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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 "Extends Hours for Sale of Alcohol"

Discussion Topic

AGCO Extends Hours for Sale of Alcohol

Registered Member ·
In preparation for the upcoming World Cup of Soccer, the AGCO has permitted an extension on the hours of sale for alcohol. This applies to bars, pubs, and provincial gaming establishments. Sales are now allowed to commence at 9am for the duration of the tournament. Interesting to note, Municipalities can send a formal letter objecting to these extended hours, which would not permit establishments in their catchment area from selling alcohol earlier. You can read more here .
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Can researchers tell how general populations feel by monitoring twitter?

Registered Member ·
A Wired.com article explored some research that British researchers did over a 4 year period on 800 million tweets to analyze mood/content of tweet and time of tweet. As the title states, they found patterns of being analytical in the morning and angsty at night. Could this have clinical implications? Will a harm reduction approach to social media be to go on in the morning but not later as the day progresses? If clients are struggling with their mood and tend to feel worse after viewing...
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RCMP Youth Trends Report Fall 2018

Registered Member ·
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.
Discussion Topic

WEBINAR! Stages of Change and Problem Gambling

Registered Member ·
Gambling, Gaming and Technology Use This one hour webinar will review the Stages of Change model and how it can be applied to working with people with problem gambling. Learning Objectives Describe the Stages of Change model Identify problem gambling examples of behaviours for each stage in the model Identify at least one clinical objective and intervention for each stage of change Registration is FREE ! To register for this webinar or to learn more, please visit ...
Discussion Topic

WEBINAR! Coping Strategies of Partners of Individuals with Problem Gambling

Registered Member ·
Gambling, Gaming and Technology Use This one hour webinar will present recent evidence on coping strategies used by partners of individuals with problem gambling. Learning Objectives Review of the literature on coping strategies used by partners of individuals with problem gambling. Demystify the coping strategies used by the partners to cope with gambling. Identify the best and worst coping strategies influence the gambling habits of the individual with problem gambling. Registration is...
Discussion Topic

Parents should worry less about screen time, says UK doctors

Registered Member ·
I was in England over the Christmas break and the topic of screen time for children came up, which caught my attention for both personal and work reasons. The Royal College of Paediatrics and Child Health says parents should take a balanced approach to screen time and that it cannot be prescriptive. This is different from Canadian guidance which recommends no screen time for children under 2 and only one hour a day for children 2-4 years old. You can read the full article here.
Discussion Topic

Sit less, play more: WHO wades in on screen time use for children

Registered Member ·
The debate over just how much screen time is OK for young children rages on. Now the World Health Organization (WHO) has issued its latest guidelines : no screen time for babies under 1 and no more than 1 hour a day for kids 1-4 years old. Kids should be more active and sleep more, rather than engage in passive screen time, which can lead to health problems later on in life. The main concern is the impact of physical inactivity - of which sedentary screen time is a part - on the risk of...
Discussion Topic

Patterns of compulsive smartphone use suggest how to kick the habit

Registered Member ·
Researchers at the University of Washington conducted in-depth interviews to learn why we compulsively check our phones. They found a series of triggers, common across age groups, that start and end habitual smartphone use. In general, interviewees (n=39) had four common triggers for starting to compulsively use their phones: During unoccupied moments, like waiting for a friend to show up, Before or during tedious and repetitive tasks When in socially awkward situations When they anticipated...
Discussion Topic

Sleep problems in teenagers reversed in just one week by limiting screen use

Registered Member ·
Sleep in teenagers can be improved by just one week of limiting their evening exposure to light-emitting screens on phones, tablets and computers. The study indicates that by simply limiting their exposure to blue-light emitting devices in the evening, adolescents can improve their sleep quality and reduce symptoms of fatigue, lack of concentration and bad mood, after just one week. Those who had more than 4 hours per day of screen time had on average 30 minutes later sleep onset and wake up...
Discussion Topic

Too much screen time for the kids? Grandparents may also be complicit

Registered Member ·
Grandparents have long been associated with letting their grandchildren do things their parents would never permit. Candy. Extended bedtime. Too much television. Carefree fun. They like to spoil their grandchildren. A new study by Rutgers and other researchers finds that today's grandparents are still true to their traditional fun-loving image -- allowing their grandchildren, while under their supervision, to spend about half of their time on a mobile phone, tablet, computer or TV. The study...
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Re: 60 minutes interview

Registered Member ·
Interesting question Beth, I wish I could ask questions all day and someday see the answers to them. On this particular topic, I would have several questions, one of them being: How does one hour of screen time a day impact children 0-2 later on in childhood? I know the recommendation is that there should be no screen time until they are 2 years old, but I find as a mom of a 1.5 year old that the recommendation is just not feasible. I do try and limit screen time, but I am always curious...
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Re: Bell Let's Talk - part of the problem?

Registered Member ·
I really don't think there is much substance to this article. Screen time, social media and all-the-time internet access is the reality of today. Not everyone abuses or is negatively affected by these mediums just as not every person who drinks is addicted to alcohol. I agree that there does seem to be some sort of shallowness to the campaign but it does get people talking. Moreover, I agree with the possible negative effects of these new communication mediums. However, it is not as if this...
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Re: Bell Let's Talk - part of the problem?

Registered Member ·
I completely agree Aaron! Bell is not to blame for mental health prevalence, stigma, and or self-esteem issues. It is merely a medium, as you put, a vessel by which content is delivered. People like to make the argument that perhaps Bell is enabling mental health issues but perhaps it is also enabling change - which is exactly the purpose of the BellLetsTalk campaign. For a campaign that brought in $7.2M in grants (800k being put towards Indigenous communities), not to mention the level of...
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Re: Google’s Play Store starts requiring games with loot boxes to disclose their odds

Registered Member ·
As a mother whose 12-year-old just spent $50 of his birthday money on loot boxes in Overwatch, having some idea of the odds of his getting the skin of his dreams would definitely have given me a better argument to dissuade him from doing this. Letting people - usually kids - know the odds would bring into focus the idea that this is gambling, and spark conversations in families that may be less aware. I do think that this kind of gambling is insidious for youth. For this reason, regulation...
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Re: "An age-by-age guide to kids and smartphones"

Registered Member ·
Thanks for your responses, Tiffany and Rebecca! I totally agree that it is important to also consider what the screens are being used for and for parents to set an example. I don't have experience working with children with problem technology use (PTU), but I do have some experience working with youth and emerging adults with PTU. Some additional strategies that I have seen to be effective in clinical practice with this population include: -using apps that block access to certain sites (such...
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Re: Can anyone suggest an gambling clinical practice guide, that incorporates "cultural competency" on the idea of "lucky?"

Registered Member ·
Hello Bill, Please find the attached document, "A Guide for Counsellors Working with Problem Gambling Clients from Ethno-cultural Communities." On page 16 there is content related to your question. Best, Lisa
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Re: Gambling, Gaming, and Technology Use Knowledge Exchange

Registered Member ·
Thank you so much for sharing the article, Elaine. It was very thought provoking. I had some initial responses to his article (in italics). My Responses to “Why Is There a ‘Gaming Disorder’ But NO ‘Smartphone Disorder’ article in The Atlantic by Ian Bogost on June 28, 2018. The ICD has not "decided" that if you play video games a lot, you might suffer from a mental health issue: Gaming disorder.” They have determined based on research and consultations with experts that those that are...
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Re: Fortnite cited in 200 divorce cases in 2018 in the UK

Registered Member ·
Fascinating! It does make sense, especially if we consider it in the context of other harmful usage (alcohol, drugs, sex, food). I like your extension, Beth, into how we will see it spread into popular culture - as plot lines in our favourite sitcoms and dramas? I can use this headline in the gambling education workshops my program runs for adults and professionals. Thanks for the share!
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Re: INQBOARD: Older Adults & Problem Gambling

Registered Member ·
Thank you for this Kim. I love the infographic and was enticed to read the report. It was interesting to note: “Casinos have been shown to use marketing and services targeted specifically at older adults. These services include free transportation from older adult living facilities, low cost food and alcohol, needle disposals for diabetes sufferers and defibrillators, and entertainment options directed towards older adults, including recording artists from the 1960s and 1970s (Bjelde,...
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Re: CTV interview Should addiction to video games be considered a disease?

Registered Member ·
This is an article that features the concerns some scholars have about gaming being included in the ICD-11: "Scholars' open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal"
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Re: Blog on WHO's decision to include gaming disorder in the ICD-11

Registered Member ·
Good point Colleen! The ESA has been vocal about their opposition towards the classification of gaming as a disorder. I think it is important to remember that the classification is not meant to demonize gaming but rather create awareness for the people who are at risk and those that have developed problems. Gambling, alcohol and eating are all listed as disorders and I don't think those industries are hurting financially. I think there is room and should be space for both realities, non...
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Re: Research/Stats on Professional Gamblers and their income

Registered Member ·
Hi Shannon, This article we published in 2013 is dated but has information income from a small US sample of professional gamblers. I hope it helps. It's a starting point. Jeremiah
Discussion Topic

Mindfulness and problem gambling treatment.

Registered Member ·
A few years ago, problem gambling clinicians in Ontario began introducing mindfulness groups to clients as they felt that they could benefit from cultivating greater awareness of their thoughts and emotions while detaching from and not giving in to them. This practise is particularly relevant to people with gambling problems who tend to hold incorrect or erroneous beliefs about the nature of random chance (Toneatto et al., 1997; Turner, 2006) and engage in automatic thinking before, during...
Discussion Topic

Mindfulness-based relapse prevention for problem gambling manual

Registered Member ·
In Ontario, treatment for people with gambling problems was first implemented in 1995, in response to the opening of the province’s first commercial casino in Windsor. With extensive clinical experience and excellent research since then, knowledge about what constitutes effective treatment has been growing, but no one approach suits everyone. Treatment services have instead tended to adopt an eclectic and holistic approach, incorporating a biopsychosocial-spiritual model that draws on...
Discussion Topic

Technology, risk and gambling seminar series

Registered Member ·
The University of Sydney's Technology Addiction Team is hosting weekly one-hour seminar for the next nine weeks on a wide range of topics relevant to stakeholders interested in understanding how design and emerging technologies impact gambling, including risky decision making and behaviours. For a list of dates, topics and speakers and registration information, please click here . You can watch previous webinars in the series here . Be mindful of international time differences . Seminars are...
Discussion Topic

Serious games, mental health apps, and gambling disorder

Registered Member ·
The title of a recently published article, A Serious Game to Improve Emotion Regulation in Treatment-Seeking Individuals With Gambling Disorder: A Usability Study , peaked my interest for a few reasons. First, being part of a group of folks who design and create learning opportunities for mental health and addictions clinicians, we have talked about integrating "serious games" (broadly defined as games with educational or informational aims, vs. purely entertainment) into our course design.
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Re: Funding for Interventions

Registered Member ·
Hi Olive I can't find the original document but it is called Ontario's problem - gambling Strategy and it has been in existence since 1996. Since 1999, it has been funded by a formula of 2 percent of gross slot machine revenue from charity casinos and slots at racetracks. The Strategy has a three-pronged approach consisting of treatment, prevention/awareness and research. I have attached a review of the strategy that was conducted in 2005. You can also find some information about it at the...
Event

Problem technology use in adults

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Webinar reminder: Problem technology use in adults on June 17th!

Registered Member ·
For those interested in how problem technology use affects adults, GGTU is hosting a webinar next Thursday June 17, 2021 from 1:00 PM - 2:00 PM EDT! Dr. Mark van der Maas, Rutgers University, will be presenting new research during this webinar titled, 'Problem technology use in adults.' For more information about the webinar, please visit the event page in this COI's content stream and register here . This webinar is accredited by the Canadian Problem Gambling Certification Board and the...
Event

Media Impact - YMCA Webinar

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Can jurisdictions effectively impose limits on videogame use by kids?

Registered Member ·
The Wall Street Journal has reported that China imposed a new rule for the country’s minors: No videogames during the school week and one hour a day on Fridays, weekends and public holidays. China announced strict new measures today to reduce what authorities describe as youth videogame addiction. The new regulation, announced by the National Press and Publication Administration, allows minors to play videogames between 8 p.m. and 9 p.m. on Fridays and weekends as well as public holidays. It...
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Re: Can jurisdictions effectively impose limits on videogame use by kids?

Registered Member ·
I saw a similar article earlier last month where Tencent, one of the larger Chinese video game companies, made a pledge that they would reduce play time for minors to an hour during weekdays and no more than two hours during vacations and holidays. They did this after Chinese state media made a comment about video games being “spiritual opium”. The company also implemented measures such as facial recognition systems for certain games to prevent kids from using their parents’ IDs to buy...
 
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