What’s on the
Internet?
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What is the
function/
purpose of
the gaming? © 2014. No part of this presentation should be duplicated without prior consent of
PULL Factors from games:
Need for significance/ achievement
Need for acceptance
PUSH Factors from reality (e.g. family,
schools):
Boredom
Need to escape
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1. Social (e.g. guilds, chat) 2. Manipulation and control (e.g. hotkeys,
combo) 3. Identity (e.g. avatars, game character
display) 4. Reward and punishment (e.g. levelling,
raids, game events, hall of fame) 5. Presentation (e.g. graphics, music) King, D., Delfabbro, P., & Griffiths, M. (2010). Video game structural characteristics: A new psychological taxonomy. International Journal of Mental Health and Addiction, 8(1), 90-106.
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FIRST BLOOD KILLING SPREE DOUBLE KILL DOMINATING TRIPLE KILL MEGA KILL ULTRA KILL
UNSTOPPABLE RAMPAGE WICKED SICK MOOOOOOOOONSTER KILL GODLIKE HOLY SHIT COMBO WHORE OWNAGE
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1. What is the impact on the youth? (e.g. feelings, resulting behavior, thoughts)
2. What is the impact on the parent? (e.g. feelings, resulting behavior, thoughts)
3. What could be done differently to achieve a possible better outcome?
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1. What was different (as
compared to the previous role
play?)
2. What led to the differences/
changes?
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Video discussion (wife’s )
1. Feelings
2. Action 3.
Consequences
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Persistent and recurrent use of the
Internet to engage in games, often
with other players, leading to
clinically significant impairment
or distress as indicated by 5 (or
more) of the following in a
12-month period:
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1. Internet games becomes the dominant activity in daily life
2. Irritability, anxiety or sadness when Internet games are being taken away
3. Need to spend increasing amounts of time on gaming
4. Unsuccessful attempts to control own gaming 5. Loss of interest in non-gaming hobbies or
entertainment 6. Persist in gaming despite problems 7. Deceived others about amount of gaming time 8. Use gaming to escape or relieve a negative
mood 9. Jeopardized relationship, career or studies
because of gaming
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1. Salience
2. Mood modification
3. Tolerance
4. Withdrawal
5. Conflict
6. Relapse
Griffiths, M. D. (2008). Diagnosis and management of video game addiction. New
Directions in Addiction Treatment and Prevention, 12(3), 27-41.
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Understand the nature of the game
Understand the function of the game for
your child
Provide alternative choices for your child
to replace that function
Set feasible time limits for your child
METOYOU!
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