Raschkowan Lecture Series: Gambling in the Digital Age
Presenter: Dr. Daniel King
Talk Title: Future Directions in Gaming Disorder Research
Abstract
Raschkowan Lecture Series: Gambling in the Digital Age
Presenter: Dr. Daniel King
Talk Title: Future Directions in Gaming Disorder Research
Abstract
Department of Psychology
University of Calgary
Department of Psychology
University of Calgary
Raschkowan Lecture Series: Gambling in the Digital Age
Presenter: Dr. Heather Wardle
Talk Title: Games without frontiers? Exploring gambling and gaming behaviours among youth
Abstract
Technology has become a significant tool in our day-to-day lives – and it’s constantly evolving. Children are being introduced to technology at younger ages than ever before and have become incredibly versatile when it comes to navigating it. From growing issues like cyberbullying, internet safety, and sharing information online, today’s families are faced with a unique set of challenges when it comes to managing technology use.
Raschkowan Lecture Series: Gambling in the Digital Age
Presenter: Dr. Heather Wardle
Talk Title: Games without frontiers? Exploring gambling and gaming behaviours among youth
Abstract
We are excited to be hosting this virtual event on May 24th, 2022, in recognition of Global Schizophrenia and Psychosis Day at 11:3
This webinar is part 2 of 3 in the Gambling, Gaming and Technology Use 2022 series of standalone yet interconnected webinars titled, ‘The Impacts of Digital Technologies on Mental Health and Addictions’. This webinar will highlight new and ongoing research on online gambling behaviours and associations with mental health and substance use indicators, with added attention to the role of financial motivations and concerns.
Game-Bling- When Gaming meets Gambling: 1-hour interactive webinar. Explores the blurred lines between gaming & gambling and the impact of technology on the gambling market. Includes discussions on gambling awareness, how gambling is present in video and social media games, and harm reduction strategies. perfect for those who work with youth or young people and are looking to better understand gaming and gambling.
Do the words we use matter? Where does stigma come from? How do we break the cycle?
If you’ve ever wondered the answer to any of these questions, then look no further because the YMCA’s Youth Gambling Awareness Program (YGAP) has you covered!
Has COVID-19 effected a youth’s gambling behavior? Are youth using video games differently during the pandemic? Given current restrictions how does a program effectively discuss gambling awareness with youth?
Social Pressures and Substance Use Awareness for Tweens (Ages 11-13 only)
Join us for a fun interactive game on navigating social pressures and substance use.
Topics:
• Peer pressure
• How to make healthy choices
• How to say no
• Peer pressure
• Knowing your reactions when under peer pressure
This session is for tweens only: aged 11-13
Register today:
Many of you are familiar with my son's story of gaming addiction, as told by me in my speaking, webinars, and my books. Podcaster and recovered gambling addict, Brian Hatch recently interviewed my son, Jake, on his own, so he could share his journey through gaming addiction and recovery. Jake discusses what led him down the rabbit hole, how he struggled to overcome his compulsion, the support he received, and how he now manages his life, as well as his relationship with the internet, as a gaming sober young man.
Raschkowan Lecture Series: Gambling in the Digital Age, 2.0
Presenter: Dr. Brett Abarbanel, Director of Research, UNLV International Gaming Institute, University of Nevada, Las Vegas
Talk Abstract
Hi all,
I hope this may be of interest to you… if not, my apologies! Delete away!
BOARDGAME FOR ENTERTAINMENT AND MENTAL HEALTH EDUCATION
Would you please spread the word to those you might think would be interested in this? Maybe you might be!
Raschkowan Lecture Series: Gambling in the Digital Age, 2.0
Presenter: Dr. David Zendle, Department of Computer Sciences, University of York (UK)
Talk Abstract:
Loot boxes are items in video games that may be bought for real-world money, but which contain randomized contents. Over the past three years, a nascent literature has emerged which attempts to model the impact of this phenomenon on society. Dr. Zendle's lab has been at the heart of this evidence-generation process.
Join Elaine Uskoski as she speaks about Online Gaming
For many, video gaming can be a welcomed respite from the stresses of every day life, and gives gamers a sense of accomplishment through in-game achievements. However, excessive escapism through gaming carries some serious consequences in the real world, including potentially damaging effects on one’s mental health and real-life relationships. Fortunately, strategies and treatment are available.
This webinar will address issues including:
The YMCA-Youth Gambling Awareness Program (YGAP) is looking for Canadian youth 18-26 years old to take part in a focus group on gaming and gambling.
Raschkowan Lecture Series: Gambling in the Digital Age, 2.0
Presenter: Dr. David Zendle, Department of Computer Sciences, University of York (UK)
Talk Abstract:
Loot boxes are items in video games that may be bought for real-world money, but which contain randomized contents. Over the past three years, a nascent literature has emerged which attempts to model the impact of this phenomenon on society. Dr. Zendle's lab has been at the heart of this evidence-generation process.
This interactive workshop series (12 hrs.) offers a theoretical, practical and evidence-based introduction to Congruence Couple Therapy (CCT). CCT is a humanistic, systemic, trauma-informed model that utilizes the couple relationship as a resource to create significant clinical outcomes for addiction and mental health. It offers a conceptual shift away from focusing solely on the individual and symptom reduction to address the complex and relational issues that often underlie gambling and addictive disorders.