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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.

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 method to understand the relationship between student backgrounds and their Internet use behaviors, and problematic Internet use. A total of 775 elementary school fifth and sixth graders from northern Taiwan were sampled based on the stratified random sampling method. There were 763 valid surveys. The results indicated that the factors of gender, parents’ attitudes towards Internet use, the time when subjects first started to use the Internet, number of hours spent getting online each time on weekdays, number of types of devices used to go online, and Internet activity preferences are significant. Boys have more serious problematic Internet use than girls. Different Internet activities present different risks of triggering problematic Internet use for male and female students. Students whose parents allow them to use the Internet without intervention have more serious problematic Internet use. Students exhibit more serious problematic internet use if they start using the Internet before beginning elementary school. When students use the Internet more and can go online using more types of devices, they tend to have more serious problematic Internet use. This study finds that students preferring Internet activities for recreational entertainment and social interaction have more serious problematic Internet use than students preferring Internet activities as learning tools.

* This article is related to PTU because children who are introduced to the internet in early stage of life tend to experience more harmful effects.  There are products that are encouraged and specifically targeted for family use like Nintendo. However on a positive side, there are multiple learning tools online as well like Epic (reading), prodigy(math). Some of these learning tools have a gaming aspect to them and rewards are given when reaching a certain level. For those who game they may get lost in the learning to only acquire the rewards. However those who only use for learning may have other activities to keep them occupied.

*PTU for recreation inhibits the ability to play outside and be creative without technology, creates a sense that everything  besides technology is boring. This can create isolation and restricts forming healthy relationships with others.

* PTU without limits can be too stimulating and cause sensory overload. This might cause sleeping disturbances and neglect of responsibilities. The internet has multitude of graphics, and videos to keep your mind engrossed in and which some individuals lose track of time. There is certainly a rabbit hole of information you can keep clicking on.

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