Dependence on practice: men have more problems with games, women with social networks


Where is the line between, say, a breaking edge and verticality?
This is a fairly common question, clients ask in consultation whether they are tall or not. Sometimes I answer with a question. I wonder why it is for n dleit. Whether you want to give it to yourself or someone else. For some institution, for example, or for a friend, we work accordingly.

For me, it is important whether the game itself is somehow flawed, or if it has a long-term impact on someone else in life. Medical or social. For example, absence from work or cycling, conflicts with strangers and the like. Of course, there is also a diagnosis of heart failure, which essentially confirms what I have stated, but for me it is my duty to talk with the client and respond to what he needs.

Is it possible to typify the game vertical, or is it a variety?
I answered that in the previous question. But personally, I would be afraid to give some kind of Katulka. With each one, I struggled with the edge to express myself a little differently. Klov is the cloud of edges and how to wash into life. There is, of course, a threatened group of people who are most affected by this addiction, usually men or boys. A good summary of the statistics can be found here, for example: it is based on a relatively extensive study. In the study, you can find, among other things, a number of interesting tools for diagnosis, which would help to typify verticals.

M.Sc. Ji Kore

Ji Kore

  • Therapist, addictologist, has devoted himself to dog addiction for 20 years
  • He studied ethics in social work at TF JU, in addition to training in psychotherapy, he attended a number of foreign universities and courses
  • He currently works mainly as the head of the PREVENT99 Counseling Center for Non-Flight Addictions and the online counseling center and website

Don’t lose yourself

For example, a tool is described here that examines the verbal side of the game’s identification with the hero and therefore also measures his dependence/interest in him. It’s about how the game talks about the hero you’re playing as. It is relatively good if the play talks about the characters as o n.mwhile at the end of the tusk there is a situation where the player speaks of figue as o reindeer (I sharpened a new axe). In our consulting room, you can basically see two types of clients with this problem. A boy between the ages of 13 and 16 and a young man, let’s say between 25 and 35.

Is there a difference between verticality on the edge and on mobiles or social networks? What’s up today?
In both cases, it is a procedural dependency. But in this case, I would not ask what is shame today, but what is acceptable to the mainstream society for various reasons. You can look at the whole thing from several points of view. If I were to go by practice, then the edge of games is almost exclusively for him, where problems with social media are far more common for women.

It can be argued that men define what they do (i.e. play and fighting) and women, on the other hand, how they are (i.e. like), as I said in one theory. But personally, I think that far more people have a problem with social media, it doesn’t seem like it, it’s just a kind of standard. Bt on sti and online. Everyone uses a mobile phone, both in practice and in private and social media, it is a communication tool, which we also often need for work (marketing). So this verticality, in short, is just not that much to see.

What to do and what not to do if a parent notices that a child spends a lot of time playing games or on a mobile phone and is wasting time on others?
Dt is often about communication and setting boundaries. Parents often ask if their child spends too much time with games and the PC. How much is the correct norm and the like. There isn’t a cat house for that, but there are several entrances that you can crawl through. In the first place, it is about how the edge itself is perceived as a child. If it is not a forbidden taboo for me and I am interested in what the child is playing, for what he enjoys and I try to integrate the game into normal life, then I automatically create space for it to be easier for him to communicate with the child about boundaries and I know what I like and what I don’t.

All games cannot be thrown into one bag. For example, Minecraft edges can be developed.

The second entrance is related to the first. If I consider the game as an activity that helps the child develop intellectually or physically (and it doesn’t matter if it’s a game or Minecraft), then it’s easier for me to take care of which child plays healthy. This means, for example, that he has to make sure that the child has the right idol, we, glasses, that he takes care of himself, or that he plays games that are specifically designed for him. To illustrate, if a child plays hockey, I’ll buy him a helmet and a helmet, I won’t let him play until he falls without a pip and I’ll let him on the ice with grown men. Therefore, he must have a healthy edge to his knowledge (he has to go to the pball team every game, where it is written how to play, where, how to have balls, whether to stretch and the like).

Dal point of view is the as. Do not read that two or six o’clock edges are correct or correct. We always look after the child client in some time frame. You don’t eat in the context of the whole week. We map how long it is in the bike, how long it is on the ends, how many hours it lasts outside, with the parents, whether it has any household duties, bikes and the like. That time should be taken out. If a child spends two days a week until the evening at a sports club, on a bicycle, at home, why shouldn’t he be able to play games for the other two days? Assuming, of course, that he follows through on what was written and plays healthy. So, when you ask what not to do, the road to hell is to stop communicating and take shortcuts, understand what to do and find compromises.

If parents allow dtti to play an online game, they should realize that it cannot be stopped for just one minute. According to Korea, it is a good idea to give the child a chance to finish it, so that the child can help the parents.

For example, if I, as a parent, understand that an online game (MMORPG) cannot be finished for just one minute, because that would endanger the work of the whole game and because each game is different in length, then I will negotiate a compromise with the child in two ways, in which I will give him a time frame for finishing ( I won’t turn off Wi-Fi and run cables) and dt, on the contrary, will always provide me with some kind of help in the event of such a situation (ndob, myka, ko, venen, nkup). It works pretty well in practice.

ada gives birth to two tablet children at a relatively young age, which is criticized by ada experts. Is there an age limit from which it is not a problem? What type of content is safe for children?
In this ppad opt is about as and borders. The same goes for a lot of variable content. With a small child, I should go to the first floor for example, that is, not to be on the mobile phone in front of him, or at least as little as possible. It is clear that dt then so lk. Not much difference between mobile and tablet. For mal dt u not at all. In terms of content, each game is marked with an age limit (PEGI), which indicates how old the game is intended for children. And since there are also games from those years, it can be assumed that this could be the orientation limit for the world of the first tablet.

The parent has to deal with the fact that the child will not like the removal of the tablet.

But personally, I would take the given situation. If I accept the tablet, then only for a moment, I try to play the right content, be there, explain, bring the game into reality and finish the time. And then there is the fact that the child will not like taking away the tablet (you are taking away a toy that is absolutely great and a lot of people want it to be like that). With both children, it is often the case that they can get their hands on a tablet because the mother needs you to take care of your lunch. In these cases, look first for the content (there is a search application, you can see it on the screen yourself) and time (a good helper for the time is, for example kitchen for a minute).

With both children, you can regulate the content more from the point of view of productivity, i.e. whether I use the tablet for things that bring me something practical or not. For example, the Minecraft game gives me more orientation in physics, mathematics, and is often used in science, where, for example, watching an unwrapped video on YouTube gives me almost nothing. So, as a parent, he should consider using PC games versus YouTube.

Is there any type of games, falling nr, to which they do not fall vertically?
That’s what happened to me in the first half. Five years ago, it was said that the most risky games in terms of verticality are Multiplayer Role Playing Games in real time (MMORPG). Three years ago, it appeared in the media that Fortnite was the worst from this point of view. I think that in this development you can see the trend of what the game wants from the game. Games began to be shortened, simplified. My kids, for example, play Roblox.

Roblox is extremely popular among children.

I have to say that in my opinion, Roblox contains a number of games that are short or lack a specific goal (the reward is the game itself). It’s a subjective view, but can this approach take away the reality, if I’m satisfied with the game, then I need to develop some strength and that makes the game tempting and affordable for me, I won’t be disappointed. Personally, I prefer the view that different characters of the game have different personalities. If it all comes together and some negative factors get involved in this situation, then there is a risk of verticality.

So it’s just one thing, for each type of game is risky. The entry point for this theory should be the book Games and people. During my time abroad, I encountered the entire concepts of primary prevention based on this book and theory. What appeals to you the most and amuses me is the risk. you won’t fail, it won’t threaten you.

Do you have an idea of ​​how the republic is faring from the point of view of non-human rights compared to the rest of the world?
We would have to look at the individual types of non-flying verticals and determine the factors that will help. There is no space for that here and I don’t even know how it would be relevant for this link. Every country has a different environment, traditions, rules, culture. It is probably possible to find some statistics in various areas of your gaming here.

Loot boxes are a real gamble, availability depends on the laws of each country.

An interesting example is that some countries use their own alternative to the game accessibility rating system (PEGI), and this is recommended as well. The availability of loot boxes in games in different countries will also be equal. It is likely that our government will soon respond to the law on gambling. We don’t have much time in this regard, and in essence, loot boxes are a gamble. Through them, you invest your pension in an uncertain outcome. There is also a difference in the field of gambling, but that is another chapter.

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The article is in Czech

Tags: Dependence practice men problems games women social networks


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