Technology Addictions: Prevention and Interventionc.ymcdn.com/sites/ Addictions: Prevention and...
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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
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
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: 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: Processing Information
Consider how they learn
Appreciate how they approach things
Take into account their strengths and struggles
Technology Culture: Assessing Functionality (Tao, Huang, Wang, Zhang, Zhang & Li, 2010)
Which came first: Is it an addiction?
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
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.”
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.