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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 "Freemium Model"

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WEBINAR! Stages of Change and Problem Gambling

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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 ...
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Class management software used in 70% of elementary schools raises concerns about children’s rights

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ClassDojo is a system for smartphone and desktop that allows teachers and parents to quickly share information, including homework assignments and pictures and video from school. ClassDojo is used in 70 per cent of Canadian elementary schools, according to numbers obtained from the California-based company. “ClassDojo has helped demystify what we do in class,” said Alexandra Blais, a Grade 1 teacher at École Jules-Verne in Montreal North. Blais uses ClassDojo’s “class story” feature to open...
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Gambling and Gaming Harms: Ontario Professional Development Forum

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May 9 th and 10 th , 2019 ⃒ Downtown Toronto, Marriott Eaton Centre Hotel Early bird rate closes Friday March 15th. This year’s Forum focus is “bringing together clinicians and community partners to reduce harms from gambling and gaming”. Whether you have been supporting people with gambling problems for years or you are new to the field, changes in the gambling landscape, emerging technologies, the blurring of gaming and gambling, and new insights into concurrent disorders all indicate a...
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Gambling and Gaming Harms: Ontario Professional Development Forum

Registered Member ·
On May 9 th and 10 th , the Gambling, Gaming & Technology Use team under the Provincial System Support Program at CAMH and Gambling Research Exchange Ontario co-hosted the Gambling and Gaming Harms: Ontario Professional Development Forum. The forum brought together over 100 clinicians and community partners, providing an opportunity to interact and learn from each other’s experiences, broadening their outlook beyond their own practice. Dr. Carlo C. DiClemente, one of the founders of the...
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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: 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: Research/Stats on Professional Gamblers and their income

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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
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Assessing gaming disorder: Expert opinions

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Gaming disorder can be difficult to assess, as there are concerns about over pathologizing normal or potentially healthy behaviours. A new study surveyed 29 international experts until consensus was reached about useful criteria for assessing gaming disorder. This study helps clinicians with creating their own assessments to ensure they're looking at the most relevant features in their assessment to target as well as ensure they're not problematizing less relevant features. An interesting...
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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...
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Mindfulness-based relapse prevention for problem gambling manual

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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: Movies on problem gambling, gaming & tech use

Registered Member ·
Amazing @Registered Member! Thank you so much, I have already downloaded a copy (and attached here in case others are curious to check it out). Also, I would welcome an updated article.
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Webinar Recording (+ answers to your questions) - Teens and Smartphones

Registered Member ·
Thank you to all of you who came to this weeks' webinar: Teens and Smartphones: Exploring young peoples’ views of smartphone etiquette, ‘addiction’ and healthy tech use habits. You can watch a recording and download the slides here by toggling to the 'Archive' tab on this page (the recording begins around the five-minute mark). I answered several of your questions during the session but wasn't able to answer all questions so have tried to do so below. Thanks again to everyone who came, it...
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The Inventory of Gambling Situations (IGS) for working with clients with gambling problems.

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The IGS is an excellent tool that counsellors can use when working with someone with a gambling problem. Here are some of the benefits of using it: It’s a well validated assessment tool. It is based on the idea that excessive gambling is a result of learned behaviour and therefore can be changed Provides insight into client’s specific gambling pattern and the situations that are most likely to lead to problem gambling behaviour Although developed from a CBT perspective, the IGS can be used...
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Serious games, mental health apps, and gambling disorder

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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

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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

YMCA - Game-Bling Webinar

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FREE Virtual Webinar: When Gaming Meets Gambling

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Are video games like Candy Crush gambling? How do video games promote gambling among youth? What is a Freemium Model game? All these questions and more will be discussed in this free webinar being conducted by the YMCA of Greater Toronto's Youth Gambling Awareness Program. Game-Bling is an interactive webinar designed for service providers and parents of youth, during which we will explore the dangers of the blurred lines between gaming and gambling and provide tools to understand and...
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Problem Technology Use Article

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https://www.theguardian.com/technology/2018/mar/15/meet-the-tech-evangelist-who-now-fears-for-our-mental-health · She spoke about how her son would not connect at family dinners because ‘it was not as exciting’ as his video games. He ended up wanting to miss school due to the desire to play video games, which in turn involved him having to have professional help. · A greater focus on technology resilience , which focus’ on having technology use in a controlled manner and using digital...
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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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Effects of Video Gaming on Youth's behaviour and Mental Health

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https://medium.com/invisible-illness/the-effects-of-video-gaming-on-young-peoples-behavior-and-mental-health-f6891ed4d952 This article makes a good connection between social learning theory and how video games can impact young peoples behavior. The article points out that through observational learning, youth may copy the behaviors of same sex model characters they see in video games. The article also references a study done by the Research Institute of Moral Education that suggested that...
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Phubbing

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Video Phubbing (Phone Snubbing) – A 3:55 minute interview with Dr. Suzanne Degges-White, Relationship Expert, Northern Illinois University by WGN Evening News (Chicago) on April 6, 2022. Accessed May 28, 2022 at https://www.youtube.com/watch?v=ZyiOQq3lwgM How it relates to problem social media use Phubbing (ignoring other individuals by using a mobile phone during a face-to-face conversation) is a result of smartphone use and is noteworthy because it can impair communication between the...
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Less Addictive Apps and the Addictive potential of Virtual Reality

Registered Member ·
llustration: Jessica Karl While discussions around technology use are often focused on the impacts of addictive app design, a recent opinion piece by Parmy Olson highlights an emerging trend of apps that are moving away from this type of design. Instead, she discusses apps like BeReal and Wordle that are more focused on building anticipation (by requiring user engagement once a day) as opposed to compulsive checking throughout the day. She also suggests that companies like Facebook who...
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Screen Time - effects on the social, cognitive and emotional development of children and youth

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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

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...
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Is Facebook creating "iDisorders" ?

Registered Member ·
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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Leisure time activities in adolescents predict problematic technology use

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

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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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Technology Use to Address Loneliness among Older Adults

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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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Re: Substance Use and Co-Occurring Mental Disorders

Registered Member ·
I think the thrust of this summary post is right on the money. And that list of concepts and resource recommendations from NIMH is good to see. Co-occurrence is the rule rather than the exception, even though most of the hard-working folks invested in helping patients with substance use problems are not sufficiently trained to address non-addictive mental illnesses, and psychiatrists are not encouraged to embrace addictions in their clinical work where it appears they already have enough to...
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Teens and social media use: What's the impact?

Registered Member ·
https://www.mayoclinic.org/healthy-lifestyle/tween-and-teen-health/in-depth/teens-and-social-media-use/art-20474437 Healthy Social Media Use: Allows youth who are lonely, lack offline support, belong to a marginalized group, are experiencing stress & have medical conditions to receive support from others who share similar interests, hobbies or experiences. Can help teens express themselves, connect with others at any distance, talk about important topics such as mental health, see how...
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Steps Towards Screen Media Prevention - What can Parents/Adults do in the Early Years?

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Canadian Paediatric Society Position Statement Screen time and preschool children: Promoting health and development in a digital world - posted Nov 24, 2022) This position statement explores the: impacts of screen media on development psychosocial impacts of screen media impacts of screen media on physical health Within each section, potential benefits and risks are explored as well as strategies to minimize and mitigate these risks. Recommendations for families are categorized into how to:...
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CNBC -Video Game addiction An Increasing Problem

Registered Member ·
https://www.cnbc.com/video/2021/08/31/video-game-addiction-an-increasing-problem.html China has placed restrictions on gamers 17 and under. Banned video games for those 17 and under during school days as well as having them register with an anti-addiction center. Although this model may not work in North America there is recognition of a growing concern
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Social Media during COVID

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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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