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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.

Tagged With "College students"

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Blog: A Health Communication Campaign to Address Gambling Among College Students

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A new blog released on Learn.ProblemGambling.ca discusses a research study on the use of health communication posters to raise awareness about gambling among college students. The piece was written by Aaron Diehr, PhD, CHES, Assistant Professor and Program Director for the Bachelor of Science in Public Health at Southern Illinois University and Marilyn Rule, MSW, Problem Gambling Program Director at Zepf Center in Toledo, Ohio. Read the blog here . Read the research article published in the...
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Increases in technology use among Ontario students

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According to the 2017 Ontario Student Drug Use and Health Survey (OSDUHS), there have been increases in social media and technology use among Ontario students. Further, this article (released today) states that: "Five per cent of secondary school students reported symptoms suggesting they had a serious problem with use of technology". This is the first time that the survey included items related to symptoms of problem technology use. Hopefully this sets a precedent for further research in...
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Students advocate for more mental health support

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As post secondary students are gearing up to return to school next Tuesday, this article highlights some ways that different post secondary institutions are dealing with their students mental health concerns. The article states that a recent study found that "in 2016, about 44,000 Canadian students across 41 post-secondary schools responded to a survey that found about a fifth were dealing with immense anxiety, depression, and other mental-health illnesses, according to the National College...
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Webinar: Mental Health and Well-Being Among Ontario Students

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The Centre for Addiction and Mental Health’s Ontario Student Drug Use and Health Survey (OSDUHS) recently released it's 2017 survey results. The report describes physical health indicators, mental health indicators, bullying, gambling and related problems, video gaming and related problems, and other risk behaviours among Ontario students in 2017 and changes since 1991, where available. A few survey highlights on gambling, gaming and technology use: About 7% of secondary school students...
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RCMP Youth Trends Report Fall 2018

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This was forwarded to me, via email, and i am passing it along. There is a lot of great information to help us understand our youth and technology better.
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Screen time, social media and tech use among Ontario high school students: Webinar this Thursday!

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Why are 20% of Ontario high school students spending 5 hours or more everyday on electronic devices in their spare time? To hear more about screen time, social media use and other findings from the 2017 Ontario Student Drug Use and Health Survey (OSDUHS) register for this webinar this Thursday September 27 th from 1-2:30pm (EDT). Target audience: Public health, teachers, policy-makers , mental health leads, counsellors, and service providers. REGISTER HERE: https://OSDUHS-2017.eventbrite.com
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Re: Just Released! Journal of Gambling Issues - Special Issue (38)

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Thx for the link to JGI's latest issue! The first journal title caught my eye right away - What Characterizes Excessive Online Trading? I particularly liked how they explored the mutual similarities between gambling behaviours and trading behaviours. In my opinion, I think the sample size was much to low to really encapsulate the scope of trading. For example, I think stricter measures on participants may have helped to pull apart problem trading versus regular trading - novel traders,...
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Re: Blog: A Health Communication Campaign to Address Gambling Among College Students

Registered Member ·
Thanks Tiffany! Interesting blog. Really hits home the need to: 1. Develop different communications for different needs/audiences (i.e. some featuring slot machines and others sports betting); and 2. The importance of involving the target audience in the design, testing and evaluation of the communication strategy in order to minimize potential unintended negative consequences.
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Problematic Online Behaviors Among Gamers

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Article posted for COI was: Rozgonjuk, Dmitri & Schivinski, Bruno & Pontes, Halley & Montag, Christian. (2022). Correction to: Problematic Online Behaviors Among Gamers: the Links Between Problematic Gaming, Gambling, Shopping, Pornography Use, and Social Networking. International Journal of Mental Health and Addiction. Accessed May 16, 2022 at https://link.springer.com/content/pdf/10.1007/s11469-021-00590-3.pdf Three Bullet Points – How Article Relates to Gaming Behaviors listed...
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Problem technology use, academic performance, and school connectedness among adolescents

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https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8871851/ 1. This article discuss about the problem technology use and the related effects on academic performance and student life. This article was prepared based on data collected from students. 2. The article clearly picturizes that females are more affected by excessive technology use and the resulted academic complications than male. The study also points to the fact that the connection between problem technology use and academic performance...
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Is Facebook creating "iDisorders" ?

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1. This article dated back in January 2013, focusing on the technological use of various means and media on symptomology of mood disorders and examines the impact of attitudes toward technology and multitasking in addition to tech related anxiety around the inability to check devices as frequently as desired. 2. "iDIsorders" was defined as "...the negative relationship between technology usage and psychological health", suggesting implications around heightened usage being negative. 3. In...
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Internet gaming disorder in an adolescent during the COVID-19 pandemic: a case report

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1. This case study reports the case of a 16-year-old student with a "typical" pattern of internet gaming disorder (IGD) developed during the pandemic, which improved after weeks of treatment with pharmacotherapy and psychosocial interventions 2. This study suggest that the combination of pharmacological treatment such as antidepressants (SSRI) and antipsychotics with individual and family-focused psychosocial interventions are useful in improving problematic behaviors. 3.This study pointed...
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Dispelling Myths Around Youth Gambling

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When it comes to gambling, there are many misconceptions — and perhaps the biggest one is that youth don’t (or can’t) gamble. That’s because we often associate gambling with playing poker or blackjack in a casino. But gambling takes many different forms. In fact, 68 per cent of Ontario youth said they participated in a gambling activity in the past 12 months, according to YMCA’s Youth Gambling Awareness Program (YGAP) Youth for Youth Digital Media Awareness Campaign in 2020. YGAP defines...
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Risk factors among elementary students

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https://www.researchgate.net/publication/334779116_Problematic_Internet_use_among_elementary_school_students_prevalence_and_risk_factors This study develops a new version of the problematic Internet use scale suitable for senior elementary school students. It includes six subscales: time management, compulsive Internet use, emotion adjustment influence, interpersonal and academic influence, preferred online social interaction, and daily life influence. This research utilized the survey...
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