Technology Addictions: Prevention and Intervention A N N A D I N O T O M Y E R S, P S Y D, L M H C

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1 Technology Addictions: Prevention and Intervention A N N A D I N O T O M Y E R S, P S Y D, L M H C

2 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 yo TakeThis advisory board member Plays video games and an avid user of technology

3 Ethical Caveats & Biases

4 Technology Culture: Introduction What is it? What does it include?

5 Technology Culture: Video Game Genres Video Games A system designed to be experienced. Difficult to explain until you experience them.

6 Technology Culture: Video Game Genres Action/Arcade Pac Man Geometry Wars Katamari Damacy

7 Technology Culture: Video Game Genres Beat Em Up Double Dragon Castle Crashers Lollypop Chainsaw

8 Technology Culture: Video Game Genres Fighting Street Fighter Mortal Kombat Smash Bros.

9 Technology Culture: Video Game Genres Platformer Super Mario Bros. Super Meat Boy LittleBigPlanet

10 Technology Culture: Video Game Genres Adventure Maniac Mansion King s Quest Limbo

11 Technology Culture: Video Game Genres Driving/Racing Mario Kart Need for Speed Gran Turismo

12 Technology Culture: Video Game Genres RPGs Japanese (JRPGs) Final Fantasy Pokemon Western (WRPGs) Elder Scrolls Fallout Strategy RPGs Final Fantasy Tactics Disgaea

13 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

14 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

15 Technology Culture: Video Game Genres Action-Adventure Grand Theft Auto Terraria Metroid

16 Technology Culture: Video Game Genres Simulation The Sims SimCity Microsoft Flight

17 Technology Culture: Video Game Genres Casual FarmVille Angry Birds WiiFit

18 Technology Culture: Video Game Genres Puzzle Tetris Bejeweled Portal

19 Technology Culture: Video Game Genres Rhythm DDR Rock Band Dance Central

20 Technology Culture: Video Game Genres Survival Horror Resident Evil Dead Space ZombiU

21 Technology Culture: Video Game Genres Misc. Minecraft Secondlife

22 Technology Culture: Video Game Video

23 Technology Culture: Motivators to Engage (Adalier, 2012) Boredom Hyperfocus Compensatory strategy Social bonding Poor boundaries Compulsivity Sunk Cost Fallacy Trolling Status achievable

24 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

25 Technology Culture: Manifestation of Use (Csikszentmihalyi, 1996) Flow Engagement Involved, Focused, Concentrating Sense of ecstasy Greater inner clarity Sense of serenity

26 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

27 Technology Culture: Manifestation of Use Flow->Engaged->Gamer-actualization Dissociation->Disengaged->Gamer-substitution

28 Technology Culture: Cultural Competency Enter their world first.

29 Technology Culture: Processing Information Consider how they learn Appreciate how they approach things Take into account their strengths and struggles

30 Technology Culture: Assessing Functionality Behaviors = clues

31 Technology Culture: Assessing Functionality (Tao, Huang, Wang, Zhang, Zhang & Li, 2010) Which came first: Is it an addiction?

32 Technology Culture: Prevention Addressing the problem(s)

33 Technology Culture: Prevention (Griffiths, 2005) Consider the Whole Picture

34 Technology Culture: Prevention Skill-Building: Bridging the Gap

35 Technology Culture: Prevention Preparing: Scaffolding

36 Technology Culture: Prevention Practically pulling away

37 Technology Culture: Prevention Systems involvement

38 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

39 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

40 Balance Technology Culture: Intervention

41 Technology Culture: Intervention Ideas Social Support - accountabilibuddy Monitoring software Black-out times Post-its - reminders Timers Boredom list Mindfulness Treating yourself Cheat days

42 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?

43 Technology Culture: Intervention Being Realistic For what they want to change What they want to achieve

44 Technology Culture: Take Home Points Realistic expectations Genuineness: Explain what you are doing and why Replacement behaviors Think: Bigger picture

45 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

46 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 s, 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:

47 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 selfreports 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 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.

48 Technology Culture: Q & A Anna DiNoto Myers, PsyD, LMHC ANNASCAPS@GMAIL.COM

49 References Adalier, A. The relationship between Internet addiction and psychological symptoms. Int. J. Glob. Educ. 2012, 1, Csíkszentmihályi, Mihály (1996), Finding Flow: The Psychology of Engagement With Everyday Life, Basic Books, ISBN 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, 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), Griffiths, M.D. A components model of addiction within a biopsychosocial framework. J. Subst. Use 2005, 10, 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,

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