Tagged With "Community of Interest"
Discussion Topic
Problematic Online Behaviors Among Gamers
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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Autism, PTU, and Video Game Therapy
Article Jiménez‑Muñoz, L., Peñuelas‑Calvo, I., Calvo‑Rivera, P., Díaz‑Oliván, I., Moreno, M., Baca‑García, E., and Porras‑Segovia, A. (2022). Video Games for the Treatment of Autism Spectrum Disorder: A Systematic Review. Journal of Autism and Developmental Disorders (2022) 52:169–188. Accessed May 23, 2022 at https://link-springer-com.proxy.library.upei.ca/content/pdf/10.1007/s10803-021-04934-9.pdf How It Relates to Gaming Video game-based interventions were effective in alleviating...
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Commentary - Chinese Video Gaming Policy
The article discusses 1) alleged ineffectiveness, 2) alleged Draconian-ness, and 3) emerging evidence of identifiable benefits. Read on if interested in these aspects of the policy! See article attached.
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Re: Commentary - Chinese Video Gaming Policy
The article discusses 1) alleged ineffectiveness, 2) alleged Draconian-ness, and 3) emerging evidence of identifiable benefits. Read if interested in these aspects of the policy. Reference: Xiao, L.Y. (2022). Reserve your judgement on "Draconian" Chinese video gaming restrictions on children. Commentary on: Draconian policy measures are unlikely to prevent disordered gaming (Colder Carras et al., 2021). Accessed June 3, 2022 at https://www.researchgate.net/p...er_Carras_et_al_2021 (pasted ...
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Re: Join us for this Webinar - We are SPRinG’g into action to help the gambling community. Launch of the SPRinG App - A digital health solution to support self-management of problem gambling.
With the main discussion being on mental health and apps, please register for this webinar to know more about how to self-manage gambling issues and concerns. Join us for the launch of the SPRinG App, see how technology can actually help ease these concerns.
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Upcoming Webinar - June 23rd: Launch of the SPRinG App. A self-managing tool for problem gambling/gaming
Quick and friendly reminder to ensure you saved a spot for an upcoming webinar: Join us for this Webinar - We are SPRinG’g into action to help the gambling community. Launch of the SPRinG App - A digital health solution to support self-management of problem gambling. | Gambling, Gaming & Technology Use Community of Interest | EENet Connect
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Webinar Reply! Demystifying the link between problem gambling, cryptocurrencies, and other financial assets
On Wednesday June 15 2022 GGTU hosted Dr. Devin Mills who presented during the webinar entitled “Demystifying the link between problem gambling, cryptocurrencies, and other financial assets” With the increased accessibility created through financial apps more people are able to engage in cryptocurrency and financial markets. However, with this engagement comes the possibility of these assets being used to gamble problematically. In this presentation, Dr. Mills presents the latest research on...
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GGTU digital newsletter: September Issue
Check out our new digital newsletter for September 2022. It features recent news articles, statistics/research, conferences, education and training, all happening in our sector. We also have our online survey for digital products we plan to launch in the upcoming months, so your feedback is so appreciated. Check out our "Meet the Team" section too, where we showcase work done by our team. In our second instalment of Meet the Team, we introduce you to Marie-Claire Conlin, Education...
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Screen Time - effects on the social, cognitive and emotional development of children and youth
https://informedfutures.org/wp...tive-development.pdf ; The article speaks to the effects of ‘screen time’ on the emotional, social and cognitive development of children and youth, including gaming, social media, and educational type virtual activities – both positive and negative. It mentions some emerging evidence on structural changes within the brain associated with increased use and how it relates to non-educational screen time. It mentions a factor around ‘stimulation overload’...
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Problem technology use, academic performance, and school connectedness among adolescents
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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Internet gaming disorder in an adolescent during the COVID-19 pandemic: a case report
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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Setting Healthy Boundaries
Youth Gambling Although they may not be of legal age to enter a casino, youth may be already engaging in gambling behavior to some degree, even from a young age — whether that’s making a bet with a rare Pokémon card or playing a claw machine game to win a prize. Gambling at any age has risks associated with it and the potential to cause harm. Some video games have elements of betting or gambling, even in skill-based games. Loot boxes are an example which typically offer players a chance to...
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Leisure time activities in adolescents predict problematic technology use
The problematic use of technology of children and adolescents is becoming a growing problem. Research has shown that excessive technology use predicts a variety of psychological and physical health problems. The aim of this study was to analyze the role of leisure time activities (structured and unstructured) in adolescents as a predictor of problematic technology use. Participants were 7723 adolescents, of which 55% were girls, from four Spanish-speaking countries (Chile, Spain, Mexico, and...
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Canadians Assessment of Social Media in their lives
https://www150.statcan.gc.ca/n1/pub/36-28-0001/2021003/article/00004-eng.htm This study uses the 2018 Canadian Internet Use Survey to examine reports of the negative effects individuals aged 15 to 64 experience because of their use of social networking websites or apps. Six outcomes attributed to social media use are examined: lost sleep, trouble concentrating on tasks or activities, less physical activity, feeling anxious or depressed, feeling envious of the lives of others, and feeling...
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IPTU 2023: The health effects of too much gaming
The health effects of too much gaming - Harvard Health Some key points from the above article to take note of are as follows: - Physical injuries to the hands and arms are prevalent in gamers. A common injury that occurs is the hands is called carpel tunnel syndrome. - Problem gaming has been associated with psychological problems such as lack of interest in other areas of life and loss of relationships with significant people in their lives. - Desensitization is associated with those who...
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Technology Use to Address Loneliness among Older Adults
This research study is about addressing loneliness and social isolation among older adults. It was conducted during the COVID-19 pandemic to measure the impact of technology to address loneliness and social isolation. The results indicate a need for technology-assisted interventions to be designed and delivered with older adult’s values, motivations and capabilities in mind. The main findings of the study indicate: - Addressing loneliness and social isolation among older adults was a key...
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Social Media during COVID
This study explored social media's role in feelings of fear during COVID. 86% reported fear or panic (many females) regarding health information (misinformation) that was posted on social media. Levels of fear response differed by age and gender with more females reporting higher levels of fear, which can have implications on mental health.