seminar registration
UNDERSTANDING VIDEO GAMES & COUNSELLING PATHOLOGICAL GAMERS
A seminar by TOUCH Cyber Wellness & Sports
DETAILS
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Date | :
18 March 2009 (Wednesday) |
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Time | :
9:30am to 5:30pm (Registration commences at 9:00am) |
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Venue | :
National Volunteer & Philanthropy Centre |
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NVPC at The Giving Place |
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6 Eu Tong Sen Street, #04-88 The Central, Singapore 059817. |
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Cost | :
S$50 per participant |
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Target Audience | :
For Educators, Counsellors & Social Workers |
SYNOPSIS
Video Gaming is now mainstream entertainment for young children and youths in
Singapore and there is an increasing demand for counselling pathological gamers.
This seminar snapshots prevailing youth gaming trends in Singapore and presents
latest research findings on the effects of video gaming. Case studies and live
interviews with gamers will be used to explain the counselling protocol at TOUCH.
GUEST SPEAKER
Dr Douglas Gentile is a developmental psychologist, and is an assistant professor
of Psychology at Iowa State University and the Director of Research for the National
Institute on Media and the Family. His experience includes over 20 years conducting
research with children and adults.
Dr Gentile runs the Media Research Lab at Iowa State University where he conducts
research on media's impact on children and adults. As the leader of this effort, Dr
Gentile develops and conducts research projects designed to give parents and other
caregivers the kind of information they need and want to make informed media choices
for their children.
Dr Gentile is one of the world's experts on the effects of video games on children
and adolescents.
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SPEAKERS FROM TOUCH CYBER WELLNESS & SPORTS
Poh Yeang Cherng, Manager
Ray Chua, Senior Executive
Anthony Yeong, Counsellor
TOPICS COVERED
BY DR DOUGLAS GENTILE
- Effects of Video Gaming on Physiology, Relationships, Learning and Behaviour (Synopsis)
We will discuss psychological mechanisms through which video games have effects, including recent
theoretical advances. Recent research on the effects of violent video games, prosocial video games,
and learning from games will be described, including international and longitudinal studies. From
specific studies we will be able to see the broad trends, and how to view game effects from a risk
and resilience perspective.
- Defining Pathological Gaming & Use of Diagnostic Measures (Synopsis)
We will discuss how to define pathological computer and video gaming and whether the construct
demonstrates scientific reliability and validity. New data on the prevalence of pathological
gaming will be presented.
- Profile and Characteristics of Pathological Gamers
BY TOUCH CYBER WELLNESS & SPORTS
- Video Gaming Scene in Singapore (Synopsis)
Adults often find it hard to keep pace with the frequent and fast changes in the gaming scene.
This session orientates participants to the more popular games among Singaporean Youths and also
highlights other popular mature-rated (M-18) games. Familiarity with these games will help
counsellors to profile the gamer and better understand some of the gameplay motivations.
- Understanding the Draw of Massively Multiplayer Online Games (Synopsis)
Counselling data at TOUCH reveal that Massively Multi Player Online Games (MMOGs) are the main
genre of games that pathological gamers have problems with. Why are such games so successful?
This session explores the game features in MMOGs that keep gamers coming back for more. Many
of these features are also getting finding their way into newer games. Understanding this will
help counsellors and parents to pre-empt and handle gaming problems.
- Counselling Protocol for Pathological Gamers (Synopsis)
Beyond the counselling techniques of listening, understanding the presenting issues and adopting
a suitable approach, counselling pathological gamers sometimes requires an in-depth understanding
of the gamer’s motivational patterns, dependent relationships and gaming tendencies. We present
in this session the cognitions of some pathological gamers. Participants will have a chance to
interview some of these gamers and hear their perspectives, personal thoughts and journey.
- Live Interviews with Gamers
PROGRAMME
| Time | Key Activity / Programme | Remarks |
| 0900 | Registration | |
| 0930 | Seminar Session #1 | |
| 1045 | Tea Break | Light refreshments will be provided. |
| 1115 | Seminar Session #2 | |
| 1315 | Lunch Break | Lunch will not be provided. |
| 1415 | Seminar Session #3 | |
| 1530 | Tea Break | Light refreshments will be provided. |
| 1600 | Seminar Session #4 | |
| 1730 | End of Seminar | |
SIGN UP
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