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Gambling, Gaming & Technology Use Community of Interest

The Gambling, Gaming & Technology Use Community of Interest brings together addiction and mental health service providers, researchers and subject matter experts in the fields of gambling, technology/Internet use and video gaming to collaborate and share knowledge on emerging trends and clinical best practices.

Welcome to the NEW Gambling, Gaming & Technology Use Community of Interest! We are excited to launch this online community to support collaboration between addiction and mental health service providers, researchers and subject matter experts in the fields of problem gambling, technology/Internet use and video gaming. The goal is to share knowledge on emerging trends and clinical best practices. Get started today and be part of the conversation!

Learn more about the guidelines for the community here.

Learn more about evidence-informed best clinical practices for problem gambling and technology use at learn.problemgambling.ca.

Featured Content

New online training available: Fundamentals of Gambling and Gaming Featured

This week, CAMH GGTU have launched a new foundational online training: Fundamentals of Gambling and Gaming This short, self-directed online course will provide students and professionals with a foundational understanding of problem gambling and gaming. This training presents current evidence and best practices for recognizing and supporting individuals at risk of, or experiencing, problem gambling and/or problem gaming. This includes information on evidence-based screening tools, assessment,...Read More...
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JGI Spring Issue (47) Now Available -- Open Access! Featured

Link to issue: https://jgi.camh.net/index.php/jgi/issue/view/347 Summary of article by Rogier et.al. (2021) in new JGI Spring Issue Preliminary studies indicate an increased frequency of gaming and social media use during the COVID-19 lockdown, possibly due to a rise in feelings of loneliness/social isolation. Rogier and colleagues conducted a longitudinal study in Rome, Italy, measuring self-reported feelings of loneliness, frequency of gaming, and social media use. A battery of...Read More...

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