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, January 23, 2013
Lessons from Sandy Hook: The Truth About Violent Video Games
On Saturday 2-16-13 from 1pm to 3pm I am offering a free seminar on the relationship between violent video games and violent behavior. It has been widely speculated that Adam Lanza, the shooter at Sandy Hook, was a compulsive gamer who played first person shooter games. This seminar will present the most current research on video gaming and review how teens at risk for violent behavior can be identified.
Tuesday, January 15, 2013
The Impact of the Internet on Adolescent Health
The Impact of the
Internet on Adolescent Health
Over the
past five years the Internet has come to occupy a central place in the lives of
teens. Teens use the Internet for communication with friends and family,
school-related research, artistic expression, recreation, and in some cases,
participation in local and global political movements. Most teens view the
Internet as a way of enhancing their off-line lives and are able to find a
balance between the time they spend in three dimensional reality and virtual
reality.
Unfortunately,
there is a sizable minority of teens -- current research suggests as many as
10% -- that cannot regulate their use of the Internet and lose their ability to
balance their off-line and online lives.
There is an
ongoing debate within the medical and mental health communities about whether
the term “addiction” should be applied to teens and adults who have lost the
capacity to balance their off-line and online lives. Medical and mental health
professionals are also debating whether sustained use of the internet results
in depression, anxiety, personality disorders, and even transient psychotic
states.
Although this
debate is far from being resolved and therefore additional research is needed,
it is clear to clinicians that there is a subset of teens who exhibit behaviors
related to Internet use that closely resemble behaviors found in drug
addiction, alcohol addiction and behavioral addictions such as compulsive
shopping, gambling, and sexual activity.
Cravings/preoccupation: teens develop an almost constant
craving/psychological preoccupation with being online via the computer and/or
smart phone.
Tolerance: teens develop the need to spend
increasing amounts of time online in order to feel excitement and satisfaction
(e.g., one hour per day becomes three hours and three hours becomes five
hours).
Withdrawal symptoms: teens experience feelings of
anxiety, anger, tension, irritability, and/or depression when they are off
line.
Persistence despite negative
consequences: teens
continue to engage in ever-increasing amounts of time online despite obvious
negative consequences, such as conflict with parents, loss of off-line
friendships, neglect of school work, failing grades, neglect of chores,
reduction in physical activity, fatigue, and overall poor health.
In addition
to addiction related symptoms, clinicians are seeing a cluster of serious
mental health problems that appear to be caused by or exacerbated by interaction
with the internet.
What is
known about the impact of the Internet on adolescent mental health? The
following represents a summary of current thinking on mental health problems
associated with Internet use.
(1)There is
variation in the amount of time teens are spending on the Internet and there is
no specific amount of time that produces mental health problems. The Kaiser
Family Foundation has conducted ongoing research on the amount of time teens
between the ages of 14 and 18 are using various forms of technology. This research
has determined that the average amount of time spent engaged
with technology is 10 1/2 hours per day. This number includes switch tasking or
multitasking – that is, teens using a laptop with three or four applications
running simultaneously, listening to music, watching a film or television, and
texting.
(2)Although
there is not a specific amount of time on the internet that has been confirmed
to result in mental health problems in teens, it is clear to mental health
professionals that teens who lose the ability to balance their interest in
online activities and off-line activities, experience significant social,
emotional, and academic consequences. Compulsive engagement with online
activities reduces the motivation to develop and expand crucial offline social-emotional
capacities such as self-awareness, empathy, resilience, initiative,
deliberation, and collaboration.
(3)Internet
use, especially social applications such as e-mail, instant messaging, and
social media sites, results in the activation of “pleasure centers” in the
brain which, in turn, results in an increase in the level of the
neurotransmitter dopamine. Dopamine is a neurotransmitter that is increased by
both substance and behavioral addictions: cocaine, compulsive shopping,
gambling, and sexual activity. High levels of dopamine produces high levels of
pleasure - including euphoric states - which can result in a teenager pursuing
online activities at the expense of focusing on off-line activities and
responsibilities.
(4)Internet use
allows socially anxious teens to engage in social relationships with a wide
variety of online “friends.” It is well documented that the Internet can help a
socially anxious and isolated teen feel confident and popular. The problem for
these teens is that the commitment to online relationships ultimately overtakes
any motivation to improve off-line relationships, resulting in a withdrawal
from three-dimensional reality. This withdrawal can have devastating
consequences by virtue of the fact that the teen stops taking on age
appropriate social and emotional challenges, opting instead to remain within
the safety of their preferred virtual reality.
(5)Teens who
spend significant amounts of time online (25-30 hours per week) frequently present
with symptoms of depression. Multiple studies have shown that teens and adults
who devote a significant majority of their social and recreational time to online
activities and relationships, present with symptoms of depression. It is not
clear at this time whether being online 25 or more hours per week produces depression
or whether teens who have depression seek out Internet related social and
recreational activities. In either case, the Internet does not improve the mood
of teenagers and may in fact interfere with a team seeking help for depression.
(6)Teens
that have been diagnosed with ADHD are drawn to the Internet, particularly
online gaming. It has long been documented that teens with ADHD are at high
risk for drug and alcohol addiction due to deficits in the functioning of the
prefrontal cortex. Research has confirmed that teens with ADHD are drawn to the
dopamine producing activities offered by the Internet, resulting in high rates
of compulsive/addictive use of technology.
(7)Teens
with high functioning autism are also vulnerable to the compulsive use of the
Internet, including online gaming, social media sites, YouTube videos, and
research on areas of special interest. The problem for the teen with high
functioning autism is the pleasure that is experienced through the Internet
serves as an obstacle for remediating the core social and cognitive deficits associated
with autism. The Internet represents a worst case scenario for teens on the autism
spectrum in that it produces high levels of pleasure spent in complete social
isolation, resulting in withdrawal from the types of off-line activities needed
to improve their overall social and emotional functioning.
(8)Research
on cyber behavior has identified a universal phenomenon referred to as the
“disinhibition effect.” In this context disinhibition refers to
impulsive-compulsive online behaviors -- such as sending multiple inappropriate
e-mails (raging), engaging in sexual risk-taking behaviors (sexting or online
porn), binge shopping, gambling, and misrepresenting one's identity. It is
currently believed that the combination of anonymity and invisibility results
in impulsive and self-destructive behaviors online - behaviors that a person
would inhibit off-line.
(9)Increasing
numbers of teens are developing significant problems with online pornography.
The combination of the accessibility and intensity of online sexual stimulation
is resulting in increasing numbers of teens becoming focused on cybersex -- to
the exclusion of pursuing sexual and romantic relationships off-line. Many
teens are becoming involved in perverse and forbidden areas of sexual behavior
including fetishes and child pornography. Ongoing exposure to cyber pornography
actually serves to rewire the adolescent brain in such a way that their sexual
preferences -- or what is referred to as their “arousal template” -- is
oriented only towards porn sex and not towards healthy sexual behavior and
emotional intimacy.
(10)Sustained
time online can also lead to the development of narcissistic personality
characteristics. Adults diagnosed with what is referred to as NarcissisticPersonality Disorder are grandiose,
have an constant need for admiration, and exhibit a lack of empathy. Narcissists
also believe they are special and unique and can only be understood and should
associate with other special or high status people. To make matters more
problematic, they tend to exhibit arrogance, have an exaggerated sense of entitlement,
and are self-worshipers who want other people to worship them. For some teens, online
social interaction stimulates the development of narcissistic character features.
Social media sites can encourage a self-obsessed focus where teens a driven to
achieve online popularity and status at the expense of empathy and compassion.
(11)Due to
access to the internet, teens now have an unprecedented opportunity to become
engaged in compulsive shopping and gambling. The fact that a purchase is made
online or a bet is made in cyberspace serves to alter the reality of the
consequences of impulsive-compulsive behavior. Teens who engage in online
shopping and/or gambling often say their behavior seems “less real” than does
behavior that occurs in three-dimensional reality. The fact that a 16-year-old
can access eBay and find online gambling sites represents a significant risk to
their long term emotional well-being -- as well creates the potential for
financial risks for the family.
(12)The “I”
generation of teens also are at risk for losing the capacity for
self-reflection. The constant connection to their peers via the Internet,
whether it is through the computer or a smart phone, leads to teens losing the
capacity to be alone and reflect on their own thoughts and feelings. Many teens
text thousands of times per month, firing off a message every time they have a
feeling or thought, which in turn deprives them of the ability to think about
their own lives in a serious way before communicating. For many teens the
internet has served to deprive them of the time to contemplate and reflect on
their thoughts, feelings, and choices – which reduces the capacity for both
self-awareness and empathy.
(13)Sustained
online interaction also can lead to the deterioration in the “art” of
conversation for teens. The vast majority of teens do not use their smart phone
for conversation purposes, relying almost exclusively on texting or the sending of photos to
communicate. The ability to sustain and expand on topics of conversation, to improvise,
to add important details to a narrative,
are all lost when a teenager devotes the significant majority of his or her
communication to text messages and emoticons.
(14)Finally,
sustained online interaction deprives teens of the ability to understand and
use nonverbal communication. Whether it is tone of voice, body position, facial
expressions, or hand gestures, the teen “I” generation teen loses thousands of
opportunities over the course of a year to read and react to nonverbal communication.
The long-term negative consequences of this loss of practice is significant. As
70% of human communication is nonverbal, the inability to read and
appropriately react to nonverbal communication can be interpreted as a lack of
interest, a lack of focus, or worst of all, a lack of consideration and
empathy.
Summary:
A majority
of teens manage the Internet successfully and are fully capable of taking
advantage of the many opportunities that are unique to the Internet: creating
art, editing music, writing code, engaging in local and global political
action, creating blogs, creating websites, and maintaining healthy off-line
relationships.
Unfortunately,
the Internet is a toxic form of stimulation for some teens, resulting in
isolation, impulsivity, depression, self-absorption, compulsive shopping and
gambling, compulsive sexual behavior, and an inability to engage in meaningful self-reflection
and empathy.
Educators in
school settings are in a unique position to identify teens that are
experiencing the negative consequences of the Internet. How would an educator
know who to focus on? More than likely, the teen that is struggling online is
the same teen who is struggling off-line. The Internet provides a powerful
solution to complex off-line problems for teenagers, a solution that
unfortunately increases off-line vulnerabilities and challenges. Students
should be screened for Internet related problems who are struggling socially
and academically and educators need to learn to conceptualize mental health
problems as existing both off-line and online and provide meaningful assistance
by working with teens on their virtual and three-dimensional identities.
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.
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