the lincy institute e-health summit
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The Lincy Institute E-Health Summit. November 10, 2011. Technology, Youth, Gambling, and Addiction. Jeffrey L. Derevensky, Ph.D. Professor, School/Applied Child Psychology Professor, Psychiatry McGill University. www.youthgambling.com E-Health Summit University of Nevada, Las Vegas - PowerPoint PPT PresentationTRANSCRIPT
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The Lincy Institute E-Health Summit
November 10, 2011
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Technology, Youth, Gambling, and Addiction
Jeffrey L. Derevensky, Ph.D.Professor, School/Applied Child
PsychologyProfessor, Psychiatry
McGill Universitywww.youthgambling.com
E-Health SummitUniversity of Nevada, Las Vegas
November, 2011
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Slots for kids Slots for adults
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Adolescent problem gambling prevalence studies
Canada Derevensky & Gupta (2001) Lussier, Derevensky, & Gupta (2007) Hardoon, Derevensky & Gupta (2002) Poulin (2000)
3.4%3.2%4.9%6.4%
U.S. National Research Council (1999) Welte et al. (2008)
3.5-5.0%2.1%
U.K. Fisher (1999) Wood et al. (2006)
5.6%3.5%
Scotland Moodie & Finnigan (2006) 9.0%
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What are the most popular Facebook fan
sites?
10
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Does Technology Hurt or Help Public Health?
Debi A. LaPlanteDivision on Addictions, Cambridge Health Alliance
Harvard Medical School
November 10, 2011
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Technology & Society
Historians note that, with each advance, society has been “haunted by the effects of technology on the individual and society as a whole” (Ellerman,
2007)
A primary concern over time has included whether the new technology will be overwhelmingly
attractive to the people who are exposed to it
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Technology & Society
Medieval society had an “ambivalent”
relationship with the development of
mechanical clocks because of their
ability to redirect individuals’
attention from eternity (and
spirituality) to the present (Ellerman, 2007)
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Technology & SocietyMuch later, electronic communication advances
(e.g., the radio and television) stimulated concerns that these devices would absorb
individuals’ time excessively or cause addiction or other scandalous behavior (Silver,
1979; Stern, 1999)
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Technology & SocietyHistory suggests the effects are temporary,
but…Most recently, people have expressed the same
or similar concerns about the potential for unhealthy excessive involvement with
personal computers, the Internet, and mobile devices, such as smart phones
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The Brain’s Reward SystemA key component of the
development of addictive behavior, therefore, is the activation of the
brain’s reward system The reward system of the brain teaches us to do things that make us
feel goodThings like drugs, sex,
and gambling can stimulate the reward
systemImage courtesy of the National Institute on Drug Abuse
Shaffer et al., 2004; Brieter et al., 2001
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Emerging Evidence
People who have a propensity for
excessive Internet gaming show similar
brain activation to that of individuals who
suffered from substance dependence or
pathological gambling when they viewed
relevant addiction-related cues (Han, Hwang,
& Renshaw, 2010)
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Technology &
Society
Society’s recurring concerns, with every
technological advance, only reflect one side
of the story of technology and
addiction Technology also might play an important role
in preventing or curtailing risky
behavior
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Toward e-HealthClinician researchers have suggested that the ability to use the computer to treat behavior
disorders might “…prove to be a small revolution for the delivery of mental health care” (Carroll &
Rounsaville, 2010)
What is e-health?New treatment approaches informed by or
delivered by new technologyNew delivery approaches for established
treatment by new technology
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Health-E Gambling: Apps for a New World
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Our view… There are a number of new and exciting e-tools for
health purposes generally, and for addiction-related problems in particular.
For example, studies seem to suggest that these technologies show promise by improving self-monitoring (which makes sense, given that you’ve always got this ‘tool’ on you, and can instantaneously enter data on consumption – food, smoking, gambling).
People can also, of course, instantaneously access data (information – specifically, educational and awareness information that might help with prevention).
Given these successes, we decided to create a problem gambling “e-health” program.
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Based upon the literature review…
Our research team decided to focus “Health-E Gambling” development in four major areas:
1) Educational messaging: 20th century messages, 21st century media
2) Resource finder: helpline, using GPS to locate nearest/next GA meeting, treatment clinics
3) Community finder: connecting with others who “get it” – via bulletin boards, chat rooms, and other online communication tools
4) Virtual sponsor: urge-focused, and provides instant urge management strategies, stories of recovery, and resource information.
Down the road: algorithms, based upon direct or indirect play measurement?
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The “Health-E Gambling” product
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Focus Group Research• After the first version of the Health-E Gambling
website was complete, we put it to the empirical test!
• Focus groups in Las Vegas, Nevada, Medford, MA (urban Boston), and North Brookfield, MA (rural Massachusetts).
• Findings:• Prefer simple, easy-to-use interface• “Tools” effective but make them more fun and
interactive• Need to make the text “less academic”• Enhance individual customization features• Make it multi-lingual!
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Social Media and Health Surveillance
Phil Polgreen, MD
University of Iowa
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InfluenzaAnnually, an estimated 36,000 deaths and 120,000
hospitalizations occur in the U.S. as a result of influenza
Influenza is associated with other health related problems (acute myocardial infarctions, respiratory disorders, ear infections)
Influenza increases utilization of healthcare resources (inappropriate use of antibiotics)
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The Historical Public Health Response to Efforts to Forecast Influenza:
Efforts to apply standard statistical methodology have not been successful
“. . . epidemic activity was unpredictable, and in a biological sense, exceptional.” Stroup, Thacker and Herndon, Statistics in Medicine, 1988.
But those efforts were based on old and relatively poor data
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Benefits of an influenza forecast include allowing extra time for:
Administering prophylactic medications to persons in high-risk groups
Vaccinating high-risk individuals and healthcare workers
Preparing for an increased number of patients admitted for influenza complication
Social distancing (school closures)
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Information about influenza activity is available but it is:
Disparate
Expensive to collect
Found in various forms/formats
Private/not in the public domain
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