Problematic use of new media and treatment of adolescents
Transcription
Problematic use of new media and treatment of adolescents
YOUTH ON THE NET: FIND YOUR BALANCE Problematic use of new media and treatment of adolscents 8.5.2014 Luxenbourg [email protected] Center for gambling and other behavioral addictions addictions Zentrum für Spielsucht und andere Verhaltenssüchte Prävention Behandlung Christian Jordi (Leiter) Franz Eidenbenz (Leiter) Christian Ingold (Fachexperte) Ines Bodmer (Psychotherapeutin) Heinz Lippuner (Psychotherapeut) www.verhaltenssucht.ch Stampfenbachstrasse 161, 8006 Zürich Contents • Cyberspace, Identität • Online -, Media-addiction • Treatment of adolescents [email protected] Digital Natives Digital Natives geb. nach 1980 Digital Immigrants Off-Liner > Silver Surfer [email protected] Digital Divide Digital Divide Digital Immigrants: Mistake-preventers Think first > action Computer as a tool, handling instructions Native User: „Trial and Error“ Action and than look whats happening Cyberspace > Livestyle, Augmented Reality In Anlehnung an Klaus Lutz, Medienpädagoge Bremen und F. Eidenbenz [email protected] Developpement: Big Steps www – goes mobile Mobile Devices [email protected] Mobile Boost Globale Penetration: [email protected] Mobile Devices: Epoche making? Idee gemäss: Vom Faustkeil zum Internet Die Entwicklungsgeschichte des Menschen, R. W. Meyer 2007 [email protected] Transition object of the @-generation? Bild: Imago http://www.tonline.de/eltern/erziehung/id_48506954/die-schmusetuchlobby-welcherolle-spielen-uebergangsobjekte-.html [email protected] Developpement: Big Steps Augmented Reality Extended perception Overlap and combine RL and digital world [email protected] Mobile Devices: Google Glass Head-Up-Display Bildquelle: Wikipedia [email protected] Mobile Devices: Google Glass Memory? Replay? Bildquelle: http://www.chip.de/bildergalerie/Design-Konzept-Google-Glass-Funktionen-Galerie_62024769.html Zugriff: 11.2013 [email protected] Mobile Devices: Google Glass Face to Face Communication? Bildquelle: http://www.chip.de/bildergalerie/Design-Konzept-Google-Glass-Funktionen-Galerie_62024769.html [email protected] Virtuall Identity Experience identity Normal development adolescents [email protected] [email protected] Avatare – Alter Ego [email protected] Fotojournalist RobbiePhotojournalist Cooper, Alter Ego 2007 Cooper Robbie Role Diffusion Fotojournalist Robbie Cooper, Alter Ego 2007 [email protected] Role Divergence Fotojournalist Robbie Cooper, Alter Ego 2007 [email protected] Jean de la Fage - Dark Freeman (Natural hero) Fotojournalist Robbie Cooper, Alter Ego 2007 [email protected] Lucas Shaw - Barbarian Berserker Fotojournalist Robbie Cooper, Alter Ego 2007 Jg. 1985, 55h/week, Ever Quest [email protected] Nutzung neuer Medien compensatory use [email protected] “Online you get to know a person behind the keyboard before you know the physical person. The Internet eliminates how you look in real life, so you get to know a person by their mind and personality” Jason Rowe, Jg. 1975, 80h/week, Star Wars Galaxies [email protected] use of new media compensatory use complementary use [email protected] No net ... ? interactive group experiment? [email protected] Online-Addiction Internet Addiction Disorder (IAD) Internet Addictive Behaviour (IAB) Compulsive Internet Use (CIU) [email protected] Internet Gaming Disorder DSM 5 (Stand 10.2013) To qualify for Internet gaming disorder, patients must meet at least 5 of the 9 following criteria within the past year: 1. 2. 3. 4. 5. 6. 7. 8. 9. preoccupation with such games withdrawal symptoms of irritability, anxiety, or sadness the development of tolerance unsuccessful attempts to control the behavior loss of interest in other activities continued excessive use despite knowledge of psychosocial problems deceiving others regarding the amount of time spent gaming use of this behavior to escape or relieve a negative mood jeopardizing/losing a significant relationship/job/educational opportunity [email protected] „net generation“ Köln 22.10.08 Zentrum für Spielsucht und andere Verhaltenssüchte, Franz Eidenbenz, lic. phil. , Leiter Behandlung Aereas of exzessive use Kommunikation Social Communities Games MMORPG Shooter Surfen Information, Konsum, Musik- u. Filmdownload Cybersex Porno www.inesbodmer.ch Porno - Sex • Pornokonsum Legal, illegal [email protected] Behaviour pattern man? [email protected] Porno - Sex Tripple A (Shotton 91, Cooper 98) • • • [email protected] Accessibility Affordability Anonymity Chat and Communication Systems [email protected] Communities im Web 2.0 Favorite-apps JAMES – Studie 2012 [email protected] Facebook: Mike Booth, somegreybloke.com „Make the world more connected!“ M. Zuckerberg, Facebook Understanding Mediaaddiction as a Relation-, Contact Disorder [email protected] On-, Offline Games [email protected] Benefit of Onlinegames [email protected] Benefit of Onlinegames [email protected] Games [email protected] Online - Games WOW Einführung: 2004 Spieler: ca. 11 Mio (2010) ca. 8 Mio (2013) Bezahlung: ca. 15$/Monat MMORPG: Massively League of Legends Einführung: 2009 MOBA: Multiplayer online Battle Arena Spieler: ca. 15 Mio ab 12 J. Gratis: Optische Veränderung (Styling ist kostenpflichtig) Bis 5 Mio Gewinnsummen Turnier 200‘000 Zuschauer! [email protected] Call of Duty COD Egoshooter Modern Warfare, Black Ops Einführung: 2003 55 Mio x verkauft, 2 Mia. USD, 500 MA PC 70.-; Konsole 90.- Craving for visions WoW Avatare [email protected] Computerspielabhängigkeit im Kindesund Jugendalter Empirische Befunde zu Ursachen, Diagnostik und Komorbiditäten uer besonderer Berücksichtigung spielimmanenter Abhängigkeitsmerkmale KfN Studie bearbeitet durch Ines Bodmer Games und Suchtpotential Studie Humboldt Universität, Prof. Jerusalem [email protected] Addicts [email protected] Problem: [email protected] [email protected] Treatment [email protected] Familienklima und Internetnutzung Studie Universität Hamburg (3. 2012) EXIF Exzessive Internetnutzung in Familien N = 1744 14 – 17J. Perspektiven: • Jugendliche • Elternteil • Fachperspektive [email protected] EXIF – Exzessive Internetnutzung in Familien Studie Universität Hamburg (3. 2012) 6% Suchtentwicklung • alle gesellschaftlichen Milieus • Familien aus tieferen sozialen Schichten • Einelternfamilien sind übervertreten 9% Exzessive Nutzung ohne pathologische Entwicklung • höheres Bildungsniveau • kritische Einstellung zu neuen Medien Korrelationen zwischen: • • • • Qualität der Beziehung Einstellung zu Medien Erziehungsverhalten Problematik in der Familie [email protected] Family Factor Family factor of internet Addiction and Substance Abuse:Yen, Yen, Chen, Chen, Ko (2007) • Higher parental conflict • Lower family function • Habitual alcohol abuse of siblings • Positive parental attitudes toward adolescent substance use [email protected] Therapy Process: Phase Model F. Eidenbenz 2010 [email protected] Addiction and Systemic Therapy Family System New Media Counselor [email protected] Client Center for gambling and Behavioural Addiction: Clinical Experiences: Relatives contact the Center Patients don‘t see a problem about their internet use What is to do? >>>> Workshop [email protected] Therapy Process: Phase Model F. Eidenbenz 2010 The Client’s Environment as a Resource Start-up phase (1-3 sessions) The goal in the start-up phase is to create a cooperative working relationship and to obtain information for conducting an individual and systemic analysis of the problem (diagnostics) and for forming hypotheses. [email protected] Therapy Process: Phase Model F. Eidenbenz 2010 Motivation Phase (Three to Five Sessions) The motivation phase focuses on understanding the obvious circumstances that cause and maintain addiction and on addressing related topics such as recognition, respect, and methods for dealing with conflict and stress (Wölfling, 2008). Parallel to these activities, the client should reduce his Internet usage and be required to build up a minimum of self-control. [email protected] Therapy Process: Phase Model F. Eidenbenz 2010 Exploratory Phase (Three to Eight Sessions) This phase seeks to promote an in-depth exploration of the causes of online addiction as well as active discussions and respect within the family and alliances at parental and sibling level. Points of conflict with the parents and siblings are clarified and processed. . [email protected] Therapy Process: Phase Model F. Eidenbenz 2010 Stabilization and Final Phase (One to Three Sessions) The client will have reached a level at which a satisfactory change is possible when he effectively controls online times, for example, or takes up other recreational activities, improves his academic performance, deals more constructively with conflicts, and so on. At this stage, it is advisable to schedule further therapy sessions at longer intervals or to include at least one control session. This approach helps to prevent a relapse and can be used to stabilize new options within the family and to support further changes [email protected] . Startup • Initialphase (1-3 Sessions): • Find a working therapeutic setting, Problemanalyse • • • Motivation • Motivationsphase (3-5 S.): Symtoms Work Selfcontrole Working on conflicts, Antistresstechniques • Vertiefungsphase (3-8 S.): • Finding and understanding deeper causes, Working on relations (alternatives) and conflicts Exploratory Stabilisation • Stabilisierungs- und Abschlussphase (1-3 S.): • Changes, Deeper realtionships • Perspektives, Prophylaxe, Control session [email protected] Find your Balance Net – Live - Balance Franz Eidenbenz, lic. phil., Fachpsychologe für Psychotherapie FSP Inhalt • Cyberspace, Identität • Online -, Medien- Sucht • Interventionen Workshop Onlinesucht systemische Interventionen • Prävention 14. -15.11.2014 Heidelberg [email protected]