Has your child's life been taken over by the internet and/or video gaming? Are you concerned your child is becoming addicted to technology? Is your child neglecting school work, chores, friends, and family? Has he dropped out of clubs, hobbies, and sport leagues in favor of gaming? For comprehensive assessment call 855-735-HELP or go to www.teenvideogameaddiction.com.
Wednesday, December 26, 2012
Teen Video Game Addiction Parent Workbook Now Available
I have completed a Teen Video Game Addiction Parent Workbook -- written for the parent who is raising a teen that is playing video games in a compulsive manner. This workbook explains the term addiction in the context of gaming, provides the most current research on why certain teens become addicted to gaming, and then offers parents a path to helping their teen overcome gaming addiction. You can review the entire text by going to lulu.com and searching under my name: Christopher Mulligan. If you have questions or would like to use the workbook with my supervision, please feel free to contact me by phone (855-735-HELP) or by email: cyberrecovery@gmail.com.
Wednesday, December 19, 2012
Sex Education Program ready to go for teen cyber porn addicts
Do you know a teen who is viewing online porn compulsively? Do you know a teen who has become involved in viewing child porn? If so, The Cyber Addiction Recovery Center is now offering 12 week program that specifically focuses on helping teens recover from cyber porn addiction. For more information, call Chris Mulligan at 310-287-1640.
Saturday, December 8, 2012
Teen Video Game Addiction Workbook is ready to go!
I have self-published my Teen Video Game Addiction Workbook through LuLu.com. 20 copies are available - $9.00 per copy with free shipping. You can also purchase a PDF of the workbook for $5.00. Below you will find excerpts. It is a workbook designed for a teen to use with the help of a mental health professional. If you need a referral in your area please feel free to contact me at 855-735-HELP or email at cyberrecovery@gmail.com. Skype sessions are also available.
Friday, November 30, 2012
Excerpt from my "Teen Video Game Addiction Workbook"
TABLE OF CONTENTS
Introduction
(pp.3-6)
1)
Can video
gaming really become an addiction? (pp.6-10)
2)
Why are video
games addictive? (pp.10-11)
3)
Are all
games equally addictive?(pp.11-14)
4) Am I really a video game addict? (pp.14-24)
5) How much time do I really spend gaming?
(PP.24-32)
6) Am I alone? What type of teen is most likely
to become addicted to gaming? (pp.32-33)
7) Why
am I addicted to gaming?(pp.34-43)
8)
Changing
your mood to free yourself from gaming addiction(pp.43-61)
9)
Overcoming
video game addiction by learning The 7 Habits Of Highly Effective People (pp.61-89)
10) You have the power to change your brain!
(pp.90-93)
11) Video gamers and dating. (pp.93-96)
12) Watch out for cyber porn!(pp.96-106)
13) Moderation versus “getting unplugged.”
(pp.107-110)
14) Conclusion: putting it all together!
(pp.110-114)
Introduction:
Let me begin by saying that I am 53
years old and therefore did not grow up playing video games. And, truth be
told, I have never developed an interest in gaming. However, I have two sons
who both play video games – from Mario Kart to Lego Harry Potter to Grand Theft
Auto to Call of Duty. Both of my sons have had various handheld systems -- such
as the Nintendo DS and Sony PSP. We have a PlayStation and a WII in our home.
We own three laptops, one desktop computer, two iPads that are loaded with game
apps, and three iPhones -- also loaded with game apps.
So, I am certainly not a parent who
disapproves of video gaming or the use of technology for entertainment. I am
also aware there are millions of children, teens, and adults across
the globe who love video gaming and who do not experience any
problems related to gaming.
The vast majority of children and
teens who play video games are able to complete their school work on time, read
for pleasure, have hobbies and interests other than gaming, engage in physical
exercise, go to parties, go to the movies, date, and most importantly, have
clearly defined life goals (such as attending college or achieving a certain
type of career).
Unfortunately, there is a rather
sizable group of children and teens, perhaps as many as 10%, who struggle to
control their gaming behavior. This workbook is written for teens that have
lost control of their lives as a result of video gaming.
This workbook is written for teens who
are experiencing serious negative consequences related to gaming: school
/academic achievement problems, loss of interest in hobbies, neglecting peer and
family relationships, neglecting personal hygiene, loo of sleep, constant craving
for games, physical problems such as weight gain, conflict with parents when ANY
limit is set on gaming, and the need to constantly increase the amount of time
spent gaming.
I am a mental health professional and
a professor at the University Of Southern California School Of Social Work and
have spent the past 25 years of my life working with children and teens. Over
the last five years, I have seen a dramatic change in the way that children and
teens use gaming, and technology generally, to experience pleasure.
I have seen a disturbing trend,
especially amongst teen boys, in which gaming has become not only the focus
of their daily life, but also the purpose of their lives. I have seen
firsthand how difficult it is for parents to set limits with teens who are gaming
multiple hours per day. I have also seen how difficult it is for teens to
change their gaming habits -- even when they are fully aware of the negative
consequences of gaming.
Over the past four years multiple
books have been written on the subject of gaming. In these books the term
“addiction” has been applied to children, teens, and adults who have a relationship
with video gaming that is similar, if not identical, to the relationship people
have with drugs and alcohol. This workbook will help you understand
video game addiction and give you the tools needed to overcome gaming addiction.
How to use this workbook:
This workbook is intended to be used ONLY
with the guidance of a licensed mental health professional with expertise in
the area of video game addiction and technology addiction (surfing the
Internet, social media sites, YouTube, eBay, e-mail, etc.). This workbook is intended
to be used during individual, family, and group therapy. Working within a group
format has been proven to be extremely effective for dealing with substance (cocaine,
alcohol, marijuana) and behavioral addictions (gambling and shopping).
By using this workbook within a group
format, you will be able to share your experience with video gaming with peers
who understand your relationships to gaming. Also, by being in a group with
peers who are having difficulty controlling their gaming, you will be able to
receive constructive feedback about your efforts to change your behavior -- as
well as emotional and social support that will make changing your behavior more
successful.
You will meet one time per week in a
teen group for 1.5 hours. Typically your group will cover one chapter of this workbook
per meeting. The average time spent completing this workbook is 16 weeks. You
will also meet twice per month on an individual basis with the therapist
running your group and participate in family therapy sessions twice per month.
Your parents will be provided with a
similar workbook and they will meet on a weekly basis for 1.5 hours with a
group of parents. It is expected that your parents will complete one chapter
per group session and will participate in family therapy sessions.
The journey you are about to start
with your family will be challenging – and there will be times when you will
want to quit and get back to gaming full time. There will be times when you
will say that you have never had a problem gaming – and that the only problem you
have is your parents telling you to change.
This workbook was not written to
convince you that you have a problem – but rather to help you understand that your
relationship to gaming may be interfering with your own goals. The
choice to change will ultimately be yours: this workbook will provide you with
the knowledge and skills to make changes should you decide that you want
something more from your life than gaming can offer.
As would follow, this workbook was
written with the intention of helping you understand your relationship to video
gaming -- without offering judgment, criticism, or blame. This workbook
was written to help avoid arguments about video gaming. I have found that arguing about the good and
the bad of gaming will not move you or your family in a positive direction.
Finally, this workbook was written
with the belief that every teen has the ability to make changes in their relationship
to video gaming. The process of making change may be difficult, but you
have the power to change, expand, and improve your life!
Teen Video Game Addiction Manual Ready To Go!
I completed a "Teen Video Game Addiction Workbook" -- I am waiting for a paperback product I created using LuLu.com (self publishing). I will have 20 copies next week. If your are interested you can purchase a copy for $12.00 and I will ship it to you. Alternatively, I have PDF copies ready to go now for $5.00. You can read the PDF on your computer or print a copy (114 pages). You can view excepts on this blog to get a clear idea about the content of the workbook.
Wednesday, November 21, 2012
Excerpt from The Teenager's Guide to the Safe Use of Cyber Porn
By Christopher Mulligan LCSW
How much porn is
there?
According to
Wendy and Larry Maltz, co-authors of The Porn Trap: The Essential Guide To Overcoming
Problems Caused by Pornography, there are more than 400 million pages
of pornography on the Internet. According to Dr. Patrick Carnes, one of the
world's leading experts in the area of online sexual behavior, commercial
pornography websites, magazines, books, DVDs, and cable television generate
almost $320 billion annually worldwide. To put this in some perspective, in the
United States alone, pornography revenues are larger than all the combined
revenues from professional football, baseball, and basketball.
Dr. Carnes
also reports that an estimated 72 million individuals visit pornography
websites each year. Approximately twenty five percent of all search engine
requests are pornography related. Ten percent of adult Internet users believe
they are “cybersex” (online) addicts. Twenty percent of adults in the USA
report having intentionally visited pornographic websites. Did you know that thirty percent of
visitors to adult pornography sites are women?
The average
age of first exposure to online pornography is 11 years old and seventy percent of teenagers report they have seen
pornographic images online.
Does cyber porn come
with instructions?
With dozens
of search engines you can surf for an endless variety of sexual activities and
sexual images. One word can bring up 250,000 different “hits” that contain
pornographic photographs, videos, chat rooms, live WebCams, and advertisements
for sexual products. Some of these websites display images of nude or nearly
nude adults engaging in sexual activity. Some of these websites display sexual
activity that includes animals, children, violence, and other sexual behavior
that is frightening and confusing. One of the dangers of cyber porn is you
really cannot control what type of image or video will “pop up.”
So, despite
the amazing growth in Internet pornography, and the growth in technologies that
make Internet pornography very accessible to all (such as laptops and mobile
devices), Internet porn does not come with a set of instructions, a list of
ingredients, or any type of warning about it’s possible danger.
So, why doesn’t cyber
porn come with guidelines? Well, the porn industry doesn’t want guidelines
or regulations, because they want to sell porn to anyone who can pay for their
product – including teens. The porn industry wants as many customers as is
possible, and there is really no better target audience than teens – as they
can develop a life-long attachment to porn use.
Why doesn’t “sex ed”
programs talk about cyber porn and cyber sex?
The fact is
adults have not focused on the potential dangers of cyber porn in “sex ed”
programs because of the attention given to cyber bullying and cyber predators.
Certainly, the most common and high profile fears related to Internet use
include online “harassment” or cyber bullying and exposure to adult “cyber
predators” (child molesters). Despite the high profile nature of sexual
predators, including television shows focusing on predatory adults, research
studies from Harvard do not show an increase in overall predatory behavior as a
result of the increase in internet use by young people.
The popular
picture of a predator as an older male who preys on children is not supported
by scientific findings. Most sexual solicitation of children and
teens is by other minors and young adults. According to the Harvard researchers
most Internet sex crimes against minors actually involve young adults and
minors who mistakenly believe they are able to consent to sex with an adult.
According to
the Harvard researchers, reported cases of Internet initiated sex crimes
involving adult strangers are much less common than crimes initiated by family
or other familiar adults. What is surprising, but supported by research, is
only a small percentage of youth are deceived by adult offenders lying about
their age. In fact, cyber stalking by adult offenders appears to be quite rare.
This
does NOT mean you should talk to strangers online or EVER arrange a meeting
with a stranger from cyberspace.
As for “sex
ed” programs, it appears that the availability and quantity of cyber porn has
gotten way out in front of educators, schools, and parents in terms of developing
an open, honest and informed discussion about the possible benefits and dangers
of cyber porn. Adults simply haven’t figured out how to approach the topic of cyber
porn – so teens are figuring it out on their own!
Given this
the absence of clear and reliable information for teens about cyber porn, I
have put together this manual.
Is any amount of
cyber porn healthy?
Let’s start
with the most basic question: what amount and what type of pornography is
appropriate or safe? Is all pornography unhealthy? Are there websites
that are educational and provide good information while using sexually graphic
images?
Certainly not
all online sexual activity has a negative impact on teens or adults. A recent
study estimated nearly eighty percent of those who engage in online sexual
activity should be considered "recreational users" and do not report
any problems related to their online behavior. Both youth and adults report
using the Internet to research sexual information on issues such as preventing
the spread of sexually transmitted diseases, purchasing and reviewing options
for contraception, and exploring sexuality. Cyberspace allows teens and adults
to explore sexual fantasies, explore sexual preferences, and learn about different
forms of sexual expression in a safe and secure home environment.
However, for
the approximate 20% of individuals who struggle with online sexual behavior, the
consequences can be devastating and long-lasting. As I will discuss in
greater detail, some people become compulsive in collecting and viewing
pornography, others cross legal boundaries, while others find themselves
spending 10+ hours each day online in search of sex or romance.
So, to my
way of thinking, although cyber porn may be fun and exciting for some teens
(and adults) and pose no emotional or physical health risks, the down side far
outweighs the up side. After having worked with teens and adults with cyber
porn problems, I think the risk is too great and therefore the best approach to
cyber porn is to take a pass. I can’t tell you how many times I have heard
teens and adults say: “I just wish someone had told me how easy it
is to get out of control with cyber porn.”
My position
is not about whether cyber porn is good or bad or right or wrong from a moral
perspective or a religious perspective. Simply put, I think porn has the great
potential damage your emotional, sexual, physical and social well-being. I am
certain no one will ever regret NOT using porn – they will only regret
being exposed to and using porn and losing control of their lives.
Sunday, November 18, 2012
Chapter 6 from my Teen Video Game Addiction Workbook
Chapter 6: Am I Alone? (What
type of teen is most likely to become addicted to gaming?)
The
majority of gamers -- particularly those who favor MMORPGs -- are very smart
and enjoy problem-solving. The majority of gamers are motivated to do the right
thing in life -- such as complete school work, follow house rules, show respect
for family and friends, and achieve a meaningful career. Likewise, the majority
of parents of gamers are intelligent, kind, concerned, and want their children
to have a good quality of life.
So,
if most gamers are smart and well-motivated and come from kind and supportive
families, why do they end up becoming addicted to video games?
1)
Most teens that run into problems with video gaming start gaming
at a very
early age, usually six years or younger. Starting gaming at an early
age sets in motion a potential lifetime of recreational/leisure time spent in
isolation with technology. The brain becomes wired for stimulation through
technology -- and then rejects other forms of stimulation (e.g., “I’m not
interested in going to the beach. I want to stay home and play Mario”).
2)
Most addicted gamers have significant amounts of unstructured and
unsupervised time, particularly after school hours and on weekends (usually due
to parents who work and have other children that need attention).
3)
Most addicted gamers have computers and video game consoles in
their bedrooms (this
is a BIG mistake).
4)
Most addicted gamers come from families who have the financial
resources to purchase gaming systems, upgrade gaming systems, have multiple
laptops, and have multiple handheld devices. It makes sense that families that
can afford to give their children the latest in technology would be more likely
to develop problems using technology.
5)
Most
addicted gamers have very few off-line or “real world” friends and usually have
a history of struggling socially with their peers. For example, children and
teens diagnosed with a form of high functioning autism, called Asperger’s
syndrome, have significant problems developing relationships with their peers
and seem to feel most comfortable socially within gaming communities.
6)
Many addicted gamers have problems focusing or
concentrating on repetitive tasks or tasks they find boring -- such as chores
and homework. Many children and teens that have been diagnosed with ADHD
struggle with repetitive tasks, organization, and concentration, but
excel in the world of video gaming.
7)
The vast majority of addicted gamers are male. Although girls
enjoy video gaming, they are much more likely to be drawn to social media and
are very rarely interested in role-playing games or real-time strategy games.
8)
There seems to be a relationship between gaming addiction and mental
health problems, particularly depression. It makes sense that someone who feels
sad and/or lonely would be drawn to the excitement of role-playing games and
real-time strategy games.
9)
Most addicted gamers have anxiety about taking risks in social situations.
Video gaming allows anxious teens to avoid the challenge of negotiating and
overcoming risks by offering a virtual world where success, power, strength,
and popularity can be achieved without having to undergo the ups and downs that
are part of everyday life.
10)
And, finally, most addicted gamers did not
establish hobbies that gave them pleasure in the outdoors. Addicted gamers
typically spent all of their time indoors before
gaming took control of their life. Living indoors deprives the mind and
body of positive experiences that increase self-esteem.
Monday, November 5, 2012
Chapter 5 from my Teen Video Game Addiction Treatment Manual!
Chapter 5: How much time do I really spend gaming?
If you are uncertain about whether
you are addicted to video gaming, there is a very helpful way to put your gaming
behavior into perspective -- and that is by keeping a “time log.”
What is a time log? A
time log is a record of the total amount of time you spend gaming each day.
Example of video game log:
Day: Monday
Time of day: 3PM
Game: Call of Duty
Number of hours: 4.0
Location of gaming: bedroom
Day: Tuesday
Time of day: 7 PM
Game: World of Warcraft
Number of hours: 1.5
Location of gaming: bedroom
Day: Wednesday
Time of day: 930PM
Game: Call of Duty
Number of hours: 2.5
Location of gaming: bedroom
Day: Thursday
Time of day: 430 PM
Game: Call of Duty
Number of hours: 1.0
Location of gaming: bedroom
Day: Friday
Time of day: 430 PM
Game: Grand Theft Auto
Number of hours: 4.0
Location of gaming: bedroom
Day: Saturday
Time of day: 3 PM
Game: World of Warcraft
Number of hours: 4.0
Location of gaming: friend’s
house
Day: Sunday
Time of day: 2 PM
Game: Grand Theft Auto
Number of hours: 3.0
Location of gaming: bedroom
What was the total amount of
time you spent gaming this week? 18
What time of day do you usually
play? Afternoon
Why
do you play during this time? To take a break after
school and to hang out with friends on the weekend.
What
is your favorite gaming location? My bedroom - because
it is private.
Putting your gaming time in perspective:
The gaming log above recorded
18 hours per week (or about 2.5 hours per day). If you have a similar gaming
pattern, you are spending:
72
hours per month (4x18 equals 72)
864
hours per year (12x72 equals 864)
4320
hours per five years (5x864 equals 4320)
To put this in perspective in
terms of days spent gaming, divide the above hours by 16 hours (or the typical
amount of time a person is awake), and this will give you the total number of
days you are spending playing video games:
4.5
days each month (72 hours divided by 16)
54
days per year (860 hours divided by 16)
270
days per five years (4340 hours divided by 16)
What is your reaction to the
total number of days you are spending in the course of the year video gaming?
Were you surprised 2.5 hours per day of gaming, which is a very common amount
of time, means you are spending 54 days gaming per year?
Can
you see any downside or problem with spending 54 (or more) days a year gaming?
Yes/No/Unsure
If
yes, briefly describe how you see the negative consequences of gaming:
____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________
What
are you missing due to the time you spend gaming? Circle any of the activities that
apply to you:
Going to the movies
Going to a concert
Going to a restaurant with
friends
Going to an arcade
Going to the beach
Taking a bike ride
Taking a hike,
Going fishing
Camping
Cooking a meal
Barbecuing
Participating in a political
group or club
Learning to drive
Taking a road trip
Writing a blog
Creating a website
Studying
Preparing for college entrance
exams
Participating in school-based
clubs
Taking a martial arts class
Playing chess
Learning to play an instrument
Learning photography or
film making
Reading
Working out
DATING!
As any honest gamer will admit,
the vast majority of online gamers are male. As such, the more time you spend
within the gaming community, the less time you have to spend with girls. The
less time you spend with girls, the less time you have to practice how to start up
a conversation, flirt, or learn the best way to ask a girl out on a date.
One thing is absolutely certain
about spending time video gaming, no girl is going to knock on your computer or
television monitor and ask you out on a date. One of the great risks of being a
big-time gamer (50 plus days per year) is the loss of opportunities to develop
socially, especially learning what girls need and want from friends that are
boys and from boyfriends.
So, given the potential
downside to gaming, why not keep a gaming log for a period of seven days and
see what is really going on in terms of how you are spending your time and
energy.
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