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UNDERSTANDING VIDEO GAMES & COUNSELLING PATHOLOGICAL GAMERS

A seminar by TOUCH Cyber Wellness & Sports

DETAILS

Date :  18 March 2009 (Wednesday)
Time :  9:30am to 5:30pm (Registration commences at 9:00am)
Venue :  National Volunteer & Philanthropy Centre
     NVPC at The Giving Place
     6 Eu Tong Sen Street, #04-88 The Central, Singapore 059817.
Cost :  S$50 per participant
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.
   

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

    TimeKey Activity / ProgrammeRemarks
    0900Registration 
    0930Seminar Session #1 
    1045Tea BreakLight refreshments will be provided.
    1115Seminar Session #2 
    1315Lunch BreakLunch will not be provided.
    1415Seminar Session #3 
    1530Tea BreakLight refreshments will be provided.
    1600Seminar Session #4 
    1730End of Seminar 

    SIGN UP

    Name
    I Am A Teacher
    School Counsellor
    Youth / Social Worker
    Others
    Organisation / School
    Contact Number
    Email
    Payment Method By Cash ^
    By Cheque # (Cheque Number )
    Others

    ^ For CASH Payment, please make payment at our office (address below) from 9:00am to 5:00pm on weekdays.

    # For CHEQUE Payment, please make cheque payable to TOUCH Youth Limited. At the back of the cheque, please indicate "TYL CW Seminar" and mail it to our office (address below).
    Address: TOUCH Cyber Wellness & Sports, Blk 162 Bukit Merah Central, #05-3555, Singapore 150162.

    Registration is on a first-come-first-served basis upon receipt of registration form and payment. An email confirmation will be sent to those whose registration is successful. Limited to 90 vacancies.

    For further enquiries, please contact Ms Stella Teo @ Tel: 6317 9942 | Email: cyberwellness@touch.org.sg

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