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
franz.eidenbenz@bluewin.ch
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
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Digital Natives
Digital Natives
geb. nach 1980
Digital Immigrants
Off-Liner > Silver Surfer
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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
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Developpement: Big Steps
www – goes mobile
Mobile Devices
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Mobile Boost
Globale Penetration:
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Mobile Devices: Epoche making?
Idee gemäss: Vom Faustkeil zum Internet
Die Entwicklungsgeschichte des Menschen, R. W. Meyer 2007
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Transition object of the @-generation?
Bild: Imago http://www.tonline.de/eltern/erziehung/id_48506954/die-schmusetuchlobby-welcherolle-spielen-uebergangsobjekte-.html
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Developpement: Big Steps
Augmented Reality
Extended perception
Overlap and combine RL and digital world
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Mobile Devices: Google Glass
Head-Up-Display
Bildquelle: Wikipedia
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Mobile Devices: Google Glass
Memory?
Replay?
Bildquelle: http://www.chip.de/bildergalerie/Design-Konzept-Google-Glass-Funktionen-Galerie_62024769.html
Zugriff: 11.2013
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Mobile Devices: Google Glass
Face to Face
Communication?
Bildquelle: http://www.chip.de/bildergalerie/Design-Konzept-Google-Glass-Funktionen-Galerie_62024769.html
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Virtuall Identity
Experience identity
Normal development adolescents
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Avatare – Alter Ego
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Fotojournalist RobbiePhotojournalist
Cooper, Alter Ego
2007 Cooper
Robbie
Role Diffusion
Fotojournalist Robbie Cooper, Alter Ego 2007
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Role Divergence
Fotojournalist Robbie Cooper, Alter Ego 2007
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Jean de la Fage - Dark Freeman (Natural hero)
Fotojournalist Robbie Cooper, Alter Ego 2007
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Lucas Shaw - Barbarian Berserker
Fotojournalist Robbie Cooper, Alter Ego 2007
Jg. 1985, 55h/week, Ever Quest
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Nutzung neuer Medien
compensatory use
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“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
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use of new media
compensatory use
complementary use
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No net ... ?
interactive group experiment?
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Online-Addiction
Internet Addiction Disorder (IAD)
Internet Addictive Behaviour (IAB)
Compulsive Internet Use (CIU)
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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
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„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
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Behaviour pattern man?
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Porno - Sex
Tripple A (Shotton 91, Cooper 98)
•
•
•
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Accessibility
Affordability
Anonymity
Chat and Communication Systems
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Communities im Web 2.0
Favorite-apps
JAMES – Studie 2012
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Facebook: Mike Booth, somegreybloke.com
„Make the world more connected!“
M. Zuckerberg, Facebook
Understanding Mediaaddiction as a
Relation-, Contact Disorder
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On-, Offline Games
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Benefit of Onlinegames
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Benefit of Onlinegames
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Games
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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!
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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
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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
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Addicts
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Problem:
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Treatment
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Familienklima und Internetnutzung
Studie Universität Hamburg (3. 2012) EXIF
Exzessive Internetnutzung in Familien
N = 1744
14 – 17J.
Perspektiven:
• Jugendliche
• Elternteil
• Fachperspektive
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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
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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
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Therapy Process: Phase Model
F. Eidenbenz 2010
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Addiction and Systemic Therapy
Family
System
New Media
Counselor
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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
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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.
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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.
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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.
.
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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
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.
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
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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
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