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ANNA DINOTO MYERS, PSYD, LMHC Technology Addictions: Prevention and Intervention

Transcript of Technology Addictions: Prevention and Interventionc.ymcdn.com/sites/ Addictions: Prevention and...

A N N A D I N O T O M Y E R S , P S Y D , L M H C

Technology Addictions: Prevention and Intervention

About the Presenter

PsyD in Clinical Psychology – recent graduate

Has LMHC

Will take the EPPP in early June

Private practice in Redmond, WA.

Emphasis – ASD/ADHD, executive functioning challenges, pottying challenges, tech challenges

Varying age ranges from 1.5-50 yo

TakeThis advisory board member

Plays video games and an avid user of technology

Ethical Caveats & Biases

Technology Culture: Introduction

What is it?

What does it include?

Technology Culture: Video Game Genres

Video Games –

A system designed to be experienced.

Difficult to explain until you experience them.

Technology Culture: Video Game Genres

Action/Arcade

Pac Man

Geometry Wars

Katamari Damacy

Technology Culture: Video Game Genres

Beat ‘Em Up

Double Dragon

Castle Crashers

Lollypop Chainsaw

Technology Culture: Video Game Genres

Fighting

Street Fighter

Mortal Kombat

Smash Bros.

Technology Culture: Video Game Genres

Platformer

Super Mario Bros.

Super Meat Boy

LittleBigPlanet

Technology Culture: Video Game Genres

Adventure

Maniac Mansion

King’s Quest

Limbo

Technology Culture: Video Game Genres

Driving/Racing

Mario Kart

Need for Speed

Gran Turismo

Technology Culture: Video Game Genres

RPGs

Japanese (JRPGs)

Final Fantasy

Pokemon

Western (WRPGs)

Elder Scrolls

Fallout

Strategy RPGs

Final Fantasy Tactics

Disgaea

Technology Culture: Video Game Genres

RPGs

Action RPGs

Diablo

Torchlight

MMORPGs

Theme Park

WoW

Star Wars: Knights of the Old Republic

Sandbox

Ultima Online

Eve Online

Technology Culture: Video Game Genres

Shooter

Traditional (non-realistic graphics, gameplay or enemies)

Wolfenstein

Doom

Halo

Modern (realistic graphics)

Call of Duty

Gears of War

Team Fortress 2

Technology Culture: Video Game Genres

Action-Adventure

Grand Theft Auto

Terraria

Metroid

Technology Culture: Video Game Genres

Simulation

The Sims

SimCity

Microsoft Flight

Technology Culture: Video Game Genres

Casual

FarmVille

Angry Birds

WiiFit

Technology Culture: Video Game Genres

Puzzle

Tetris

Bejeweled

Portal

Technology Culture: Video Game Genres

Rhythm

DDR

Rock Band

Dance Central

Technology Culture: Video Game Genres

Survival Horror

Resident Evil

Dead Space

ZombiU

Technology Culture: Video Game Genres

Misc.

Minecraft

Secondlife

Technology Culture: Video Game Video

Technology Culture: Motivators to Engage (Adalier, 2012)

Boredom

Hyperfocus

Compensatory strategy

Social bonding

Poor boundaries

Compulsivity

Sunk Cost Fallacy

Trolling

Status achievable

Technology Culture: Motivators to Engage (Adalier, 2012)

Extrinsic/Intrinsic motivation

Operant conditioning

Stress relief

Perseveration/Stimming

Fun!

Feel sense of progression

Holding control

Band Wagon Effect

Others

Technology Culture: Manifestation of Use (Csikszentmihalyi, 1996)

Flow – Engagement

Involved, Focused, Concentrating

Sense of ecstasy

Greater inner clarity

Sense of serenity

Technology Culture: Manifestation of Use (Gortari, Aronsson, & Griffiths, 2011)

Dissociation - Disengagement

Reduced capacity t0 –

Edit or manage immediate impulse response(s) to a situation

Time oriented separation

From thoughts, feelings, actions, identity, memories, etc.

Form of detachment

Lose feeling of being “myself”

Depersonalization

Technology Culture: Manifestation of Use

Flow->Engaged->Gamer-actualization

Dissociation->Disengaged->Gamer-substitution

Technology Culture: Cultural Competency

Enter their world first.

Technology Culture: Processing Information

Consider how they learn

Appreciate how they approach things

Take into account their strengths and struggles

Technology Culture: Assessing Functionality

Behaviors = clues

Technology Culture: Assessing Functionality (Tao, Huang, Wang, Zhang, Zhang & Li, 2010)

Which came first: Is it an addiction?

Technology Culture: Prevention

Addressing the problem(s)

Technology Culture: Prevention (Griffiths, 2005)

Consider the Whole Picture

Technology Culture: Prevention

Skill-Building: Bridging the Gap

Technology Culture: Prevention

Preparing: Scaffolding

Technology Culture: Prevention

Practically pulling away

Technology Culture: Prevention

Systems involvement

Technology Culture: Intervention

Changing behaviors:

Think outside the box

Have them be part of it

Assess their level of change

Assess their executive functioning

Assess their motives to play

Transparency – warn them

Iterations of plan generally occur

Back-up plan

Technology Culture: Intervention

Practical Advice:

o Make their engagements language-rich and interactive

o Help them make connection b/w what they see and the real world

o Create ways to expand child’s learning from media

o Keep screens in common places

Technology Culture: Intervention

Balance

Technology Culture: Intervention

Ideas

Social Support - accountabilibuddy

Monitoring software

Black-out times

Post-its - reminders

Timers

Boredom list

Mindfulness

Treating yourself

Cheat days

Technology Culture: Intervention

Checking-In

1. What’s working?

2.What isn’t working?

3.What might change?

4.How might you change?

5.Why keep going?

6.Who could help?

Technology Culture: Intervention

Being Realistic

For what they want to change What they want to achieve

Technology Culture: Take Home Points

● Realistic expectations ● Genuineness: Explain what you are doing and

why ● Replacement behaviors ● Think: Bigger picture

Technology Culture: Take Home Points

● Cultural competency & systems approach ● Be mindful of how media is being used ● Re-calibrations needed to guide them to adaptive

use ● It’s a journey, guided by one’s developmental

trajectories ● Early intervention

Technology Culture: Case Presentation

28 yo college grad. Working at a job he “hates.” Endorses SI at intake and throughout tx. Is obese and hasn’t looked at himself in the mirror for “2 years – I covered up every mirror in my house…I hate seeing myself.” Diminished friendships and family relationships. “I don’t know who I am or what I am supposed to do in life.” Endorses panic attacks on weekly basis. States he checks the Internet “Over and over again during the day …emails, news updates, Facebook statuses… I might miss something…I can’t have that happen.” Plays video games during the day, reports 3 hrs./day at start of tx. Sleep onset/maintenance disturbances. Eating pizza + soda most days, urinates in cans/bottles left in room. Poor hygiene. No exercise. Eventually lost job midway through therapy due to game play and Internet use. CONT’D:

Technology Culture: Case Presentation

Noticed he always looks up at ceiling tiles, moving eyes around almost as if counting the tiles. Also always repositions clothing and seems like he is uncomfortable in body. As therapy continues, rapport builds. I learn he actually plays video games and spends time online almost the entire day/night – self-reports 14+ hours/day spent with media. Begin to assess media engagement further – states “I play because I feel the urge to, it’s not fun, it never was… my mind just tells me to do it, and to make it shut up, I do.” One day, saw him exit his car and noticed he touched his car door nob repeatedly, twirled body around a few times, and locked his car about 10 times before entering building. Discussed this behavior, stated, “Oh yeah, I’ve done that for years… I always make sure no one is watching, I know it’s weird, I don’t want to do it, but I feel compelled to keep doing it so I do, otherwise I freak out.” Eventually endorses checking stove, wallet, and doors at night for hours on end, worrying things aren’t secured. Also says similar things for online, “I feel the urge to check my email and my characters in Ultima Online, even though I know it probably won’t change, if I don’t, I freak out and then the panic attacks start.”

Technology Culture: Q & A

Anna DiNoto Myers, PsyD, LMHC [email protected]

425.390.4177

References

Adalier, A. The relationship between Internet addiction and psychological symptoms. Int. J. Glob. Educ. 2012, 1, 42–49. Csíkszentmihályi, Mihály (1996), Finding Flow: The Psychology of Engagement With Everyday Life, Basic Books, ISBN 0-465-02411-4. Dong, G.; Huang, J.; Du, X. Enhanced reward sensitivity and decreased loss sensitivity in Internet addicts: An fMRI study during a guessing task. J. Psychiatr. Res. 2011, 45, 1525–1529. Gortari, A., Aronsson, K., & Griffiths, M. (2011). Game Transfer Phenomena in Video Game Playing: A Qualitative Interview Study. International Journal of Cyber Behavior, Psychology and Learning, 1(3), 15-33. Griffiths, M.D. A “components” model of addiction within a biopsychosocial framework. J. Subst. Use 2005, 10, 191–197. Tao, R.; Huang, X.Q.; Wang, J.N.; Zhang, H.M.; Zhang, Y.; Li, M.C. Proposed diagnostic criteria for Internet addiction. Addiction 2010, 105, 556–564.