YOUTH WHO GAME AND USE THE INTERNET
Chas Swearingen, QMHP - Lincoln Prairie Behavioral Health Center
OBJECTIVES
Questions are welcome and will be answered at the end of the presentation. There are areas of participation.
GAMING
|
|
|
|
|
|
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
GAMING PERFORMANCE
GAMING EXPERIENCE
MICROTRANSACTIONS
GAMIFICATION
What is Age appropriate?
The American Academy of Pediatrics (AAP) suggests the following:
ONE POSSIBLE EXPLANATION
According to the American Psychological Association’s Chief Science Officer, Mitch Prinstein, “when it comes to youths’ cravings for social attention, they are all gas pedal with no brakes”
Age 10+ – Push for “social rewards”
Ages 13-17 – Access to technology is almost guaranteed
Ages 20+ - More ability to self-manage one’s own behavior
Social approval, “likes,” interest from other people
One 2022 study reported that 95% of this age group have access to a smartphone, 90% to a computer, and 80% to a gaming console3
As the brain continues to develop, there is enhanced decision-making, considering consequences, considering impact of today’s choices on tomorrow, etc
SOCIAL MEDIA & METHODS OF COMMUNICATION
RISKS FOR ADDICTIVE SOCIAL MEDIA & GAMING USE
HEIGHTENED RISK FOR NEGATIVE PEER INFLUENCE.
SOCIAL MEDIA & LONELINESS
EXAMPLE�SAM (THEY/THEM)�AGE 14
WHAT DO YOU THINK?
MODERATE RATHER THAN ELIMINATE
Eliminate
Limit
USING AND LIMITING TECHNOLOGY
USING AND LIMITING TECHNOLOGY
USING AND LIMITING TECHNOLOGY
SUMMARY
IMPACT ON SUICIDE
QUESTION & ANSWERS