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.
This presentation was part of Embody's Safe Healthy Strong 2015 conference on sexuality education (www.ppwi.org/safehealthystrong). Embody is Planned Parenthood of Wisconsin's education and training programs. Learn more: www.ppwi.org/embody
DESCRIPTION
At the root of all abuse is the fact that someone else knows. One out of every three adolescents in the United States is a victim of physical, sexual, emotional, or verbal abuse from a dating partner. That means that everyone knows someone who has or will be abused in some way. This workshop introduces participants to the topics of teen dating and sexual violence. Participants will explore their awareness of abusive behaviors and warning signs common to teen dating relationships, with an emphasis on healthy relationships as well. Learn about power and control, the cycle of violence, characteristics of healthy relationships, and facts about technology abuse.
ABOUT THE PRESENTER
Samantha Collier founded and created TeamTeal365, a small grassroots organization established in 2009 that is dedicated to empowering, educating, advocating, and supporting ALL survivors of sexual assault.
In 2012, TeamTeal365 became an LLC. Abused as a child and raped as an adult, Samantha feels a
personal obligation to serve and be a visible witness to her community about what a sexually abused person looks like. The goal of the organization is to wrap each survivor in compassion and trust starting with the simple words, “I believe you”—words Samantha knows firsthand can help victims move from surviving to thriving. Samantha is a voice of powerful visible change. Because violence and sexual assault leaves victims living in fear, some never get the chance to realize their full potential because their pain outweighs their strengths. Samantha’s goal is to reach out to survivors of sexual violence, as well as their families, partners, and siblings, to move them from merely surviving to thriving.
This presentation was part of Embody's Safe Healthy Strong 2015 conference on sexuality education (www.ppwi.org/safehealthystrong). Embody is Planned Parenthood of Wisconsin's education and training programs. Learn more: www.ppwi.org/embody
DESCRIPTION
At the root of all abuse is the fact that someone else knows. One out of every three adolescents in the United States is a victim of physical, sexual, emotional, or verbal abuse from a dating partner. That means that everyone knows someone who has or will be abused in some way. This workshop introduces participants to the topics of teen dating and sexual violence. Participants will explore their awareness of abusive behaviors and warning signs common to teen dating relationships, with an emphasis on healthy relationships as well. Learn about power and control, the cycle of violence, characteristics of healthy relationships, and facts about technology abuse.
ABOUT THE PRESENTER
Samantha Collier founded and created TeamTeal365, a small grassroots organization established in 2009 that is dedicated to empowering, educating, advocating, and supporting ALL survivors of sexual assault.
In 2012, TeamTeal365 became an LLC. Abused as a child and raped as an adult, Samantha feels a
personal obligation to serve and be a visible witness to her community about what a sexually abused person looks like. The goal of the organization is to wrap each survivor in compassion and trust starting with the simple words, “I believe you”—words Samantha knows firsthand can help victims move from surviving to thriving. Samantha is a voice of powerful visible change. Because violence and sexual assault leaves victims living in fear, some never get the chance to realize their full potential because their pain outweighs their strengths. Samantha’s goal is to reach out to survivors of sexual violence, as well as their families, partners, and siblings, to move them from merely surviving to thriving.
How does social media affect your mental health? What is happening, how does it affect you and what are some things you can do to combat common issues.
For Ryerson University's Mental Well Being Week 2014.
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.
How does social media affect your mental health? What is happening, how does it affect you and what are some things you can do to combat common issues.
For Ryerson University's Mental Well Being Week 2014.
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.
Risk vs Reward: Michael Jeh runs life skills programs for elite sporting codes and has a passion for engaging parents and coaches to find ways to communicate effectively with talented adolescent athletes.
Michael will discuss why healthy risk-taking is so important for high performance and the crucial role that a sport’s culture plays in the lives of young athletes. He’ll provide an insight into the ways we can create an environment that allows talented junior athletes to push their boundaries, while understanding the pressures and temptations that confront adolescents, regardless of sporting ability
Key points to be covered include:
Making sense of teenage brain development.
The different pressures and expectations on elite athletes.
Early warning signs for burn-out, depression and unhealthy risk-taking.
Walking the fine line between being special and still being normal.
Dealing with drugs, alcohol, social media and other teenage risk factors.
Understanding the importance of instinct and why it’s potentially dangerous.
Jose Miguel De Angula of MAP International discusses the prevalence of child sexual abuse, the severe mental and physical effects of the abuse, prevention programs, and how MAP International is working with abused children.
Computer GameStudents NameCourse Name and NumberInstructor.docxmccormicknadine86
Computer Game
Students Name:
Course Name and Number:
Instructor Name:
Institution Name:
Date Submitted:
Introduction
With the increased forms of PC games such as Pong, league of legends and online games, computer games have turned to be the most influential and profitable kind of business and entertainment today. However, following a recent finding, computer games have turned out to be one of the most addictive games for both youths and parents as many are played Universities and homes hence the disadvantages outweigh the advantages. According to Nieborg and de Kloet (2016) claim that the computer games market has developed and kept on growing at a phenomenal speed in the Scandinavian regions, not forgetting Sweden at large as it is so admired leisure activity among children, adolescents, and some parents.
Aim
This research aims to find out the disadvantages of computer gaming among children and adolescents. Furthermore, it tries to explain why children and adolescents turned out to be addicted while examining the social norms as well as the day-to-day habits of the addicts.
The research Questions
a) How did children and adolescents turn out to be addicted to computer games?
b) What are the disadvantages of computer games?
Preliminary Findings/ideas and approaches
Through the employment of qualitative research, which is a kind of social science research that gathers and performs well with non-numerical data as well as helps to interpret significance from these data that assist us to comprehend social life conduct through the research of targeted populations or areas. We, therefore, assess ethical concerns, trustworthiness and the legitimacy of the research
The findings showed that children and adolescents play computer games compulsively, isolating themselves from social contact and focusing almost entirely on in-game achievements instead of out-game life events like playing soccer, athletics, as well as socializing with relatives and friends. Also, the computer game addicts tend to value so much the indoor computer game compared to out-door field and track events. According to Grüsser and colleagues (2006) pinpoint that individuals having computer gaming addiction may be suffering from a real mental health disorder that may be problematic due to compulsive utilize of the computer.
Additionally, the finding showed that other admired computer games encourage violence and crime thus children and adolescents who mature playing these kinds of games can get involved in anti-social conducts and although they do not exactly turn out to be criminals, they can still demonstrate disrespect for moral values in the future.
The issue is worth Investigating
Finally, the issue is worth researching because after analyzing the benefits and shortcomings of playing computer games, it is clear to see that the shortcomings outweigh the benefits. In my view, guardians should limit the period their children, as well as adolescents, spend on playing comput ...
Similar to Video Game Addiction - Theory and Treatment and Boys' Development (20)
ARTIFICIAL INTELLIGENCE IN HEALTHCARE.pdfAnujkumaranit
Artificial intelligence (AI) refers to the simulation of human intelligence processes by machines, especially computer systems. It encompasses tasks such as learning, reasoning, problem-solving, perception, and language understanding. AI technologies are revolutionizing various fields, from healthcare to finance, by enabling machines to perform tasks that typically require human intelligence.
- Video recording of this lecture in English language: https://youtu.be/lK81BzxMqdo
- Video recording of this lecture in Arabic language: https://youtu.be/Ve4P0COk9OI
- Link to download the book free: https://nephrotube.blogspot.com/p/nephrotube-nephrology-books.html
- Link to NephroTube website: www.NephroTube.com
- Link to NephroTube social media accounts: https://nephrotube.blogspot.com/p/join-nephrotube-on-social-media.html
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Title: Sense of Smell
Presenter: Dr. Faiza, Assistant Professor of Physiology
Qualifications:
MBBS (Best Graduate, AIMC Lahore)
FCPS Physiology
ICMT, CHPE, DHPE (STMU)
MPH (GC University, Faisalabad)
MBA (Virtual University of Pakistan)
Learning Objectives:
Describe the primary categories of smells and the concept of odor blindness.
Explain the structure and location of the olfactory membrane and mucosa, including the types and roles of cells involved in olfaction.
Describe the pathway and mechanisms of olfactory signal transmission from the olfactory receptors to the brain.
Illustrate the biochemical cascade triggered by odorant binding to olfactory receptors, including the role of G-proteins and second messengers in generating an action potential.
Identify different types of olfactory disorders such as anosmia, hyposmia, hyperosmia, and dysosmia, including their potential causes.
Key Topics:
Olfactory Genes:
3% of the human genome accounts for olfactory genes.
400 genes for odorant receptors.
Olfactory Membrane:
Located in the superior part of the nasal cavity.
Medially: Folds downward along the superior septum.
Laterally: Folds over the superior turbinate and upper surface of the middle turbinate.
Total surface area: 5-10 square centimeters.
Olfactory Mucosa:
Olfactory Cells: Bipolar nerve cells derived from the CNS (100 million), with 4-25 olfactory cilia per cell.
Sustentacular Cells: Produce mucus and maintain ionic and molecular environment.
Basal Cells: Replace worn-out olfactory cells with an average lifespan of 1-2 months.
Bowman’s Gland: Secretes mucus.
Stimulation of Olfactory Cells:
Odorant dissolves in mucus and attaches to receptors on olfactory cilia.
Involves a cascade effect through G-proteins and second messengers, leading to depolarization and action potential generation in the olfactory nerve.
Quality of a Good Odorant:
Small (3-20 Carbon atoms), volatile, water-soluble, and lipid-soluble.
Facilitated by odorant-binding proteins in mucus.
Membrane Potential and Action Potential:
Resting membrane potential: -55mV.
Action potential frequency in the olfactory nerve increases with odorant strength.
Adaptation Towards the Sense of Smell:
Rapid adaptation within the first second, with further slow adaptation.
Psychological adaptation greater than receptor adaptation, involving feedback inhibition from the central nervous system.
Primary Sensations of Smell:
Camphoraceous, Musky, Floral, Pepperminty, Ethereal, Pungent, Putrid.
Odor Detection Threshold:
Examples: Hydrogen sulfide (0.0005 ppm), Methyl-mercaptan (0.002 ppm).
Some toxic substances are odorless at lethal concentrations.
Characteristics of Smell:
Odor blindness for single substances due to lack of appropriate receptor protein.
Behavioral and emotional influences of smell.
Transmission of Olfactory Signals:
From olfactory cells to glomeruli in the olfactory bulb, involving lateral inhibition.
Primitive, less old, and new olfactory systems with different path
Ethanol (CH3CH2OH), or beverage alcohol, is a two-carbon alcohol
that is rapidly distributed in the body and brain. Ethanol alters many
neurochemical systems and has rewarding and addictive properties. It
is the oldest recreational drug and likely contributes to more morbidity,
mortality, and public health costs than all illicit drugs combined. The
5th edition of the Diagnostic and Statistical Manual of Mental Disorders
(DSM-5) integrates alcohol abuse and alcohol dependence into a single
disorder called alcohol use disorder (AUD), with mild, moderate,
and severe subclassifications (American Psychiatric Association, 2013).
In the DSM-5, all types of substance abuse and dependence have been
combined into a single substance use disorder (SUD) on a continuum
from mild to severe. A diagnosis of AUD requires that at least two of
the 11 DSM-5 behaviors be present within a 12-month period (mild
AUD: 2–3 criteria; moderate AUD: 4–5 criteria; severe AUD: 6–11 criteria).
The four main behavioral effects of AUD are impaired control over
drinking, negative social consequences, risky use, and altered physiological
effects (tolerance, withdrawal). This chapter presents an overview
of the prevalence and harmful consequences of AUD in the U.S.,
the systemic nature of the disease, neurocircuitry and stages of AUD,
comorbidities, fetal alcohol spectrum disorders, genetic risk factors, and
pharmacotherapies for AUD.
Recomendações da OMS sobre cuidados maternos e neonatais para uma experiência pós-natal positiva.
Em consonância com os ODS – Objetivos do Desenvolvimento Sustentável e a Estratégia Global para a Saúde das Mulheres, Crianças e Adolescentes, e aplicando uma abordagem baseada nos direitos humanos, os esforços de cuidados pós-natais devem expandir-se para além da cobertura e da simples sobrevivência, de modo a incluir cuidados de qualidade.
Estas diretrizes visam melhorar a qualidade dos cuidados pós-natais essenciais e de rotina prestados às mulheres e aos recém-nascidos, com o objetivo final de melhorar a saúde e o bem-estar materno e neonatal.
Uma “experiência pós-natal positiva” é um resultado importante para todas as mulheres que dão à luz e para os seus recém-nascidos, estabelecendo as bases para a melhoria da saúde e do bem-estar a curto e longo prazo. Uma experiência pós-natal positiva é definida como aquela em que as mulheres, pessoas que gestam, os recém-nascidos, os casais, os pais, os cuidadores e as famílias recebem informação consistente, garantia e apoio de profissionais de saúde motivados; e onde um sistema de saúde flexível e com recursos reconheça as necessidades das mulheres e dos bebês e respeite o seu contexto cultural.
Estas diretrizes consolidadas apresentam algumas recomendações novas e já bem fundamentadas sobre cuidados pós-natais de rotina para mulheres e neonatos que recebem cuidados no pós-parto em unidades de saúde ou na comunidade, independentemente dos recursos disponíveis.
É fornecido um conjunto abrangente de recomendações para cuidados durante o período puerperal, com ênfase nos cuidados essenciais que todas as mulheres e recém-nascidos devem receber, e com a devida atenção à qualidade dos cuidados; isto é, a entrega e a experiência do cuidado recebido. Estas diretrizes atualizam e ampliam as recomendações da OMS de 2014 sobre cuidados pós-natais da mãe e do recém-nascido e complementam as atuais diretrizes da OMS sobre a gestão de complicações pós-natais.
O estabelecimento da amamentação e o manejo das principais intercorrências é contemplada.
Recomendamos muito.
Vamos discutir essas recomendações no nosso curso de pós-graduação em Aleitamento no Instituto Ciclos.
Esta publicação só está disponível em inglês até o momento.
Prof. Marcus Renato de Carvalho
www.agostodourado.com
NVBDCP.pptx Nation vector borne disease control programSapna Thakur
NVBDCP was launched in 2003-2004 . Vector-Borne Disease: Disease that results from an infection transmitted to humans and other animals by blood-feeding arthropods, such as mosquitoes, ticks, and fleas. Examples of vector-borne diseases include Dengue fever, West Nile Virus, Lyme disease, and malaria.
These simplified slides by Dr. Sidra Arshad present an overview of the non-respiratory functions of the respiratory tract.
Learning objectives:
1. Enlist the non-respiratory functions of the respiratory tract
2. Briefly explain how these functions are carried out
3. Discuss the significance of dead space
4. Differentiate between minute ventilation and alveolar ventilation
5. Describe the cough and sneeze reflexes
Study Resources:
1. Chapter 39, Guyton and Hall Textbook of Medical Physiology, 14th edition
2. Chapter 34, Ganong’s Review of Medical Physiology, 26th edition
3. Chapter 17, Human Physiology by Lauralee Sherwood, 9th edition
4. Non-respiratory functions of the lungs https://academic.oup.com/bjaed/article/13/3/98/278874
Pulmonary Thromboembolism - etilogy, types, medical- Surgical and nursing man...VarunMahajani
Disruption of blood supply to lung alveoli due to blockage of one or more pulmonary blood vessels is called as Pulmonary thromboembolism. In this presentation we will discuss its causes, types and its management in depth.
Lung Cancer: Artificial Intelligence, Synergetics, Complex System Analysis, S...Oleg Kshivets
RESULTS: Overall life span (LS) was 2252.1±1742.5 days and cumulative 5-year survival (5YS) reached 73.2%, 10 years – 64.8%, 20 years – 42.5%. 513 LCP lived more than 5 years (LS=3124.6±1525.6 days), 148 LCP – more than 10 years (LS=5054.4±1504.1 days).199 LCP died because of LC (LS=562.7±374.5 days). 5YS of LCP after bi/lobectomies was significantly superior in comparison with LCP after pneumonectomies (78.1% vs.63.7%, P=0.00001 by log-rank test). AT significantly improved 5YS (66.3% vs. 34.8%) (P=0.00000 by log-rank test) only for LCP with N1-2. Cox modeling displayed that 5YS of LCP significantly depended on: phase transition (PT) early-invasive LC in terms of synergetics, PT N0—N12, cell ratio factors (ratio between cancer cells- CC and blood cells subpopulations), G1-3, histology, glucose, AT, blood cell circuit, prothrombin index, heparin tolerance, recalcification time (P=0.000-0.038). Neural networks, genetic algorithm selection and bootstrap simulation revealed relationships between 5YS and PT early-invasive LC (rank=1), PT N0—N12 (rank=2), thrombocytes/CC (3), erythrocytes/CC (4), eosinophils/CC (5), healthy cells/CC (6), lymphocytes/CC (7), segmented neutrophils/CC (8), stick neutrophils/CC (9), monocytes/CC (10); leucocytes/CC (11). Correct prediction of 5YS was 100% by neural networks computing (area under ROC curve=1.0; error=0.0).
CONCLUSIONS: 5YS of LCP after radical procedures significantly depended on: 1) PT early-invasive cancer; 2) PT N0--N12; 3) cell ratio factors; 4) blood cell circuit; 5) biochemical factors; 6) hemostasis system; 7) AT; 8) LC characteristics; 9) LC cell dynamics; 10) surgery type: lobectomy/pneumonectomy; 11) anthropometric data. Optimal diagnosis and treatment strategies for LC are: 1) screening and early detection of LC; 2) availability of experienced thoracic surgeons because of complexity of radical procedures; 3) aggressive en block surgery and adequate lymph node dissection for completeness; 4) precise prediction; 5) adjuvant chemoimmunoradiotherapy for LCP with unfavorable prognosis.
Explore natural remedies for syphilis treatment in Singapore. Discover alternative therapies, herbal remedies, and lifestyle changes that may complement conventional treatments. Learn about holistic approaches to managing syphilis symptoms and supporting overall health.
3. Boys Adrift by Leonard Sax
Leonard Sax: MD and Psychologist
Popular author – Also writes opinion
articles for the Washington Post.
4. Why are boys not
going to college?
College rates of men in
college
1949 – 70%
1959 – 64%
1969 – 59%
1979 – 49%
1989 - 46%
1999 - 44%
2006 - 42%
If these statistics are correct, boys
must not be graduating high school.
From Boys Adrift
6. Boys’ Elementary School Issues
Changes in Education
Not identifying gender differences – an
emphasis on empathy and feelings disengages
boys. Better to ask “what would you do?” than
how would you feel?”
Pre-literate focus of Kindergarten – Girls
brains read on average at age 5 while boys
start at age 7. They feel dumb in
Kindergarten and first grade and this feeling
continues.
Weisenchraft (data) vs. Kenntnis
(experience) Too much data without
experience shuts boys brains down.
Focus on behavior problems reduces
No more Dodge Ball
Not much play
in kindergarten.
From Boys Adrift
7. Reasons for Boys only High School
Boys don’t have to compete with girls
who start two years ahead in reading.
They can be taught how to be
gentlemen.
Example High School Core Values –
Scholarship, Integrity, Civility, Tolerance,
Altruism, Sportsmanship, Responsibility,
Self-discipline.
They can compete against each other
and grow as men.
Don’t have to worry about showing off to
or being put down by girls and teen
From Boys Adrift
8. ADHD meds
Boys have not stopped playing until around seven
so they are given ADD medications at a high rate
in Kindergarten and 1st grade. Recommendation
is to wait till age six for Kindergarten so boys are
more ready.
Tom Sawyer was “ADD” and would have been
given medications. ADD meds are over used.
ADD medications affect the nucleus
accumbens and kids end up apathetic.
Some boys, especially creative ones, get bullied
at school by girls and benefit from a boys school.
From Boys Adrift
9. ADHD meds
Dr. Gabrielli 2006 study showed
ADD medications benefited
normal and ADD kids the same in
terms of focus.
Dr. Carlezon Harvard study
showed ADHD medications make
apes lazy.
From Boys Adrift
10. Endocrine Disruptors
Plastics perhaps?
Phthalates, BPA – Health hazard, low
IQ.
2, 4 and 5 are OK for limited use.
1 is OK but avoid heat. AVOID 3, 6,&
6,& 7
Sexual development of children -
Estrogen Impacts?
Slows development in boys while
speeding development in girls.
Girls are 1year ahead of boys
From Boys Adrift
11. Endocrine Disruptors
Plastics?
Phthalaperhapstes
Bisphenol- A (BPA)
Sexual development of children -
Estrogen Impacts
Effects on boys – slows
development
Effects on girls – speeds
development
Some animals exposed towww.wikipedia/menarche, Secular trend in decrease in age of menarche in Western European and
North American girls After: Boaz (1999) CC BY-SA 3.0 (shareable)
12. Why Boys Play Video Games
Satisfies a need for control – Boys want
to own their destiny in life. Video games
provide that while school and church are
too concerned about them being
haughty or prideful.
Provides needed excitement and
challenge.
They get a dopamine high from playing.
Gamification in Learning Management
Systems and apps like Quizlet, brain
training, computer coding and
crosswords are using video games to
From Boys Adrift
13. Negative Affects of Video Games
Most games are non-learning video
games don’t make kids smarter. Madden
football does not translate to actual
playing on the high school football team.
Kids can’t solve real problems. They can
press a button fast or turn quickly, but
they can’t solve real world problems.
Average IQ for boys is dropping.
Video Gamers are more apt to be obese.
From Boys Adrift
14. Video Games
Erodes work ethic – They want a high
score on their video game rather than a
good grade.
Antisocial – Violent, massive multiplayer
video games cause boys to play alone in
a room.
Nucleus accumbens is gorged with blood
as if the boy achieved a great victory.
DLPFC gets no blood to provide a goal
target. This puts the boy’s emotions out
of balance.
From Boys Adrift
15. Brain activation when gamers were shown gaming cues is very similar to those
with nicotine dependence with the frontal-limbic network, gyrus, and the
anterior cingulate cortex.
Conclusion: IGD resembles substance abuse disorder especially with similar
dopamine release to drugs of abuse and opting for short term gains.
Reduced Gray Matter Density in IGD. Reduces attention, control, impulse control, motor
function, emotion regulation, and sensory-motor coordination. White Matter Density was
reduced in other areas related to decision making.
21. Internet Gaming
Disorder Definition
Repetitive use of Internet-based games, often
with other players, that leads to significant
issues with functioning
The American Medical Association defines
heavy gaming usage as playing for two hours
or more a day.
22. 1. Preoccupation or obsession with Internet games.
2. Withdrawal symptoms when not playing Internet games.
3. A build-up of tolerance–more time needs to be spent playing the
games.
4. The person has tried to stop or curb playing Internet games, but has
failed to do so.
5. The person has had a loss of interest in other life activities.
6. A person has had continued overuse of Internet games even with the
knowledge of how much they impact a person’s life.
7. The person lied to others about his or her Internet game usage.
8. The person uses Internet games as a way to escape.
9. The person has lost or put at risk an opportunity or relationship
because of Internet games.
DSM-5 2013 - Internet Gaming Disorder
5 must be met within the last year and last at least six months.
23. Feng, W., Ramo, D. E., Chan, S. R., & Bourgeois, J. A. (2017). Internet gaming disorder: Trends in prevalence 1998–2016.
Internet Gaming Disorder is 4.7% of Population
24. Comorbidity
Studies have shown that internet gaming disorder may be
associated with major depressive disorder, ADHD, OCD, and
social problems
Adolescents who play more than one hour of console or
Internet video games may have more or more intense
symptoms of ADHD or inattention than those who do not
Socially phobic players may employ online games to satisfy
social relational needs while avoiding stress experienced in
offline social environments
MMORPGs even allow social interaction without engaging
any other player- gamers often develop relationships with
their avatars
25. Lawrence T. Lam, Zi-wen Peng, Jin-cheng Mai, and Jin Jing. CyberPsychology & Behavior. October 2009
Trauma is more
prevalent in people
with IGD.
26. Lawrence T. Lam, Zi-wen Peng, Jin-cheng Mai, and Jin Jing. CyberPsychology & Behavior. October 2009
Addicted gamers had
higher trauma scores.
Intrusion Avoidance Physical Arousal
27. Treatments
Current approaches to treating IGD tend to primarily use the
cognitive–behavioral therapy (CBT) model
Other treatment options are cognitive enhancement therapy,
cognitive bias modification, and mindfulness-based stress
reduction
Therapeutic residential camp (TRC)
psychotherapy
psychoeducational therapy
cognitive behavioral therapy
Combined Reality therapy and mindfulness meditation
Targets goal-directed choices and evaluate their choices by helping
reflect their behaviors
6 week group behavioral intervention
28. Self-Discovery Camp
A camp that focused on treating young adults with IGD
Three goals were hoped to be achieved
1) to foster awareness of health, wellness, and a well-regulated life
2) to experience communication without internet or digital devices
3) to collaborate with others and solve problems
Results:
Gamers still played daily, but were wanting to control their behavior and
pursue it in a healthy way.
Sakuma, H., Mihara, S., Nakayama, H., Miura, K., Kitayuguchi, T., Maezono, M., & ... Higuchi, S. (2017). Treatment with the
Self-Discovery Camp (SDiC) improves Internet gaming disorder. Addictive Behaviors, 64357-362.
doi:10.1016/j.addbeh.2016.06.013
29. Positive Psychology
Positive psychotherapy is intended to realize the goal of
improving positive emotions and life quality while
reducing negative emotions, like anxiety.
Goal is to achieve: relationship satisfaction, social
support, and happiness
Results: Improved social adjustment
30. Computer Gaming Addicts Anonymous
12-Step Program Meetings online at www.cgaa.info
1:30pm and 10pm every day. Uses the 12-step process, references a
Higher Power and the Serenity Prayer.
Phrases to think about -
There is not a problem I have that a return to gaming cannot make
worse.
Don’t game, go to meetings, ask for help.
Any day that I manage to not game is a success.
If we put even half of the effort into recovery that we put into gaming,
we stand an excellent chance of staying off games and building a
fulfilling life.
Getting honest:
How did gaming create or worsen problems in my life?
The "subtle insanity that precedes the first game": What are the
thoughts that trigger an irresistible compulsion to game? How can I deal
with them?
One Day at a Time: What can I do to make it between now and the end
of the day without starting that first game?
Living game-free: As newcomers, we suddenly have much more time on
our hands and can struggle with boredom and lack of motivation to do
constructive things. How can we deal with this?
31. Addictions and Recovery Counseling
By Dr. Tim Clinton & Eric Scalise
A Christian approach to Video game addiction – the
love of Christ is the counselor's primary
motivation.
Treatment difficulties - people with video game
addiction have generally poor social skills so face-
to-face interactions are awkward for them.
Assessment interview questions include:
How much time in the past week if you spend
gaming?
Do you have strong negative emotions like
depression and moodiness when you have not
been able to play game?
Do you use gaming as a form of escape?
Are your thoughts and emotions correlated to
the release of the new popular video game?
32. Addictions and Recovery Counseling
By Dr. Tim Clinton & Eric Scalise
Proverbs 25:28 “Like a city whose walls are broken
through is a person who lacks self-control.”
Recovery Action Steps
1. Admit There is a Problem.
2. Begin Regulating Game Usage.
3. Remove the Video Game or Computer Entirely.
4. Have Positive Peer Interaction. - need to socialize and
learn to interact with peers.
33. Addictions and Recovery Counseling
By Dr. Tim Clinton & Eric Scalise
Prayer Starter
Lord, You are the master of our time and You desire
to have first place in our heart and life. There is no
greater reward than spending time with You, and so
I pray You would take away from ________ the
addiction to gaming so that he (she) may know You
more intimately. It is not good for us to be alone or
for us to have no fellowship outside our home. God,
may You bring people into ________’s life to
encourage and strengthen him (her) and may You
fill his (her) thoughts with Your words and love. You
care for us and love of our time and You desire to
have first place in our heart and life. Thank you
for the freedom we can experience in You . . .
34. References
American Psychiatric Association. (2013). Internet Gaming Disorder. Diagnostic and statistical manual
of mental disorders (5th ed.). Washington, DC
Bargeron, A. H., & Hormes, J. M. (2017). Psychosocial correlates of internet gaming disorder:
Psychopathology, life satisfaction, and impulsivity. Computers In Human Behavior, 68388-394.
doi:10.1016/j.chb.2016.11.029
Beard, C. L., & Wickham, R. E. (2016). Gaming-contingent self-worth, gaming motivation, and Internet
Gaming Disorder. Computers In Human Behavior, 61507-515. doi:10.1016/j.chb.2016.03.046
Clinton, T., & Scalise, E. (2013). Addictions and recovery counseling : 40 topics, spiritual insights, and
easy-to-use action steps. Retrieved from http://ebookcentral.proquest.com
Day, I. (2017). A Family Systems Approach to the Understanding and Treatment of Internet Gaming
Disorder. Family Journal, 25(3), 264-270. doi:10.1177/1066480717711108
Feng, W., Ramo, D. E., Chan, S. R., & Bourgeois, J. A. (2017). Internet gaming disorder: Trends in
prevalence 1998-2016. Addictive Behaviors, 7517-24. doi:10.1016/j.addbeh.2017.06.010
Johnson, D., Gardner, J., & Sweetser, P. (2016). Motivations for videogame play: Predictors of time
spent playing. Computers In Human Behavior, 63805-812. doi:10.1016/j.chb.2016.06.028
35. References
Kaess, M., Parzer, P., Mehl, L., Weil, L., Strittmatter, E., Resch, F., & Koenig, J. (2017). Stress vulnerability in
male youth with Internet Gaming Disorder. Psychoneuroendocrinology, 77244-251.
doi:10.1016/j.psyneuen.2017.01.008
Khazaei, F., Khazaei, O., & Ghanbari-H., B. (2017). Full length article: Positive psychology interventions for
internet addiction treatment. Computers In Human Behavior, 72304-311. doi:10.1016/j.chb.2017.02.065
McGraw, Dr. Phil (2015, July 14). Retrieved October 09, 2017, from
https://www.youtube.com/watch?v=fKh4p_KBpFw%C2%A0 https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv
Roy, Charley Slideshare template for Boy’s Adift. Used some of it for Boys Adrift part and edited it.
Sakuma, H., Mihara, S., Nakayama, H., Miura, K., Kitayuguchi, T., Maezono, M., & ... Higuchi, S. (2017).
Treatment with the Self-Discovery Camp (SDiC) improves Internet gaming disorder. Addictive Behaviors, 64357-
362. doi:10.1016/j.addbeh.2016.06.013
Sax, Leonard, Boys Adrift. New York: Basic Books, 2007. (Note that the 2016 book looked very similar.)
Sioni, S. R., Burleson, M. H., & Bekerian, D. A. (2017). Internet gaming disorder: Social phobia and identifying
with your virtual self. Computers In Human Behavior, 7111-15. doi:10.1016/j.chb.2017.01.044
Weinstein, A., Livny, A., & Weizman, A. (2017). New developments in brain research of internet and gaming
disorder. Neuroscience & Biobehavioral Reviews, 75314-330. doi:10.1016/j.neubiorev.2017.01.040
Yao, Y., Chen, P., Li, C. R., Hare, T. A., Li, S., Zhang, J., & ... Fang, X. (2017). Full length article: Combined
reality therapy and mindfulness meditation decrease intertemporal decisional impulsivity in young adults with
Internet gaming disorder. Computers In Human Behavior, 68210-216. doi:10.1016/j.chb.2016.11.038
Zhang, F., & Kaufman, D. (2017). Massively Multiplayer Online Role-Playing Games (MMORPGs) and Socio-
Emotional Wellbeing. Computers In Human Behavior, 73451-458. doi:10.1016/j.chb.2017.04.00
• www.newzoo.com, 2017 Global Games Market Report. August 2017 Total Digital Revenue.
www.superdataresearch.com, 2016 MMO & MOBA Market Report.
Editor's Notes
This is a Dr. Phil intervention for a young man who is addicted to video games. Only the beginning should be shown.
Note that #1 water bottles and other bottles probably are in a warehouse at some time and get heated up and the estrogen and phthalates leech into the liquid. PVC piping is used everywhere and that is on the avoid list. Apparently many household items like shampoo have plastics in the avoid list.
Puberty has been reducing from 17 to the 11 to 12 range for both sexes. Therefore, the estrogen may just help girls develop more confidence in themselves as they get more of what they need. Boys’ bodies are getting something they are not expecting, and boys may be reacting to the increased estrogen and the phthalates in strange ways that doesn’t enhance their development. Just a guess.
Menarche is the girls first menstruation. Note that puberty in total includes a range of items including growth and muscle build. Boys and girls graphs have similar reductions in age for puberty.
Video Game Revenues for 2017 – www.newzoo.com
This changes often. Fortnite is changing the game. Kids are spending tons of time playing it.
This is 2016 data and it actually may be dropping fast as games like Fortnite take hold of kids attention.
The World Health Organization declared in June of 2018 that Video Game Disorder exists.
Other data shows it includes 15-20% of gamers.
The correlation between trauma and video game addiction is true but not that pronounced.
On YouTube, you can find a variety of other approaches like the electric shock therapy used in South Korea for hardcore gamers.