parents workshop gaming 16 august 2014

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CyberWellness

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What’s on the

Internet?

© 2014. No part of this presentation should be duplicated without prior consent of

© 2014. No part of this presentation should be duplicated without prior consent of

© 2014. No part of this presentation should be duplicated without prior consent of

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.

© 2014. No part of this presentation should be duplicated without prior consent of

© 2014. No part of this presentation should be duplicated without prior consent of

© 2014. No part of this presentation should be duplicated without prior consent of

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

© 2014. No part of this presentation should be duplicated without prior consent of

© 2014. No part of this presentation should be duplicated without prior consent of

© 2014. No part of this presentation should be duplicated without prior consent of

© 2014. No part of this presentation should be duplicated without prior consent of

© 2014. No part of this presentation should be duplicated without prior consent of

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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© 2014. No part of this presentation should be duplicated without prior consent of

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.

© 2014. No part of this presentation should be duplicated without prior consent of

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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contact@metoyou.org.sg

6270 8327 / 9173 1766

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