Dr Sean Lawler Extreme Content We are living through the largest unregulated social experiment of all timea generation of youth who have been exposed to extreme content online Michael ID: 909549
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Slide1
Screen Addiction: Direct Links to Depression, Aggression, Psychoses, and Suicidal Outcomes
Dr. Sean Lawler
Slide2Extreme Content“We are living through the largest unregulated social experiment of all time—a generation of youth who have been exposed to extreme content online.”-Michael Seto, clinical psychologist
Slide3We’ll Discuss:Screen addiction and attention lossVideo game addiction and violence
Social media addiction and depressionConnection between screen addiction and psychosesBrain rewiring and malformation
Strategies for change
Slide4Bottom Line Up FrontScreen devices, games, and applications are
intentionally and purposefully designed to be as highly-addictive as possibleElectronic media usage is linked to increased aggression and lower standardized test scores in children
Social media use is linked to higher rates of psychoses, including depression
Slide5Global Pattern-of-Life AnalysesFrom 2000-2015, global population internet access increased from 6.5% to 43% (3.2 billion people now online)From 2005 to 2015, cellphone subscriptions grew from 2 billion to 7 billionMobile device users check their device more than 1,500 times per weekThis pattern of life means those minutes are not spent reading to a child, playing with toddlers on the floor, talking at dinner, or with your spouse at bedtime
( Trelise—RAHB)
(Aiken, 2017, p. 9)
Slide6Waldorf Schools
Slide7The New York Times: Waldorf Schools“LOS ALTOS, Calif. — The chief technology officer of eBay sends his children to a nine-classroom school here. So do employees of Silicon Valley giants like Google, Apple, Yahoo and Hewlett-Packard.But the school’s chief teaching tools are anything but high-tech: pens and paper, knitting needles and, occasionally, mud. Not a computer to be found. No screens at all. They are not allowed in the classroom, and the school even frowns on their use at home.
Schools nationwide have rushed to supply their classrooms with computers, and many policy makers say it is foolish to do otherwise. But the contrarian point of view can be found at the epicenter of the tech economy, where some parents and educators have a message: computers and schools don’t mix.”
The New York Times, October 22, 2011
Slide8Waldorf Parents“They haven’t used it. We limit how much technology our kids use at home.”--Steve Jobs’ comment to a reporter in 2010 when it was suggested that his children must love the newly released iPad
Slide9Waldorf Parents“I fundamentally reject the notion that you need technology aids in grammar school.”--Alan Eagle, Google executive, holds a computer science degree from Dartmouth
Slide10Waldorf Parents“I love computers. They can do wonderful things…But you can overuse technology, and become a slave to it. We allowed screen time for our son until he was two. Then I read a book called The Growth of the Mind, by Stanley Greenspan, which explains how we learn when we are small through our interaction with the world…We decided that there’s no harm in not exposing children to screens until they’re big enough.” –Pierre Laurent, Microsoft executive
Slide11Key ConceptsInternet addiction is China’s #1 Public Health CrisisSouth Korea has over 400 tech addiction rehab centers
The manifestation of screen addiction is physiologically identical to drug addiction
Slide12Key ConceptsActive shooter killers have been addicted to violent video gamesAddiction to social media affects more females than males
Facebook depression
Slide13Key ConceptsScreens raise dopamine levels in the brainDopamine increases are related to a reward schedule (seeking behaviors)
Screen usage is correlated to neural malformation in developing brains (lack of myelination—high-speed internet vs dial-up)Linked to psychoses, ADHD, autism, depression, suicide, homicide
Slide14Key ConceptsExcessive screen usage can lead to permanent fragmented thinking and loss of ability to concentrateChronic anxiety due to no “down time” for the brain to relax
Slide15KEY CONCEPTScreens, video games, and social media are PURPOSELY DESIGNED
by companies to be highly ADDICTIVE
Slide16Self-ReflectionHow Much Time do YOU
Spend Each WeekOn Social Media?
Slide17A Brief SurveyWho here has children?Who have children who have smart phones?Who have children who play video games?How much time do you and your children spend on smart phones, social media, video games, etc.?
Slide18A Brief SurveyWhat is your child’s behavioral response when you disengage him/her from the screen (phone, video game, social media, etc.)?What is their behavioral response if you set limits to screen time? Or are there any limits?
Slide19American Academy of PediatricsNo television or screen time for children less than two years of ageChildren older than two should have screen time limited to one hour or less of high-quality programmingAll children and teens need adequate sleep (8-12 hours, age depending), physical activity (1 hour), and time AWAY from media
Children should not sleep with TVs, computers, or smart phones
(Where we stand, 2016)
Slide20Immediate Impact of TV on Children’s Executive FunctionStudy whether fast-paced television shows had an immediate impact on preschooler’s executive functionChildren who watched the fast-paced television cartoon performed significantly worse on the executive function tasks
than children in the other 2 groups when controlling for child attention, age, and television exposure.(Lillard & Peterson, 2011)
Slide21American Academy of Pediatrics Policy StatementFocuses on children aged 5-1876% use at least one social media site70% maintain a social media portfolio across multiple sites (Facebook, Twitter, Instagram)
91% of boys have access to a gaming console(Where We Stand, 2016)
Slide22American Academy of Pediatrics Policy StatementRisk of obesity is five times greater for adolescents who watch more than five hours of TV per day, compared to 0-2 hoursThose with higher social media use or screens in bedrooms are at greater risk for sleep disturbancesUse of media while doing homework has negative affects upon learning
(Where We Stand, 2016)
Slide23Cancer Group Calls for Colorectal Cancer Screening Starting at Age 45[Is This Linked to More Sedentary Lifestyles Associated with so much Screen Time?]“While colorectal cancer rates dropped steadily for people born between 1890 and 1950, they have been increasing for every generation born since 1950. A recent American Cancer Society study by Dr. Siegel found that adults born in 1990 have twice the risk of colon cancer and four times the risk of rectal cancer compared to the risk adults born in 1950 faced at a comparable age
.”(Rabin, 2018)
Slide24American Academy of Pediatrics Policy StatementEvidence gathered over decades supports links between media exposure and health behaviors among teenagers.The exposure of adolescents through media to alcohol,
tobacco use, or sexual
behaviors is associated with earlier initiation of these behaviors.(Where We Stand, 2016)
Slide25American Academy of Pediatrics Policy Statement--Adolescents’ displays on social media frequently include portrayal of health risk behaviors, such as substance use, sexual behaviors, self-injury, or disordered eating.
--Peer viewers of such content may see these behaviors as normative and desirable.
--Research from both the United States and the United Kingdom indicates that the major alcohol brands maintain a strong presence on Facebook, Twitter, and YouTube.
(Where We Stand, 2016)
Slide26American Academy of Pediatrics Policy StatementCyberbullying and traditional bullying overlap, although online bullying presents unique challenges.
These challenges include that perpetrators can be anonymous and bully at any time of day, that information can spread online
rapidly, and that perpetrator and target roles can be quite fluid in the online world. Cyberbullying
can lead to short- and long-term negative social, academic, and health consequences for both the perpetrator and the target.
(Moreno et al., 2016)
Slide27American Academy of Pediatrics Policy Statement“Sexting” is commonly defined as the electronic transmission of nude or seminude images as well as sexually explicit text messages. It is estimated that ∼12% of youth aged 10 to 19 years have
sent a sexual photo to someone else.
The Internet also has created opportunities for the exploitation of children by sex offenders through social networking, chat rooms, e-mail, and online games.(Moreno et al., 2016)
Slide28Diagnostic and Statistical Manual of Mental Disorders, Fifth EditionChildren who overuse online media are at risk of problematic Internet use,
and heavy users of video games are at risk of Internet gaming disorder
.Symptoms can include:--a preoccupation with the activity,
--decreased
interest in offline or “real life” relationships,
--unsuccessful
attempts to decrease use,
and
--withdrawal symptoms
Slide29Slide30Slide31The Kaiser Family Foundation
Slide32Slide33Slide34Slide35Slide36Slide37Slide38Slide39Slide40Slide41Common Sense Media Study (2015)
Slide42Slide43Media-Induced Task-Switching StudyCurrent study observed 263 middle school, high school, and university-level students studying for 15 minutes in their homes
Researchers noted “minute-by-minute assessments of on-task behavior, off-task technology use and open computer windows during studying.”(Rosen, Carrier & Cheever, 2013, p. 948)
Slide44Media-Induced Task-Switching StudyStudents studied less than six minutes
before switching tasks due to technological distractionsStudents who accessed
Facebook while studying had lower GPAsStudents who employed study strategies were more likely to stay on-taskDemonstrates a strong emotional pull for students to communicate with social network at least every 15 minutes
(Rosen, Carrier & Cheever, 2013, p. 948, 956)
Slide45Delta Schoolcraft teachers and consultants developed Take the Challenge * Take Charge, a media education program that uses the Stanford University SMART curriculum & other resources including reading, writing, math and technology activities for pre-school through Middle School/High School students.
Slide46Student Media Awareness to Reduce Television (S.M.A.R.T.) The Stanford University Prevention Research Center developed the S.M.A.R.T. curriculum for 3rd or 4th grade students to reduce the negative effects of excessive TV, video and video game use.
Slide47In randomized controlled trials the S.M.A.R.T. curriculum was proven to:Reduce children’s TV, videotape and video game useReduce obesity and weight gainReduce aggression in the classroom and playgroundReduce children’s requests for toys advertised on TV
Slide48Delta-Schoolcraft ISD began implementing the Take the Challenge curriculum in 2003 with 17 elementary schools and Escanaba Middle School.
Slide49Effects of Media Reduction On Playground Aggression Average of Eight Schools
Slide50Effects of Media Reduction On Negative Classroom Behavior K-6th Grade
Slide51Impact of No TV on 4th Grade Michigan Educational Assessment Program (MEAP) Jan. 2005
Slide52Epigenetics:Keep this in mindNew research demonstrates that there are changes in gene expression, rather than changes in the DNA sequence
Every thought we have affects our gene expressionGenes may be switched on and off—some scientists believe that most diseases may be caused by our own thinking
Therefore—environmental influences are powerful—every image we view and every activity we engage in literally affects our biochemistry and gene expression(Leaf, 2013)
Slide53Glow Kids: How Screen Addiction is Hijacking our Kids—And How to Break the TranceBy Nicholas Kardaras, Ph.D.
One of America’s foremost addiction expertsExecutive Director of the Dunes (one of the world’s top rehab centers)Founder and Executive Director of Hamptons Discovery (a progressive adolescent treatment program)
(Kardaras, 2016)
Slide54Dr. Nicholas KardarasFormer clinical professor at Stony Brook MedicineTaught neuropsychology at the doctoral levelFrequent contributor to
Psychology Today and Fox News, also appeared on
CBS Evening News, NPR, Esquire, New York Magazine, and Vanity Fair
(
Kardaras
, 2016)
Slide55MinecraftBest-selling video game of all time100 million registered usersMicrosoft purchased for
$2.5 billion Minecraft’s effects are clinically and neurologically an addictive drug
(Kardaras, 2016)
Slide56MinecraftEmploys a variable ratio reward schedule for game playersSimilar to a casino slot machine’s effectsHabit-forming and addictive
(Kardaras, 2016)
Slide57MinecraftGaming companies hire neuroscientists to study the gamer’s biochemical responsesAim for excited blood pressures (180 over 120) within a few minutesTweak game for maximum arousal effects
(Kardaras, 2016)
Slide58MinecraftAlso causes hormonal arousalArousal mechanism stimulates the hypothalamus-pituitary-adrenal (HPA) axisPituitary gland is stimulated through the hypothalamus when the brain is stimulatedCauses an adrenaline rush
(Kardaras, 2016)
Slide59Minecraft Adrenaline RushPuts player in “fight or flight” modeIncreases blood pressureConstricts pupilsSweaty palms
The combination of adrenaline and dopamine is a potent one for addiction(Kardaras, 2016)
Slide60Chronic Fight or Flight ModeLeads to compromised immune systemIncreased inflammationSpikes in cortisol levels and blood pressure
(Kardaras, 2016)
Slide61Chronic Fight or Flight ModeBehavioral consequencesContinuous stress response leads to increased aggression, hypervigilance, over-stimulationSimilar to clinical mania: rapid speech and over-excitement may lead to sleep loss, irritability, and depression
(Kardaras, 2016)
Slide62Gaming AddictsMay play straight through the nightNeglect sleep and eatingUrinate in jars next to computerMay wear diapers
(Kardaras, 2016)
Slide63“Dan’s” AddictionConfused and frightenedLack of awareness of surroundingsGame Transfer Phenomena (GTP): Gaming-induced psychosisCombined with sleep deprivation
Played World of Warcraft 10-12 hours per day
(Kardaras, 2016)
Slide64Game Transfer PhenomenaOne young boy stated, “I can’t get PlayStation 4 out of my head.”Another eight-year-old boy stated that he couldn’t “get the cubes of
Minecraft out of his head and seeing them in the morning when he woke up”Obsessive video gamers see intrusive patterns from games in their thoughts and dreams
(Kardaras, 2016)
Slide65Tetris EffectGTP experienced in 1980s from gamers who played Tetris obsessively
(Kardaras, 2016)
Slide66Game Transfer PhenomenaSame as substance-induced psychosis of:--LSD--mescaline--angel dust
Results in “reality blurring”—”Are we still in the game?”
(Kardaras, 2016)
Slide67Observed GTP SymptomsAudible sound effectsAudible voices and musicAudible sounds of explosionsAudible screams
One gamer reported hearing “death” whispered several days after playingIntrusive visual images
(Kardaras, 2016)
Slide68Extreme GTPStudy participants described being terrified when adjusting to the real world“I was freaked-out when I went outside and trees were round and not square like in the video game I was playing.”
(Kardaras, 2016)
Slide69Extreme GTP“I cannot stop thinking about Minecraft. It’s ruining my life.”“It was scary because I would always worry that if I was tired or not paying attention I would by mistake switch over to
Grand Theft Auto IV mode and drive over cars and people.”
(Kardaras, 2016)
Slide70Murder Simulators
Slide71Slide72Slide73Columbine Killers Trained on DOOM
Slide74The Tragedy at Sandy Hook
Slide75So How Much Gaming is Too Much? 2011 StudyIndiana University School of Medicine
Imaged participant brains at beginning and end of the week following playing violent video gamesResearchers found cause-and-effect brain changes after just one week of video game playing
(Kardaras, 2016, p. 67)
Slide76Molecular Psychiatry2016 study of 240 video game-playing boys and girls“Video games were found to affect the development of microstructural properties of the brain associated with negative psychological outcomes.”Disruption of the development of preferable neural systems related to verbal intelligence(Takeuchi et al., 2016)
Slide77Molecular PsychiatryDiffusion tensor imaging measures mean diffusivity (MD) (microstructural properties of various parts of the brain)Researchers found an association between increased video game playing and delayed development of microstructures in extensive brain regionsMore video game playing was associated with greater MD in key parts of the brain—lower tissue density and fewer cellular structures(Takeuchi et al., 2016)
Slide78Brain development is a fragile process which can be easily disrupted by over-stimulation (such as by extensive video game playing) or under-stimulationOur brains are not designed for the visual hyper-stimulation with which digital technology bombards us
Slide79Hyperarousal800 percent increase in ADHD within the last 30 yearsResearch has confirmed a connection between screens and ADHDAfter watching an action movie or surfing on the internet for as little as two hours, how is your attention span? Can you then downshift to reading literature? Or perform math calculations?(Kardaras
, 2016)
Slide80Myelin ModelDeveloped by Dr. George Bartzokis, UCLA NeurologistModel of brain disease
Myelin is a lipid insulator on neuronal AxonsMyelin increases “bandwidth”(
Kardaras, 2016)
Slide81Myelin ModelLack of myelination leads to neurological and developmental problemsOverstimulation caused by glowing screens can damage myelinMyelin is extremely vulnerable to disruptionEasily damaged by head trauma, environmental stressors, toxins, stress hormones, drugs, and
overstimulation(Kardaras
, 2016)
Slide82Myelin ModelMyelin loss due to overstimulation during key developmental windows affects our:Ability to pay attention and focus,Ability to feel empathy for others,
Ability to discern reality(Kardaras, 2016)
Slide83Impaired Myelination Drives Neurological disorders--ADHD--Autism--Schizophrenia
--Drug addiction--Alzheimer’s Disease(Journal of Biological Psychiatry, 2002)
(Kardaras, 2016)
Slide84Internet Addiction Disorder2012 Study, Chinese Academy of SciencesMyelin integrity abnormalities have been discovered in individuals with internet addiction disorderAbnormalities in brain regions associated with executive attention, decision-making, and emotional generation
(Kardaras, 2016)
Slide852013 Study“Decreased Functional Brain Connectivity in Adolescents with Internet Addiction”Brain-imaging results“Internet addiction is associated with a widespread and significant decrease of functional connectivity.” [myelination]
(Kardaras, 2016)
Slide862014 Brain-Imaging Study“Disrupted Brain Functional Network in Internet Addiction Disorder: A Resting-State fMRI Study”Found similar myelination and connectivity disruption with “gamers”“there is
significant disruption in the functional connections of IAD patients, particularly between regions located in the frontal, occipital, and parietal lobes.”
(Kardaras, 2016)
Slide872014 Brain-Imaging Study“Our findings…suggest that IAD causes disruptions of functional connectivity and, importantly, that such disruptions might link to behavioral impairments.”
(Kardaras, 2016)
Slide88Electronic Screen Syndrome (ESS)“Electronic Screen Syndrome: An Unrecognized Disorder?” Psychology Today (2012)Dr. Victoria
DunckleyHypothesized that interactive screens overstimulate the child and shift nervous system into fight or flight mode
Leads to dysregulation of biological and hormonal systems(Kardaras, 2016)
Slide89Electronic Screen Syndrome (ESS)Dr. Dunckley observed that “ALL kids were impacted on some level—even those with only moderate screen exposure
Chronic irritability, inability to focus, general malaise, apathy, or state of being “wired and tired”(Kardaras, 2016)
Slide90Electronic Screen Syndrome (ESS)ESS may be the underlying syndrome which presents in a variety of ways:--psychiatric, behavioral, developmental disorders;--ADHD, oppositional defiant disorder, sleep disorders, mood disorders, depression, bipolar disorder, aggression, autism
(Kardaras, 2016)
Slide91RecommendationsTech Fast (Digital Detox)Full digital detox—no electronics of any kind, including TV4-6 weeksTime required for
hyperaroused nervous system to resetOld, addictive screen habits must be replaced with healthy, meaningful habits
(Kardaras, 2016)
Slide92NARCAN
Slide93RecommendationsNew hobbies must be foundOld passions must be rekindledKids must connect with other people—this is criticalNature immersion has been shown to be highly-effective during digital detox for grounding and reconnection to reality
Slide94Internet Addictionand Emotion ManagementMacklem (2008) emphasizes that addictions are associated with inability to regulate emotions. Hormes, Kearns, and
Timko (2014) determined that individuals with high levels of Internet addiction have difficulties in regulating emotions.Yu, Kim, and Hay (2013) determined that people with problematic
internet use had difficulties regulating their emotions. Emotion regulation refers to the processes influencing the emotions that individuals have, when they had these emotions, how they experience these emotions, and how they express these emotions (Gross, 1998, 2008; Rottenberg and Gross, 2003).(Yildiz, 2017, p. 68-69)
Slide95Internet Addictionand Emotion ManagementEmotion regulation consists of active attempts that people have in order to manage their emotional situations. In the broadest sense, emotion regulation includes the regulation of all emotionally-charged situations pertaining to moods, stress, and positive and negative affect as well (
Koole, 2009). The basic function of emotion regulation is to naturally modify the emotional reaction on adequate levels (Gross, 2002). (Yildiz, 2017, p. 67)
Slide96Internet Addictionand Emotion ManagementEmotion regulation difficulties were found to have significant relationships with loneliness and substance abuse (Nikmanesh, Kazemi
, and Khosravi, 2015; Verzeletti et al, 2016). Elhai, Levine, Dvorak, and Hall (2016) found significant
relationships between problematic smartphone use and anxiety and depression. Suppression, as a dysfunctional strategy of emotion regulation, mediated between problematic smartphone use and anxiety. (Yildiz, 2017, p. 68)
Slide97Internet Addictionand Emotion ManagementAccording to Gross (2007), suppression, among emotion regulation strategies, is not only limited to emotions; at the same time, suppressing thoughts is a way of coping used against addictions. Addicts attempt to control their desires by suppressing their own thoughts.
(Yildiz, 2017, p. 69)
Slide98Internet Addictionand Emotion ManagementAccording to Mineka and Sutton (1992), problems, associated with emotions or emotion regulation, define more than 75% of psycho-pathology diagnosis criteria on DSM-IV. Such situations as mood and anxiety disorders are mainly associated with inability to regulate emotions. According to Howe (2005),
inability to regulate emotions is often a precursor of mental health problems. Children, unable to regulate emotions, become aggressive, unfriendly, helpless, introverted, lonely with social anxiety, and over-cautious in interpersonal relationships.
(Yildiz, 2017, p. 69)
Slide99Addiction Biology (2015)Collaborative study between University of Utah School of Medicine and Chung-Ang University in South KoreaExamined 200 video game addicted boysFound brains of video game addicts were wired differentlyFound increased hyper-connectivity between several pairs of brain networks
Slide100Addiction Biology (2015)Troublesome finding: increased coordination between dorsolateral prefrontal cortex and temporoparietal junctionSame brain change seen in patients with schizophrenia, Down’s Syndrome, ADHD and autismDistractibility and poor impulse control are hallmarks of addictionThese brain changes mirror those of drug addiction
Slide101Online Disinhibition Effect (ODE)People behave differently online than they do in the face-to-face real world (driving)Perceived anonymity online both amplifies and accelerates human behaviorIndividuals are bolder, less inhibited, and demonstrate impaired judgement(Aiken, 2017, p. 4-5)
Slide102Behavioral AmplificationWhen technology comes into contact with an underlying predisposition, or behavioral tendency, the result is often behavioral amplification and escalationCyberspace is a breeding ground for mutationReal-world behavior migrates to cyberspace, escalates and accelerates, then migrates back to the real world (petri dish)(Aiken, 2017, p. 22-23)
Slide103United Nations’International Labor OrganizationGlobally, 21 million people are victims of human trafficking$150 billion industry
4.5 million forced into sex trade(Kardaras, 2016)
Slide104Andrea Powell, FAIR Girls90% of people helped by FAIR Girls in Washington, DC/maryland were sold onlineYoung girls were lured by sex traffickers who contact them on social media
Invite them to parties, malls, or just to become “friends”(Kardaras, 2016)
Slide105Anastasia Karloutsos“There is an epidemic in our country. We are literally allowing the selling of our children through websites such as Backpage. There are thousands of underage children whose bodies are being sold and lives are being devastated. Many rescued children describe being raped 20 times a day be different men.”
(Kardaras, 2016, p. 104)
Slide106Trafficking Process--Some are runaways, others seduced by the idea of a “nice” boyfriend met online--He builds trust by listening to her problems and promises he can make her situation better--He then asks for a picture, then another. Little by little, the requests will become more sexual in nature
(Kardaras, 2016)
Slide107Trafficking ProcessThis is classic GROOMING behaviorWhen they meet, he has the ability to blackmail her with the photos2015—New York Attorney General’s Office partnered with Facebook to combat child sex trafficking
(Kardaras, 2016)
Slide108S.A.V.E.Stop Advertising Victims of Exploitation ActNorth Dakota Congresswoman Kristi Noem
Congresswoman Noem: “We have over 5,000 different websites that sell children and women for sex every day.”76% of sex trafficking in US occurs over the internet
(Kardaras, 2016)
Slide109The Ubiquitous “SELFIE”…
Slide110…Is the Now UbiquitousNARCISSISM
Slide111The New Narcissism“The selfies ask a question: Like me like this?”Individuals with extreme narcissism demonstrate preoccupation with self and how he/she is perceived by othersLack of empathy and selfishness are both traits of narcissism
(Aiken, 2017)
Slide112The New NarcissismAge 12-18: stage of “identity versus role confusionIndividuals become fascinated with their appearance due to rapid changes in bodiesTypically, following this stage, teenagers get out of the “self” mode
(Aiken, 2017)
Slide113The New NarcissismAccording to recent studies: fewer young adults are moving beyond narcissistic behaviorStudy of US college students found significant increase in scores on Narcissistic Personality Inventory between 1982 and 2006Coincides with the rise of the internet
(Aiken, 2017)
Slide114Student Selfie with Teacher in Pain
Slide115Slide116Slide117Correlation between Screen Use and Depressive Symptoms in Teens(Twenge et al., 2018)
Slide118“Comparing these to publicly available data on mental health and suicide for these ages between 2010 and 2017 showed ‘a clear pattern linking screen activities with higher levels of depressive symptoms/suicide-related outcomes and non-screen activities with lower levels,’
the researchers wrote in the study.”
(Twenge et al., 2018)
Slide119Amanda Todd (1996-2012)
Slide120Amanda Todd (1996-2012)
Slide121Amanda Todd (1996-2012)
Slide122Amanda Todd (1996-2012)
Slide123Amanda Todd (1996-2012)
Slide124“Comparison is the death of joy.”-Mark Twain
Slide125Contact InformationDr. Sean Lawlersean.lawler@yahoo.com360 Resilience Group
Slide126Slide127ReferencesAiken, M. (2017). The cyber effect: An expert in cyberpsychology
explains how technology is shaping our children, our behavior, and our values—and what we can do about it. New York, NY: Spiegel &
Grau.Carr, N. (2011).
What the internet is doing to our brains: The shallows
. New York, NY: W.W. Norton & Company.
Greenfield, S. (2015).
Mind change: How digital technologies are leaving their mark on our brains
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Kardaras
, N. (2016).
Glow kids: How screen addiction is hijacking our kids—and how to break the trance
. New York, NY: St. Martin’s Press.
Leaf, C. (2013).
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thinking
,
and
health
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Slide128ReferencesLenhart, A., et al. (September 16, 2008). Teens, video games and civics.
Pew Research Center: Internet, Science and Tech.
Lillard, A. & Peterson, J. (2011). The Immediate Impact of Different Types of Television on Young Children's Executive Function. Pediatrics.
Moreno, M.,
Chassiakos
, Y. R., & Cross, C. Media
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Rabin, R. C. (May 30, 2018). Cancer group calls for colorectal cancer screening starting at age 45.
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Rosen, L. D., Carrier, L. M. & Cheever, N. A. (2013). Facebook and texting made me do it: Media-induced task-switching while studying.
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Slide129ReferencesTakeuchi, H., Taki, Y., Hashizume, K., Asano, M., Asano, Y.,
Sassa, Y., Yokota, S.,
Kotozaki, Y., Nouchi, R., & Kawashima, R. (2016). Impact of videogame play on the brain’s microstructural properties: Cross-sectional and longitudinal analyses.
Molecular Psychiatry 21
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: 10.1038/mp.2015.193
Twenge
, J. M., Joiner, T. E., Rogers, M. L., & Martin, G. N. (2018). Increases in depressive symptoms, suicide-related outcomes, and suicide rates among U.S. adolescents after 2010 and links to increased new media screen time.
Clinical Psychological Science 6
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