? Sex Addiction is a pathological relationship with a mood-altering experience. This presentation will cover the types of sex addiction, the levels and many other aspects.
This infographic represents the stages of Addiction. While these are presented in linear form, they are meant as guidelines into the progression of substance use to substance abuse to addiction.
This document summarizes the effects of various drugs on the body and behavior. It discusses how drugs affect neurotransmitters in the brain like dopamine, serotonin, and endorphins. Specific drugs covered include cocaine, ecstasy, marijuana, heroin, alcohol, caffeine, nicotine, and methamphetamine. Short-term and long-term effects are described for each drug. The document also discusses how drug addiction develops in the brain and provides tips to prevent drug use.
Drug addiction is characterized as a chronic brain disorder involving compulsive drug use despite negative consequences. It progresses through stages from impulsivity to compulsivity as driven by dopamine release in the reward system and shifts from positive to negative reinforcement. Genetics contribute 40-60% to risk through specific gene variants affecting drug metabolism and receptor activity. Environmental factors like early life stress, family history of addiction, and peer influences also impact vulnerability through interactions with genetics. The transition from experimentation to addiction often occurs during adolescence due to incomplete prefrontal cortex development.
Introduction to the BioPsychoSocial approach to Addictionkavroom
In this 45 minute introductory lecture you will learn about the biopsychosocial approach to addiction
At the end of this session you should:
Have an understanding of the neurological systems that underpin addiction.
Appreciate that the ways addiction is explained has a direct influence upon treatment.
Be aware that there is no unified theory of addition, but that an integrated approach can help explain onset and maintenance of addictive behavior.
Addiction is a chronic brain disease that involves pathological pursuit of reward and relief through substance use and other behaviors, despite their negative consequences. The brain's reward center is activated by natural rewards like food and sex but becomes dysfunctional in addiction. Genetics and life experiences influence this. For addicts, nothing else stimulates the reward center normally. Continued substance use or behaviors cause biological, psychological, social, and spiritual problems. Prevention focuses on healthy activities with family and friends while treatment requires confronting the issue with care but also firmness when needed.
Some behavioural addictions like problem gambling and internet pornography addiction carry risks of suicide due to increased shame, isolation, and depression when the behaviors are disclosed. Counselors should be aware of this risk and address suicidal ideation proactively with clients, especially males who may suppress emotions. Normalizing suicidal thoughts can help identify risk levels without increasing shame, and motivational interviewing can resolve ambivalence and build self-efficacy to reduce risks. However, counselors must consider individual factors and be careful not to suggest suicidal actions to vulnerable clients.
This presentation discusses drug abuse and its consequences. It defines drugs as psychoactive substances that alter mood, feelings, or behavior. It covers different types of drugs like marijuana, cocaine, heroin and amphetamine. It explains how drugs are used by injection, smoking or snorting. The presentation discusses how drug abuse becomes addiction when drug use is needed to maintain psychological balance. It covers the psychological, health, sexual and social effects of drug abuse, including euphoria, depression, injuries, diseases and legal issues. Genetics, mental health, family and trauma can increase risk of addiction. The presentation advises resisting drugs and relying on faith instead of substance abuse.
This course provides training and CEUs for addicitons counselors and LPCs working in Addictions, Mental Health and Co-Occurring Disorders will help counselors, social workers, marriage and family therapists, alcohol and drug counselors and addictions professionals get continuing education and certification training to aid them in providing services guided by best practices. AllCEUs is approved by the california Association of Alcohol and Drug Abuse Counselors (CAADAC), NAADAC, the Association for Addictions Professionals, the Alcohol and Drug Abuse Counseling Board of Georgia (ADACB-GA), the National Board for Certified Counselors (NBCC) and most states.
The document discusses addiction in general and internet addiction specifically. It defines addiction as a compulsive behavior that is difficult to stop despite negative consequences. Characteristics of addiction include tolerance, withdrawal, loss of control, and continued use despite problems. Internet addiction shares these characteristics and risk factors include spending large amounts of time online, negative impacts on life, and an inability to reduce internet use. The document provides tools to evaluate one's own risk of internet addiction.
This summary provides the key points about a new treatment model called CBT-IA (cognitive behavioral therapy for internet addiction):
1) CBT-IA is a three-phase treatment model that applies cognitive behavioral therapy and harm reduction therapy to treat internet addiction.
2) The first phase uses behavior modification to gradually decrease the amount of time spent online and remove triggers for excessive internet use.
3) The second phase involves cognitive therapy to address denial and combat rationalizations for excessive internet use by challenging cognitive distortions.
4) The third phase applies harm reduction therapy to identify and treat any co-occurring psychiatric issues or relationship problems contributing to internet addiction.
This document discusses substance abuse and provides definitions and classifications of commonly abused substances. It describes substance-related disorders according to the DSM-IV and ICD-10 and covers definitions of key terms like drug, tolerance, withdrawal syndrome, medical use, and non-medical use. The major classes of abused substances discussed include opioids, depressants, tranquilizers, stimulants, hallucinogens, cannabis, inhalants, and cocaine. Signs and symptoms of abuse and withdrawal are outlined for different substance classes. Principles of treatment include detoxification, abstinence, family involvement, screening, and self-help groups.
The document discusses video game addiction, defining it as excessive gaming that interferes with daily life. It provides key figures, showing that the average gamer is 32 years old and spends 18 hours per week gaming, and 10% of gamers develop an addiction. The causes of addiction discussed are finding confidence and satisfaction in the virtual world that games provide. The aftermaths include social withdrawal, emotional and physical issues, and loss of control. Suggested solutions are setting time limits, engaging in outdoor activities, and avoiding constant computer use. The conclusion is that while not officially a disorder, video game addiction can degrade social life.
Diagnostic considerations internet gaming use disorderdrleighholman
This document discusses diagnostic considerations and theories regarding internet gaming addiction. It begins by outlining the debate around whether video games or the internet is the primary platform. It then summarizes Griffiths' video game addiction theory and criteria. Several models and issues with the research are discussed. International prevalence rates are reviewed, with problematic gaming estimated around 3% generally. The DSM-5 criteria for internet gaming disorder is outlined. Etiology, risk factors, differential diagnosis, and comorbidity are explored. Structural characteristics of online games that may contribute to addiction are also summarized.
This document discusses motivations for playing online games and how individuals use online games to fulfill needs based on uses and gratifications (U&G) theory. It outlines several key motivations for playing like achievement, exploration, socializing, and imposition. It also analyzes usage patterns and the impacts of online gaming, finding benefits like relationship building but also potential issues like problematic usage and worse health. The discussion section notes the motivations are complex and multifaceted and that more research is needed on usage patterns and benefits of online gaming.
Qualitative Research on Computer Gaming (Practical Research 1)Amino Domado
This is not the FINAL version of our paper because it was deleted on my PC.
There are few grammatical errors because, again, it is not the FINAL revision.
If you found some useful piece of our research, please do consider citing us in your paper.
Situational Autonomy Support in Video Game Play: An Exploratory StudySebastian Deterding
This document summarizes an exploratory study on how social contexts can affect autonomy experience in video game play. The study found that video game play in both leisurely and low-autonomy contexts (such as for work) can involve experiences of controlled motivation when player choices and interests do not align with external expectations or consequences. A lack of choice over aspects of gameplay such as when and how long to play, game selection, and ability to disengage reduced experienced autonomy. The study suggests more research is needed on implementing situational autonomy support to improve enjoyment and outcomes of gamification and serious games used in controlled contexts.
Video game addiction can have serious negative consequences similar to other forms of addiction. It affects the brain's reward system and causes people to crave more gaming. This can lead to negative impacts on physical health like exhaustion, as well as social isolation and neglecting responsibilities as addicted gamers spend more and more time immersed in virtual worlds. While there may be no intoxicating substances involved, video game addiction activates the same brain regions and chemicals as addictions to drugs and alcohol. It can therefore be a serious issue worth treating.
A2 Media Effects of video games and computersJill Jan
This document discusses research on the effects of video games and computers on young people. It outlines both potential positive and negative effects. Positively, research has found that video games may improve cognitive skills, promote prosocial behavior, and have educational benefits. However, concerns have been raised about increased aggressive behavior, addiction, and desensitization to violence from playing violent video games. The document also notes methodological challenges in conducting research in this area.
What characteristics of gamers’ profile should be taken into account in play...Thea24
Our paper stresses the need to bring to the forefront the social and emotional aspects of usability as a means to design enjoyable player- centered game experiences.
This work questions the validity of those HCI approaches generalizing usability principles and heuristics to the universe of gamers assuming that they comprise a homogenous population’.
Our findings strongly support the consideration of specific individual characteristics to the design of player-centred game experiences.
Mobile Applications for Healthier Lifestyles: Not quite playing the game?Stephan Dahl
Paper presented at the 2013 World Marketing Congress (Melbourne), focusing on the use of mobile “app”-based interventions as tools to influence health-related behaviour. We use established design criteria to review a range of current apps developed by one public body, the UK NHS and commercial developers of health-related apps and compare these to commercial apps promoting unhealthy food items. We suggest that there are serious weaknesses evident in the apps provided by public bodies and that this sector could learn from an analysis of the development strategies used in the commercial sector. The full paper is available in the proceedings.
Gender Differences in Digital Literacy Games: Efficacy, Strategies, Experienc...ADVANCE-Purdue
This study examined gender differences in experiences with and outcomes from a digital literacy game. The following key points were found:
1. There were no significant gender differences in digital self-efficacy or enjoyment of the game.
2. Females reported different cognitive experiences and ratings of the game than males.
3. Females tended to employ simpler game strategies than males.
4. There were no gender differences in game performance, but females perceived different learning outcomes than males.
Do decisions made in games have any ethical implications? After all, its just a game!
But are some things too terrible, too taboo, to represent in computer games?
This document discusses how online gaming can impact personal relationships. It summarizes previous research that found both positive and negative effects of online gaming on relationships. While some studies showed online gaming leading to social isolation and relationship deterioration, more recent research finds that online gaming can also help build new relationships and strengthen existing ones by allowing social interaction and shared experiences. The key is understanding how individual motivations and interactions within different relationships can impact whether online gaming improves or harms personal bonds.
Study of relationship between the games and the aggression in people lifestyleMohamed Adel
This document presents a literature review and methodology for a study examining the relationship between playing video games and aggression. It reviews previous research finding links between video game violence and increased aggressive behaviors, cognitions, and emotions in players. The proposed study will collect primary data through an online survey to gather information on gaming habits, demographics, and relationships from a limited number of people. Descriptive statistics like bar charts, pie charts, and histograms will be used to analyze nominal, ordinal, and categorical data from the survey. The goal is to increase awareness of the negative effects of gaming and highlight ethical responsibilities around gaming.
This honors thesis examines how gender stereotypes in video games may influence players' choices to follow male or female leaders in an online game. The document provides background on research showing that video games are often used to study human behavior like cooperation. It reviews literature demonstrating that female characters tend to be sexualized and objectified more than male characters. The thesis aims to test if exposing players to different types of female avatars (over-sexualized, average, or masculine) affects their willingness to follow a male or female leader in an online game. The study uses confederates and questionnaires to assess players' choices and reasoning.
The document discusses cyber gaming addiction, its effects, and who it most impacts. It defines cyber gaming addiction as excessive internet use that negatively impacts social and daily life. Studies show online games can be addictive by providing social interaction and a sense of community for those lacking real-world relationships. Adolescent males, especially those less social or educated, are most vulnerable. Signs of addiction include preoccupation, lack of control over time spent gaming, and using games to avoid uncomfortable feelings. Treatment focuses on removing access to games and developing alternative interests.
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.
The Co-op Revolution: 7 Rules for Collaborative Game DesignAmy Jo Kim
Games are everywhere - and everyone’s a gamer. Yet most people’s assumptions about gaming and gamification revolve around competitive, zero-sum experiences. The next wave of gaming innovation is coming from indies, outsiders and non-gamers - and they’re crafting collaborative systems where people WIN TOGETHER and grow the pie for everyone. What market trends are driving this change? Which influential games and services are leading the way? Come learn the secrets behind Coop hits like Minecraft, Journey, Foldit, Portal, Team Fortress, Left4Dead, Nike+, Youtube, and Kickstarter. Discover the 7 rules for collaborative design that propelled these projects - and walk away with ideas and inspiration for how to apply Coop thinking to your next project.
Designing Games to Improve Health Behaviors: Evidence-based Principles and St...Debra Lieberman
This talk discusses evidence-based game design strategies that can be integrated into health games to help make them more engaging, motivating, and efffective at supporting health behavior change.
Screening and assessment for internet gaming addictiondrleighholman
This document discusses screening and assessment for internet gaming addiction. It reviews 18 existing screening instruments and finds that they have various limitations and shortcomings. Specifically, they do not all assess the same diagnostic criteria and indicators of addiction. Some key issues are that they do not adequately measure continued use despite harm or deception/secrecy. The document recommends improvements to measures, such as including items to assess personal beliefs about problems or others' views, comorbidities, scoring guidelines, and norms. It summarizes several example instruments and their development and validation.
HxRefactored - Illinois Institute of Technology - Arlen MollerHxRefactored
The document discusses challenges with active video games (AVGs) not providing enough physical activity or benefits generalizing. It introduces self-determination theory, which found supporting autonomy, competence, and relatedness increases intrinsic motivation and engagement. An augmented fantasy sports pilot integrated traditional fantasy sports with activity trackers, finding it significantly increased physical activity and was more enjoyable than traditional versions. This shows how self-determination theory principles can inform designing technologies to foster healthier behaviors and motivation.
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.
Similar to Treatment considerations internet gaming (20)
These lecture slides, by Dr Sidra Arshad, offer a quick overview of the physiological basis of a normal electrocardiogram.
Learning objectives:
1. Define an electrocardiogram (ECG) and electrocardiography
2. Describe how dipoles generated by the heart produce the waveforms of the ECG
3. Describe the components of a normal electrocardiogram of a typical bipolar lead (limb II)
4. Differentiate between intervals and segments
5. Enlist some common indications for obtaining an ECG
6. Describe the flow of current around the heart during the cardiac cycle
7. Discuss the placement and polarity of the leads of electrocardiograph
8. Describe the normal electrocardiograms recorded from the limb leads and explain the physiological basis of the different records that are obtained
9. Define mean electrical vector (axis) of the heart and give the normal range
10. Define the mean QRS vector
11. Describe the axes of leads (hexagonal reference system)
12. Comprehend the vectorial analysis of the normal ECG
13. Determine the mean electrical axis of the ventricular QRS and appreciate the mean axis deviation
14. Explain the concepts of current of injury, J point, and their significance
Study Resources:
1. Chapter 11, Guyton and Hall Textbook of Medical Physiology, 14th edition
2. Chapter 9, Human Physiology - From Cells to Systems, Lauralee Sherwood, 9th edition
3. Chapter 29, Ganong’s Review of Medical Physiology, 26th edition
4. Electrocardiogram, StatPearls - https://www.ncbi.nlm.nih.gov/books/NBK549803/
5. ECG in Medical Practice by ABM Abdullah, 4th edition
6. Chapter 3, Cardiology Explained, https://www.ncbi.nlm.nih.gov/books/NBK2214/
7. ECG Basics, http://www.nataliescasebook.com/tag/e-c-g-basics
Muktapishti is a traditional Ayurvedic preparation made from Shoditha Mukta (Purified Pearl), is believed to help regulate thyroid function and reduce symptoms of hyperthyroidism due to its cooling and balancing properties. Clinical evidence on its efficacy remains limited, necessitating further research to validate its therapeutic benefits.
Adhd Medication Shortage Uk - trinexpharmacy.comreignlana06
The UK is currently facing a Adhd Medication Shortage Uk, which has left many patients and their families grappling with uncertainty and frustration. ADHD, or Attention Deficit Hyperactivity Disorder, is a chronic condition that requires consistent medication to manage effectively. This shortage has highlighted the critical role these medications play in the daily lives of those affected by ADHD. Contact : +1 (747) 209 – 3649 E-mail : sales@trinexpharmacy.com
Basavarajeeyam is a Sreshta Sangraha grantha (Compiled book ), written by Neelkanta kotturu Basavaraja Virachita. It contains 25 Prakaranas, First 24 Chapters related to Rogas& 25th to Rasadravyas.
Does Over-Masturbation Contribute to Chronic Prostatitis.pptxwalterHu5
In some case, your chronic prostatitis may be related to over-masturbation. Generally, natural medicine Diuretic and Anti-inflammatory Pill can help mee get a cure.
Here is the updated list of Top Best Ayurvedic medicine for Gas and Indigestion and those are Gas-O-Go Syp for Dyspepsia | Lavizyme Syrup for Acidity | Yumzyme Hepatoprotective Capsules etc
TEST BANK For Community Health Nursing A Canadian Perspective, 5th Edition by...Donc Test
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1. Treatment Considerations
Internet Gaming Addiction
LEIGH HOLMAN, PH.D., LPCS, RPTS, NCC, SCS
AMHCA DIPLOMATE AND CMHC
PRESIDENT-ELECT INTERNATIONAL ASSOCIATION OF
ADDICTION & OFFENDER COUNSELORS
2. Assess & Treat Co-morbid Diagnoses
2x more likely to be diagnosed with ADD/ADHD than gamers
who play recreationally (Batthyany, Muller, Benker, &
Wolfling, 2009; Bioulac, Arfi, & Bouvard, 2008; Chan &
Rabinowitz, 2006; Gentile et al., 2011; Han et al., 2009).
Depression (Gentile et al., 2011; Peng & Liu, 2010).
MMORPG depressive symptoms (sadness, hopelessness, crying spells,
insomnia, concentration problems) are related to habitual computer
gaming at night b/t 10-6 (Lemola et al., 2011)
Anxiety & Social Phobia – longitudinal data suggest
pathological gamers exhibit higher levels of depression,
anxiety & social phobia during follow-up than normal gamers
(Gentile et al., 2011), but the relationship may be reciprocal.
3. Conceptualizing the Problem
Griffiths, 2010) Video Game Addiction
Theory
Porter et al. (2010)
• Problematic Online Game Use Model (Kim & Kim, 2010)
• Demetrovics et al. (2012) Integrative Approach
4. Griffiths, (2010) Video Game Addiction Theory
Indicators of High Engagement (Charlton &
Danforth, 2007, 2008)
1. Salience
• Gaming becomes the most important activity in the person’s
life and dominates his/her thinking, feelings (i.e. cravings), &
behavior
• Preoccupation & Cognitive Distortions
• Deterioration of Socialized Behavior
1. Mood Modification
Gamers report both an arousing ‘buzz or high” and
Distressing tranquilizing feeling of “escape or numbing”
1. Tolerance
• Increasing amounts of time are required to achieve the
former effects
5. Griffiths, (2010) Video Game Addiction Theory
Central Role in Addiction (Charlton & Danforth, 2007, 2008)
4. Withdrawal Symptoms
Unpleasant feeling states or physical effects when not gaming or
reduced time gaming
Shakes, moodiness, irritability
5. Conflict
• Interpersonal conflict with important relationships
• Conflict with time spent on other activities (hobbies, work,
school, social life)
• Intra-psychic conflict – feelings of loss of control
6. Relapse
Tendency for repeated reversions to earlier patterns of gaming
after abstinence or control has been established
6. Porter et al., (2010)
Excessive use of one/more video games
Resulting in a preoccupation
With and a loss of control over playing video
games, and
Resulting negative psychosocial and/or physical
consequences
7. Problematic Online Game Use Model,
(Kim & Kim, 2010)
Integrative Model
5 dimensions:
Euphoria
Health Problems
Conflict
Failure of Self-Control
Preference of Virtual Relationship
9. Risk & Prognostic Factors
Environmental:
Computer availability
Internet connection
Speculation that helicopter parenting or very controlled home
environments might generate higher risk situations
Genetic & Physiological:
Adolescent males at higher risk
Asian environmental and/or genetic background is a risk factor
suggested by literature, but clear evidence isn’t available
10. Etiology
Neurobiological Aspects:
Cue induced gaming urge activates the same brain regions
activated by gambling in pathological gamblers and substance
use in substance addicts (Han et al., 2011; Ko et al., 2009).
Working memory may be affected similarly as is in substance
dependence (Kim et al., 2012).
Need more studies
11. Etiology
Personality Aspects:
Low Emotional Stability (Charlton & Danforth, 2010; Mehroof &
Griffiths, 2010; Nagygyorgy, Mahalik, & Demetrovics, 2012;
Peters & Malesky, 2008).
Low Agreeableness (Charlton & Danforth, 2010; Peters &
Malesky, 2008).
Low Extroversion (Charlton & Danforth, 2010).
Neuroticism
Amount of time playing – Decreased quality of interpersonal
relationships and increased social anxiety (Lo, Want, & Fang,
2005).
Problematic Gaming is negatively correlated with offline social
self-efficacy and positively correlated with online social self-efficacy
(Jeong & Kim, 2011, Porter et al., 2010).
12. Etiology
Personality Aspects Continued
Inadequate self-regulation (Seay & Kraut, 2007)
Low Self-Esteem ( Ko, Yen, Chen, Chen, & Yen, 2005); Lemmens et
al., 2011)
Low Emotional Intelligence (Herodotou, Kambouri, & Winters, 2011)
Above Average State Trait Anxiety (Mehroof & Giffiths, 2010)
Increased Loneliness (Lemmens et al., 2011; Seay & Kraut, 2007)
Narcissistic Personality (Kim et al., 2008)
Aggression (Kim et al., 2008; Mehroof & Griffiths, 2010)
Lower life satisfaction (Ko et al., 2005; Wang, Chen, Lin, & Want,
2008)
Decreased Psychosocial Well-being compared to other gamers
(Lemmens et al., 2011)
13. Etiology
Motivational Aspects:
Motives play in important role in the development and maintenance of
problematic online gaming (Demetrovics et al., 2011; Kuss & Griffiths, 2012)
Bartle (1996) 4 motivational types: achievers, explorers, socializes, & killers of
MUD players
Yee (2006) tested Bartle’s model with MMORPG players. Using EFA, identified
10 motivational components that belong to 3 main factors:
Achievement: advancement (desire to gain power, progress rapidly & accumulate
in-game symbols of wealth/status), mechanics, and competition;
Social Factor & Discovery: socializing, relationship, and teamwork;
Immersion: role-playing, customization, and escapism (use of online environment
to avoid thinking about real-life problems)
Demetrovics et al. (2011): Motives for Online Gaming Questionnaire (MOGQ): 7
factors
Social, escapism, coping, fantasy, skill development, recreation, competition
14. Etiology
Motivation (Cont.) Cyber Junkie by Kevin Roberts
Achievement – increases self-esteem – good at something
Escape – emotional escape, interpersonal difficulties
Role Playing: “Their online persona often possesses attributes that they
wish they had in real life” (p. 14). “Driven to become someone else, to
exist in a different time, or to live lives filled with meaning.” Rely on the
game for social interaction.
Control: often products of strict/helicopter parenting - cyber world as a
refuge where they have a sense of power and purpose
Aggression: Teabagging – kneeling over an opponent’s on-screen
character after you kill them to show dominance & humiliate them –
Aggression and anger management issues precede online gaming – a way
to act out aggression – generally suffer from emotional avoidance
Discovery: satisfaction comes from finding new twists to a game or
uncovering a glitch that no one has yet discovered. Often genius level IQ
and underachieving/bored in life/school/job – desire to feel fully alive &
game is a substitute
15. Etiology
Structural Characteristics in Online Gaming:
High degree of realism (realistic sound, graphics, and setting), a rapid
absorption rate, character development, the ability to customize the game,
multiplayer features, winning and losing features, and ability to save the
game at regular intervals viewed as essential by gamers (Weed et al., 2004).
King et al. (2010) Theoretical Model of 5 Structural Features:
Social Features: how players communicate, creation of cooperative &
competitive community of players.
Manipulation & Control Features: how players interact with and control in-game
properties using a physical control scheme
Narrative & Identity Features: how players take on another identity in the
game – sense of self
Reward & Punishment Features: how players are reinforced for skillful play
(winning) and punished for loosing – Problem gamers report significantly
higher enjoyment of management of in-game resources, earning points,
getting 100% in the game, and mastering the game – leveling up (earning
meta-game rewards) – fast loading times
Presentation Features: Aesthetics – Realism of sound and look
16. Etiology
Structure Continued:
Instant but Intermittent Reinforcement (people keep
responding in the absence of reinforcement hoping that
another reward is just around the corner).
Magnitude of the Reinforcement (high points score for doing
something in-game – large rewards lead to fast responding and
greater resistance to extinction
Amount of Time
Excessive game play is not a sufficient condition of addiction
More time = higher risk
17. Prevention
Family & friends should initiate direct conversations with
problematic players by showing true interest toward the game, the
gamer, and everything the gamer likes in the virtual environment.
Facilitates communication and emotional attachment with the user.
Parents choose games with children/adolescents.
Encourage children to play with other real life friends because it
helps develop personal relationships & communication &
cooperation skills learned online can be transferred more easily to
real-life situations.
(Griffiths, 2003, 2008, 2010; Griffiths & Meredith, 2009)
18. Prevention
Set gaming time together.
Follow game manufacturer’s recommendations for monitor
brightness, distance from the monitor, taking short and
frequent breaks, and not playing if fatigued.
Gamers need other recreational activities in addition to
gaming.
Positive effects: increased self-esteem; improved reflexes,
reaction time, memory, logical and strategic thinking, social
and communication skills; etc.
(Griffiths, 2003, 2008, 2010; Griffiths & Meredith, 2009)
19. Treatment
Support forums:
Parents & other family members who discuss
the nature of the problem, share their
experiences, & support each other
Self-help forums (Online Gamers
Anonymous)
Established & administered by professionals
20. Treatment
Specialty Addiction Clinics
Improve pro-social skills through social activities &
real-life activities that replace time spent gaming.
Psychotherapy to address co-morbid or underlying
issues
Management skills development to help players
control their behavior
Support Groups
21. Treatment
Couples and/or Family Therapy
Medication:
Buproprion SR – decrease problem behavior & depression (Han et
al., 2011; Ko et al., 2009; Kuss & Griffiths, 2012).
Wilderness Camp or Ropes Courses
Increase self-efficacy and interpersonal skills through bringing
clients into activities they can complete similar to the types of
adventures or activities their avatars might complete (sans violence).
China & South Korea – High Intensity Physical Activity in natural
surroundings