Problem Gaming/Excessive Internet Use

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Presentation transcript:

Problem Gaming/Excessive Internet Use Stephanie Campoli– Outreach Counsellor -ASYR

Quick Facts about Gaming in Canada 58% of Canadians are gamers (46%female, 54%male) 31 years old is the age of the average Canadian Gamer In 2010, there were 2 times more reported gamers than in 1998 Canadians spend 2 hours and 20 minutes/day playing games (2010) Sources: ESA (2013), Essential Facts About Video Gaming in Canada; Statistics Canada (2010), “General Social Survey: Time Use,” http://bit.ly/oFcBvq.

Quick Facts about Gaming in Canada About 105 600 (10.3%) of Ontario students (grades 7-12) have a video gaming problem. Of these, 88 400 are males and 17 200 are females. The number of students in ontario with a video gaming problem is equivalent to about 6 Air Canada Centres filled to capacity at a Toronto Maple Leafs Game!

The average smart phone user The average user reaches for their phone at 7:31am These users check personal emails and Facebook before they get out of bed The average person picks up their phones more than 1,500 times each week  (over 200 times per day) Average owners use their phone for three hours and sixteen minutes a day Source:  http://www.dailymail.co.uk/sciencetech/article-2783677/How-YOU-look-phone-The-average-user-picks-device-1-500-times-day.html#ixzz3UeNtfm5l

Internet Gaming Platform games (Super Mario Brothers) Sports games First Person Shooter (Call of Duty) Role Play Games (World of War craft) Fighting games Simulation games ( The Sims) Puzzle Games (Tetris, Candy Crush) Combination /Hybrid Games Some people use gaming as a source of income (ie: people create avatars for role play games and sell them on ebay) Internet games generate huge revenues – in app purchases (Candy Crush generated 1.8 billion dollars last year) Internet games are strategically designed in such a way that they require excessive amounts of time (and sometimes money) to be put in in order to “win” or advance to new levels Smart phone games – send push notifications requiring a player to take action at all hours of the day and night Many games targeted at youth have the same features (Webkins) Gambling features within games (Slot Machines)

“Internet Gaming disorder” Most people use the internet in ways that enhance their lives. (connecting with family, school, work, entertainment and shopping) It can become problematic when it interferes with one’s ability meet expectations, maintain relationships, attend work/school etc.

IGD as a catch-all Social networking (Twiter, Facebook, instagram) Digital entertainment media (Streaming, YouTube) Blogging and researching Playing Online Games

Tips for Parents CAMH pg forum, 2013

Tips for Healthy Gaming/Internet Use Priorities (e.g; homework before gaming) Turn off the computer or smart phone at a certain time each night Set a limit on daily play Keep tech devices away from your bedroom at night Be aware of things that might trigger you Don’t eat in front of your device Have “tech free challenge days” Play games that have less “addictive” qualities Pay attention to time and what you do online Listen to loved ones who may recognize the problem first Maintain a log of daily video game/tech use Avoid using gaming/tech use as a coping tool

Behavioural Addiction vs. Substance Abuse Similarities Coping mechanism Progression Negatively impacts mood e.g. depression,mood swings Chasing -high/win/rewards/levels Preoccupation Use of rituals Loss of time-blackouts/brownouts e.g. lose track of time, dissociation

Behavioural Addiction vs. Substance Abuse Differences Gamblers/gamers are not impaired Physical Dependence Gamblers/gamers can not overdose Gambling / IGA can be more hidden Less stigma Online activities needed for many areas of life