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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 "Mindfulness-based Relapse Prevention"

Discussion Topic

is the news the new FOMO?

Registered Member ·
https://www.wired.com/2017/08/fomo/ This article from WIRED magazine asks us to think about how FOMO (Fear Of Missing Out) of breaking news impacts on our lives. With recent tragic events, weather related disasters and "notable people" posting on social media, do you find yourself revisiting your social media and news platforms again and again for newer and more information? We often talk with our clients about taking breaks from technology, and from social media especially for those who are...
Discussion Topic

Have you seen our evidence-informed practice content on Learn.ProblemGambling.ca?

Registered Member ·
Have you been to Learn.ProblemGambling.ca/eip lately? We have updated and added new evidence-informed practice content for mental health & addiction service providers on a variety of problem gambling topics, including: Screening & Assessment Mental Status Examination Stages of Change Cognitive-Behavioural Therapy Relapse Prevention Inventory of Gambling Situations Concurrent Disorders Trauma-Informed Care We have also updated and added evidence-informed content on other behavioural...
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Re: "An age-by-age guide to kids and smartphones"

Registered Member ·
Interesting article Matt, thanks for sharing! All parents should read this, as smartphones are such a huge part of our culture that we all need to be prepared for what limits we set for our children. The author outlined an important point close to the end, saying that parents also need to follow similar rules for themselves regarding limiting screen time. This is such an important point, because kids see their parents modeling the behavior, so its only natural that kids want to mimic it. If...
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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: 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"
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...
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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...
Discussion Topic

YGAM report to MPs highlights online abuse of girl gamers

Registered Member ·
Sharing this interesting report from YGAM * about the experiences of girl gamers of a variety of ages. This report summarizes the experiences of harassment and misogyny experienced by gamers who are women in online gaming communities. The report sets out recommendations that will be presented to UK MPs on the All-Party Parliamentary Group for Video Games and E Sports about how to safeguard young women, educate parents and young boys about topics such as rape culture and discrimination. It's...
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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...
Discussion Topic

Facebook Whistleblower

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A former Facebook product manager and whistleblower has indicated that the company is, "optimizing for content that gets engagement or reaction, but its own research is showing that content that is hateful, that is divisive, that is polarizing, it’s easier to inspire people to anger than it is other emotions." Facebook denies these claims, however some leaked documents from the whistleblower support these claims. You can read more about it here . In Canada and many first world countries,...
Discussion Topic

National Inventory of Mental Health and Substance Use Services and Supports for People Transitioning Out of the Criminal Justice System

Registered Member ·
This week, the Mental Health Commission of Canada launched a directory of community-based mental health and substance use services and supports available in Canada for people who are transitioning from the criminal justice system into the community. This national inventory represents a new step towards reducing the barriers to service access that are often experienced by justice-involved persons, especially those who are re-entering the community from correctional settings. Importantly, this...
Discussion Topic

Adverse Childhood Events, Emotional dysregulation and Gambling: A potential link?

Registered Member ·
Adverse Childhood Events (ACE) are negative experiences (such as abuse, neglect, dysfunctional household dynamics, and parental substance abuse, etc) during childhood that have been associated with different types of physical and mental conditions in adulthood. Researchers in Canada looked specifically at the impact of ACEs on gambling addictions in adulthood and looked at whether emotional dysregulation impacts this relationship. Emotional dysregulation is when an individual finds it...
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Re: Three hours a week: Play time’s over for China’s young video gamers

Registered Member ·
An article titled, " Draconian policy measures are unlikely to prevent disordered gaming from the Journal of Behavioural Addictions sheds some light on this and I think it's a good read. From the article: "Videogame play is normal for children worldwide, and like other leisure activities can lead to benefits for the majority and problems for a minority. Problematic or disordered play results from the interaction of multiple risk factors that are not addressed by draconian policy measures.
Discussion Topic

Social Media and Body Image

Registered Member ·
Social Media on Body Image: How Do Socials Affect Self-Image in Kids? (gabbwireless.com) - discusses how youth's body image is negatively impacted by the time they spend on social media comparing themselves to their peers, celebrities and complete strangers - the impact that these comparisons can have include body dysmorphia, depression, anxiety, insecurity and the development of eating disorders - all these issues can overlap with addictions and other areas that clinicians work in - article...
Discussion Topic

Commentary - Chinese Video Gaming Policy

Registered Member ·
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

Registered Member ·
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 ...
Discussion Topic

Problem technology use, academic performance, and school connectedness among adolescents

Registered Member ·
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...
Discussion Topic

Internet gaming disorder in an adolescent during the COVID-19 pandemic: a case report

Registered Member ·
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...
Discussion Topic

Leisure time activities in adolescents predict problematic technology use

Registered Member ·
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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Re: IPTU Fall 2023 Course topic: Screenagers Blog

Registered Member ·
I enjoy the Screenagers blog and we use them in my work. I find this article key. Having the conversations with our children is the best way to prevent or minimize PTU. We learned about salience in module 1 and having positive values around technology use is a big protective factor.
Discussion Topic

IPTU Fall 2023 TEDtalk- Technology Addiction and What you can do about it

Registered Member ·
https://www.youtube.com/watch?v=0adeZP6aDQw TEDtalk- Technology Addiction and What you can do about it. Ben Halpert TEDxSaintThomas (2015) Entertaining Talk about h ow society is guiding children from infancy to adolescence raised on technology- in many aspects of their lives and ways to balance technology use to prevent overuse and addiction. This is very applicable to the course as it highlights common themes that people may take for granted without considering the consequences. Ben...
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Re: Current Topics IPTU

Registered Member ·
Great post! PTU is definitely something that is more prevalent that many would guess and there is a need. Understanding common pathways can be helpful for both clients and clinicians, as they can use that information to prevent things from getting worse, help come up with individualized treatment plans, and also to see that others are experiencing similar problems which can be helpful for many people to not feel alone in their problem. PTU is also likely to be co-occurring with many things,...
Discussion Topic

IPTU Fall 2023 Current and Future Directions in Gaming Disorder Research

Registered Member ·
-Canadian Article describing the need for advances in gaming disorder research, specifically longitudinal study. - Highlights: Neurobiological and Psychological Correlates of Gaming Disorder / Contextual Correlates of Gaming Disorder / Gaming-Gambling Convergence and Gaming Disorder. - Conclusion: There is a lack of longitudinal Studies. Longitudinal needed, to determine if neurobiological conditions and psychosocial conditions exist prior to gaming disorder. It will also help determine...
Discussion Topic

Topics in Gaming Loot Boxes and Gambling

Registered Member ·
Reference: Little, S. & Bala, J. (2023, March 7) UBC research draws new links between video game ‘loot boxes’ and gambling. Global News. https://globalnews.ca/news/9535007/loot-boxes-gambling-research/ Looked into research between the connection on loot boxes in video games and gambling Many games offer loot boxes often for purchase with real money for a randomized chance to win a large prize which is similar to gambling In the study it was seen that those who send more on loot boxes in...
Discussion Topic

Technology Use to Address Loneliness among Older Adults

Registered Member ·
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...
Discussion Topic

Social Media during COVID

Registered Member ·
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.
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