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The Lincy Institute E-Health Summit. November 10, 2011. Technology, Youth, Gambling, and Addiction. Jeffrey L. Derevensky, Ph.D. Professor, School/Applied Child Psychology Professor, Psychiatry McGill University. www.youthgambling.com E-Health Summit University of Nevada, Las Vegas
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The Lincy Institute E-Health Summit • November 10, 2011
Technology, Youth, Gambling, and Addiction Jeffrey L. Derevensky, Ph.D. Professor, School/Applied Child Psychology Professor, Psychiatry McGill University www.youthgambling.com E-Health Summit University of Nevada, Las Vegas November, 2011
Does Technology Hurt or Help Public Health? Debi A. LaPlante Division on Addictions, Cambridge Health Alliance Harvard Medical School November 10, 2011
Technology & Society • Historians note that, with each advance, society has been “haunted by the effects of technology on the individual and society as a whole”(Ellerman, 2007) • A primary concern over time has included whether the new technology will be overwhelmingly attractive to the people who are exposed to it
Technology & Society • Medieval society had an “ambivalent” relationship with the development of mechanical clocks because of their ability to redirect individuals’ attention from eternity (and spirituality) to the present(Ellerman, 2007)
Technology & Society • Much later, electronic communication advances (e.g., the radio and television) stimulated concerns that these devices would absorb individuals’ time excessively or cause addiction or other scandalous behavior(Silver, 1979; Stern, 1999)
Technology & Society • History suggests the effects are temporary, but… • Most recently, people have expressed the same or similar concerns about the potential for unhealthy excessive involvement with personal computers, the Internet, and mobile devices, such as smart phones
A key component of the development of addictive behavior, therefore, is the activation of the brain’s reward system The reward system of the brain teaches us to do things that make us feel good Things like drugs, sex, and gambling can stimulate the reward system The Brain’s Reward System Image courtesy of the National Institute on Drug Abuse Shaffer et al., 2004; Brieter et al., 2001
Emerging Evidence • People who have a propensity for excessive Internet gaming show similar brain activation to that of individuals who suffered from substance dependence or pathological gambling when they viewed relevant addiction-related cues(Han, Hwang, & Renshaw, 2010)
Technology & Society • Society’s recurring concerns, with every technological advance, only reflect one side of the story of technology and addiction • Technology also might play an important role in preventing or curtailing risky behavior
Toward e-Health • Clinician researchers have suggested that the ability to use the computer to treat behavior disorders might “…prove to be a small revolution for the delivery of mental health care” (Carroll & Rounsaville, 2010) • What is e-health? • New treatment approaches informed by or delivered by new technology • New delivery approaches for established treatment by new technology
Our view… • There are a number of new and exciting e-tools for health purposes generally, and for addiction-related problems in particular. • For example, studies seem to suggest that these technologies show promise by improving self-monitoring (which makes sense, given that you’ve always got this ‘tool’ on you, and can instantaneously enter data on consumption – food, smoking, gambling). • People can also, of course, instantaneously access data (information – specifically, educational and awareness information that might help with prevention). • Given these successes, we decided to create a problem gambling “e-health” program.
Based upon the literature review… • Our research team decided to focus “Health-E Gambling” development in four major areas: • 1) Educational messaging: 20th century messages, 21st century media • 2) Resource finder: helpline, using GPS to locate nearest/next GA meeting, treatment clinics • 3) Community finder: connecting with others who “get it” – via bulletin boards, chat rooms, and other online communication tools • 4) Virtual sponsor: urge-focused, and provides instant urge management strategies, stories of recovery, and resource information. • Down the road: algorithms, based upon direct or indirect play measurement?
Focus Group Research • After the first version of the Health-E Gambling website was complete, we put it to the empirical test! • Focus groups in Las Vegas, Nevada, Medford, MA (urban Boston), and North Brookfield, MA (rural Massachusetts). • Findings: • Prefer simple, easy-to-use interface • “Tools” effective but make them more fun and interactive • Need to make the text “less academic” • Enhance individual customization features • Make it multi-lingual!
Social Media and Health Surveillance Phil Polgreen, MD University of Iowa
Influenza Annually, an estimated 36,000 deaths and 120,000 hospitalizations occur in the U.S. as a result of influenza Influenza is associated with other health related problems (acute myocardial infarctions, respiratory disorders, ear infections) Influenza increases utilization of healthcare resources (inappropriate use of antibiotics)
The Historical Public Health Response to Efforts to Forecast Influenza: Efforts to apply standard statistical methodology have not been successful “. . . epidemic activity was unpredictable, and in a biological sense, exceptional.”Stroup, Thacker and Herndon, Statistics in Medicine, 1988. But those efforts were based on old and relatively poor data
Benefits of an influenza forecast include allowing extra time for: Administering prophylactic medications to persons in high-risk groups Vaccinating high-risk individuals and healthcare workers Preparing for an increased number of patients admitted for influenza complication Social distancing (school closures)
Information about influenza activity is available but it is: Disparate Expensive to collect Found in various forms/formats Private/not in the public domain
Ideas? Questions? Answers? • Email me! • bo.bernhard@unlv.edu