copyright: john najar, m.a.1 yourbrainongames.com john najar, m.a. dr. anthony palisi, consulting...
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Copyright: John Najar, M.A. 1
YourBrainOnGames.com
John Najar, M.A.John Najar, M.A.Dr. Anthony Palisi, Consulting PsychologistDr. Anthony Palisi, Consulting Psychologist
Mr. Clifford Frayne, Patent AttorneyMr. Clifford Frayne, Patent Attorney
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What we hope to accomplish.
• Raise level of awareness of computer and video game addiction and disorder.
• Set up a structure of prevention.
• Bringing together treatment and prevention professionals in recognizing the importance of gaming addiction and it’s link to ATOD addiction.
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Overview• Manufactures of games use “mind
control” tactics (conditioning/classic)
• Preoccupation with activity• Need for instant gratification• An attitude of denial
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Overview• Video Games• Computer Games • Hand-Held Media
Games which address fantasy as opposed to reality
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Impulse Control Disorder
• A disorder characterized by a failure to resist impulses, drives,
or temptations to commit acts that are harmful to
oneself or others.
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Addiction
• A state of psychological or physical dependence (or both)
on the use of drugs• Over 50% of children say they
have sometimes tried to limit their gaming.
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Who is playing?A look at the demographics of
gaming.
• 85% of homes have electronic media.
• 42% of children play at least 1 hour per day.
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The Multiplier Effect• The accumulative effects of in
school computer use, and the use of computers for gaming has a negative effect of the physical, social and mental capacity of the child and teen.
• Vision• Muscular Skeletal System
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The Multiplier Effect Continued
• Emotional /Social Stress• Interpersonal relationships:
child/teacher • Reduction of Recess and
Physical Education
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Who is Playing?
•95% or more of the homes have electronic media
•42% children play at least 1 hour per day.
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Who is Playing?• 22% of children play 2 + hours per
day.
• 15% of children admit to spending too much time.
• 10% of children recognize that it interferes w/ homework.
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Game Rating System• There is a voluntary regulating
system for entertainment software designed to provide information on content of computer and video games so that consumers can make informed decisions.
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ESRB Rating Categories
•EC- Early Childhood (3yrs+)
•E (Everyone 6+)•E10 (Everyone10+)
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ESRB Rating Categories
•T (Teen 13+)•M (Mature 17+)•AO (Adults Only 18+)
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Gender Differences In Gaming
• Males are more likely to be hooked then females.
• Males look for territory and control
• Females play more by the rules and want to achieve.
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The Negative Effects of Video/Computer
Games on Children /Teens
•Amount of time spent•Lost of time on home
and school activities•Sleep effects
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The Negative Effects of Video/Computer Games
on Children /Teens
•Deprivation•NightmaresDifficulty falling
asleep
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The Negative Effects of Video/Computer Games
on Children /Teens continued
• Learning StylesIndividualYour PenchantInfluential Variables
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Negative Outcomes, cont.
• Original Multiple Intelligences» Linguistic» Logical- Mathematical» Spatial» Musical» Bodily- Kinesthetic» Interpersonal» Intrapersonal
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Negative Outcomes, cont.
• Emotional Intelligence – “Ability to monitor one’s own and
other’s feelings and emotions.• To discriminate among them,• To use this information to guide one’s
thinking and action.”
– Salovey and Mayer
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Five Components of Emotional Intelligence
1. Self awareness or regulation
2. Management of feelings
3. Motivation
4. Empathy
5. Social Skills
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Academic EffectsPositive correlation between high gaming
activity and poor school performance.
• Attendance
• Homework
• Attention difficulties
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Personality EffectsThe more violent video games a child is exposed the
greater risk of them being violent.
Electronic Aggression• Fantasy Violence
• Disrespect for females• Victimize the down-trodden
• Desensitization of Violence• Reduction in
• Emotions• Physical reactivity to a stimulus (violence/death)
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Behavioral Symptoms:Impulse Control
Disorder
• Deceitful behavior• Neglecting people
• Neglecting responsibilities• Increased isolation
• Once hooked: difficult to quit
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Physical Effects• Positive correlation between increased
playing time and increased weight
• Greater the playing time the more likely
the player will be classified as obese
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Obesity Epidemic
• About 30% of children ages six – 11 are overweight and 15%
are obese
For teens, percentages are about the same
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According to information presented to AMA in
2007
• Success in “virtual” world vs. failure in “real” world:
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AMA continued• Socially• Financially• Romantically• Familial
There is evidence that people who use video games excessively are more comfortable in a virtual world.
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Parents’ to do’s• Set firm schedule, create a bedtime routine.
• Use electronic devices in the home’s “public places”
• Children report increase playing when games are in bedrooms.
• Intervene professionally when necessary
• Enlist cooperation of school & other parents
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Parent’s to do’s • Know game ratings• Use timers or monitors• Offer non-violent alternatives • Rent rather than buy games.
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Government to do’s• Begin a dialogue among parents,
schools and legislators
• Fund research into the effects of video and computer games on school performance and behavior
• School to communicate concerns to parents in a timely manner
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Professional to do’s• Include some sort of gaming screen on
assessments and intakes.
• Seek information and help from psychologists, psychiatrists and other social workers in the field.
• Research resources available for both children and parents.
»OLGANON.COM»MEDIAWISE.com
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Parent Testimonies• A parent has reported the suicide of her
son due to excessive gaming. After his death, she went on to start OLGANON.COM in his memory.
• Another mother, whose son was a high achiever and talented student, observed changes in his behavior after playing fantasy role-playing game for over 60 hours a week at a time. She now views him as “lost” because she cannot speak to him about anything outside of the fantasy world.
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Parent Testimonies• Mother ask son to limit his time
with computer video game usage.• Teenage son refuses and uses
weapon to shoot his mother and father.
• Mother dies and father survives.
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Parent Testimonies• I went to see a Doctor of mine and
saw a gaming magazine on the table in the waiting room, when I approached the receptionist about it, she said that the magazine was her son’s, he was addicted and needed help.
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Conclusion
• Research demonstrates that both the amount and content of games
MATTERS.
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Wrap-up
•Question and Answers
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Additional Resources
• Please visit my website
YOURBRAINONGAMES.COM
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Additional Resources
Visit• Olganon.com-12 Step program for
GAMERS• www.parentvideogameguide.com
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YOUTUBE Videos
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Acknowledgements• Cole Devlin- My Grandson who ignited
the initial idea. If not for him this never would have come to fruition.
• Peggy Najar- My deceased wife whose motivation and support made this a reality
• Herb Van Vliet-Webmaster of ourBrainOnGames.com
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Acknowledgements continued
• Prevention First, OceanTownship, NJ
• ADACO, Lakewood, NJ• Liz Woolley-Olganon.com• MediaWise.com
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Acknowledgements continued
• Sue Swiggart-edits and reviews• Julia White-publicist• Brian Mullen-Web Designer
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Democratize the family unit
• Family Rules and Responsibilities who is in charge of the situation (mom/dad/or both)
• Single- What decisions need to be made in the family setting?
• Grand Parent Responsibilities
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Who is in Charge?Mom or Dad ?
Both?• Families Rules• Ages of Children• Appropriate Roles/Rules
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Single Parent Responsibilities
• Family Rules• How many children?• Who is the decision maker?
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Grand Parents• Families Rules• Ages of Children• Appropriate Roles/Rules