Splendor In The Grass

 A Coming of Age






Alcohol addiction has been around for centuries, and its early days were marked by a lack of understanding about the nature of addiction. Alcohol was often seen as a social lubricant and a way to relax and unwind. It was not until the 20th century that alcohol addiction began to be recognized as a serious problem.

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Video gaming addiction is a more recent phenomenon, and its early days were marked by a similar lack of understanding. Video games were often seen as harmless entertainment, and there was little concern about the potential for addiction. However, in recent years, there has been growing awareness of the dangers of video gaming addiction.

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Video gaming addiction is becoming a serious problem. To validate its seriousness, I want to compare the coming-of-age of alcohol addiction to where video gaming addiction is at now.


  1. Availability: Alcohol has always been readily available, but video games have become increasingly accessible in recent years. With the advent of handheld consoles, smartphones, and tablets, people can now play video games anywhere, at any time.
  2. Social acceptance: Alcohol use has always been socially acceptable, but video gaming addiction is still stigmatized. Many people still view video games as a waste of time, and they may not take the addiction seriously.
  3. Symptoms: The symptoms of alcohol addiction and video gaming addiction are similar, but there are some key differences. For example, people with alcohol addiction may experience withdrawal symptoms such as sweating, tremors, and nausea. People with video gaming addiction may experience withdrawal symptoms such as anxiety, irritability, and difficulty sleeping.
  4. Treatment: There are a variety of treatment options available for alcohol addiction, including counseling, medication, and 12-step programs. There are also a growing number of treatment options available for video gaming addiction, but they are not as well-established as those for alcohol addiction.

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  1. Both alcohol addiction and video gaming addiction are serious problems that can have a devastating impact on individuals and families. It is important to be aware of the risks of addiction and to seek help if you or someone you know is struggling.



988

 


Suicide Prevention:




If you ever have a chance to intervene and help someone going through a suicide crisis and have surveyed the scene for safety, do not worry about not knowing what to do or say. Follow your heart to that person.  988 on your phone will connect you to someone who is trained and they will guide you.


Burnt Offerings

 Released Through Unrequited Channels


A few nights ago, I could not sleep and I was excessively worrying about a particular situation that I had under control. It was a situation that I had handled before. So why was I worrying so much? I felt an almost apocalyptic worry over this situation. In my head I spiraled thousands of situations
of how this particular situation and other situations would spawn off of it. I started having straight up old school panic attacks. I was using all my challenging tools to show myself that this situation did not warrent this level of anxiety, but they just were not working. And then I remembered.

 πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯

Everyone experiences anxiety which is a normal human emotion that keeps us alert and motivated. Repression is a psychological defense mechanism that pushes uncomfortable thoughts and feelings out of our conscious awareness. Which sounds great until it isn't because that anxiety does not actually leave rather it hangs around out of sight and deep in mind.

πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯

The mind will hold onto that anxiety and release it when the mind feels that it can be done so safely. A podcast that I was listening to reminded me of this defense mechagnism. With my anxiety that night my awareness was heightened enough to realize that the situation I was dealing with did not warrent this level of anxiety and I let go of it.

 πŸ”·πŸ”·πŸ”·πŸ”·πŸ”·πŸ”·πŸ”·πŸ”·πŸ”·πŸ”·πŸ”·πŸ”·πŸ”·πŸ”·πŸ”·πŸ”·

My thought challenging tools immediately became effective and I felt my anxiety burn away. I came back to the present and enjoyed the peace and quite in and around myself.

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This was a huge milestone for myself. For once I did not attempt to bury my anxiety or put out the flames by using alcohol or maybe even getting high. I haven't dealt with panic attacks like that in several years, and several years ago they would have sent me running to the liquor store, or looking up an old acqaintance.

 

Cognitive and CBT works. Your mind is yours to control. You have to get in, lay down the ground work and reclaim your territory.








Some Facts about Suicide

 






🟨In 2021 over 48000 people died because of suicide.

🟨12.3 million people seriously thought about killing themselves.

πŸŸ₯3.5 million people made a plan to kill themselves.

🟩1.7 million people attempted suicide.

⬛Every 11 minutes one person dies as a result of suicide.

The Centers for Disease Control (2022) stated that there were 46,412 suicides among adults in 2021. But suicides are just the tip of the iceberg. For every suicide death*, there were about:


            1. 3 hospitalizations for self-harm**
            2. 8 emergency department visits related to suicide***
            3. 38 self-reported suicide attempts in the past year****
            4. 265 people who seriously considered suicide in the past year****

Contact the 988 Suicide and Crisis Lifeline if you are experiencing mental health-related distress or are worried about a loved one who may need crisis support.


  • Call or text 988
  • Chat at 988lifeline.org

Connect with a trained crisis counselor. 988 is confidential, free, and available 24/7/365.

References

Centers for Disease Control and Prevention. (2022, June 28). Suicide Data and Statistics | Suicide | CDC. Www.cdc.gov; CDC. https://www.cdc.gov/suicide/suicide-data-statistics.html




The Promise of Social Robots and BCI Video Games for Treating ADHD

The Promise of Social Robots and BCI Video Games for Treating ADHD


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  • Attention deficit hyperactivity disorder is a neurodevelopmental disorder characterized by inattention, hyperactivity, and impulsivity according to Cervantes and colleagues (2023)  definition. The current treatments for children living with ADHD combine different approaches, such as pharmacological, behavioral, cognitive, and psychological treatment (Cervantes et al., 2023). The computer science research community has been working on developing non-pharmacological treatments that are based on novel technologies for dealing with ADHD (Cervantes et al., 2023).

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Social Robots

Therapists use these social robots to mediate between the therapist and some children living with ADHD. According to Cervantes and colleagues (2023), they can provide companionship and support to children with ADHD and they can also teach social skills.

Brain-computer interface video games

BCI video games use a brain-computer interface to measure the player's brain activity and can be used to improve attention, focus, and activity.

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Cervantes and colleagues (2023) set out to perform a systematic review from an interdisciplinary approach to the current state of these two technologies these were the two main questions: 

  • 1 How have social robots and BCI video games been evaluated? 
  •  Are there still open challenges in social robots and BCI video games to improve their impact and benefit on children living with ADHD?


🟨🟨Their search strategyπŸŸ₯πŸŸ₯

  1. Four major online databases were used: PubMed, Engineering Village, IEEE Xplore, and Scopus.
  2. The search was limited to papers published from January 2010 to 15 June 2022.
  • πŸŸ₯The search strategy for study 1: Social Robots for Dealing with ADHD was developed to identify papers that met the following criteria:
  1.  They were published in peer-reviewed journals.
  2. They were written in English.
  3. They investigated the use of social robots or BCI video games for the treatment of ADHD.
  4. The search strategy was based on the keywords "social robot", "BCI video game", "ADHD", and "treatment".
  5. Out of 332 results, the researchers ended up evaluating 17 papers in the final S. L. R.

🟨Their search for Study 2: BCI Video Games for Dealing with ADHD

Cervantes and colleagues (2023) ended up with 19 papers.

🟦🟦🟦🟦🟦🟦What they found🟦🟦🟦🟦🟦🟦


🟦The review was conducted from an interdisciplinary approach, and the results were organized into two sections: engineering and healthcare.

 Engineering:

  •  The engineering section focused on the type of applications developed, the most common robots used, and the input signals and environments used.
  • The most common applications were for supporting rehabilitation therapies, and the most common robots used were humanoid robots.
  • The real environment was the most common environment used in robot-based applications.
  • The most common environments used in BCI video game applications were 3D, 2D, virtual reality, and mixed reality.

Healthcare:

  • The healthcare section focused on the main characteristics of participants involved in trials, the results reported in each study, and whether these technologies can significantly reduce ADHD symptoms or improve any skill ability.
  • The majority of participants in trials were children living with ADHD.
  • The most common results reported were that these technologies can reduce attention deficit and improve some skills, such as learning, writing, spatial memory, working memory, communication, and interaction.
  • Only two applications, Focus Pocus and EndeavorRx, are commercialized and prescribed for treating children living with ADHD.

Limitations of the study🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩


Cervantes and colleagues (2023) stated that the following were challenges identified during the systematic literature review for developing computational systems based on social robots or BCI video games to treat ADHD:

  • 🟩Diagnosing ADHD: There are three different subtypes of ADHD, and people with ADHD can also have other neurodevelopmental disorders. This makes it difficult to develop a general system for diagnosing ADHD.
  • 🟩Customizing cognitive training exercises: Cognitive training exercises need to be customized according to the individual's characteristics, such as the subtype of ADHD, the level of ADHD, and the person's preferences. This can be challenging to do.
  • 🟩Capturing and maintaining attention: Children with ADHD can easily lose interest in tasks, so it is important for cognitive training exercises to be engaging and interesting.
  • 🟩Long-term studies: Most studies on social robots and BCI video games for ADHD have been short-term. More long-term studies are needed to see how effective these technologies are in the long run.
  • 🟩Certification: Some social robots and BCI video games for ADHD have been approved for use, but many are still in the development stage. It can be difficult to get these technologies certified because they are relatively new.
  • 🟩Avoiding physical harm: Some social robots can pose physical harm to children, so it is important to design them safely.
  • 🟩Compromised social-emotional development: Children with ADHD can form strong emotional attachments to social robots. This could potentially compromise their social-emotional development.
These are just some of the challenges that researchers and engineers face in developing and using social robots and BCI video games for ADHD. More research is needed to address these challenges and to develop effective and safe technologies for helping children with ADHD.

🟩🟩🟩🟩🟩🟩What this all means🟦🟦🟦🟦🟦🟦🟦🟦

    • Researchers looked at 36 systems that use social robots or BCI video games to help people with ADHD. Some systems help diagnose ADHD, others help with cognitive training, and others help study the brain. Most systems are still being developed and tested, but some have shown promise in helping people with ADHD. Researchers need to do more studies to see how well these systems work in real-world settings. Some people with ADHD have had positive experiences with these systems, but others have had negative experiences. Developers need to make sure that these systems are flexible and can be customized for each individual.



References

Cervantes, J.-A., LΓ³pez, S., Cervantes, S., HernΓ‘ndez, A., & Duarte, H. (2023). Social Robots and Brain-Computer Interface Video Games for Dealing with Attention Deficit Hyperactivity Disorder: A Systematic Review. Brain Sciences, 13(8), 1172. https://doi.org/10.3390/brainsci13081172


Frotteurism


Frotteurism






 Frotteurism is a disorder characterized by sexual excitement at rubbing one's genitals against or touching the body of a non-consenting person. It is similar to voyeurism in that it reflects an inappropriate and persistent interest in something that many people enjoy in a consensual context (Hooley et al. 2019). Roughly 8 to 10 percent of men have a lifetime history of touching or rubbing against someone they did not know in a sexual way without their consent according to Hooley and colleagues (2019).  Some people have speculated that frotteurs are more likely to commit other sexual offenses, but there is no evidence to support this claim. People who are regularly on crowded buses or subway trains are often victims of frotteurism.


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Dsm-5 Criteria for frotteurism

  1. Over a period of at least 6 months, recurrent and intense sexual arousal from touching or rubbing against a nonconsenting person, as manifested by fantasies, urges, or behaviors.
  2. The individual has acted on these sexual urges with a nonconsenting person, or the sexual urges or fantasies cause clinically significant distress or impairment in social, occupational, or other important areas of functioning.

References


Hooley, J. M., Nock, M. K., & Butcher, J. N. (2019). Abnormal Psychology (18th ed.). Pearson Education (US). https://bookshelf.vitalsource.com/books/9780135191033

Could Gaming Addictions Become a Public Health Crisis???


Here is What One Study Found




  • Video games provide relaxation and entertainment for billions of people; however, these games can sometimes lead to obsession or addiction (Kuperczko et al., 2022).
  • Over the past two decades, there have been cases of people dying while playing video games for extended periods of time, and unfortunately, there have been cases of homicide or suicide where video games were a motivating factor (Kuperczko et al., 2022).

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Kuperczko and colleagues (2022) state that between 1995 and 2017 internet use has gone from less than one percent to forty-six percent. This growth has also spawned an internet gaming disorder. People with IGD may spend several hours a day gaming, and in extreme cases may spend days online with little food or drink intake or sleep, leading to adverse or fatal physiological conditions.

Kuperczko and colleagues (2022) have determined that there has not been a substantial review of these deaths in medical or health science literature, nor have they found any studies or case reports. Kuperczko and colleagues (2022) set out to investigate the real size of the problem of death linked to playing video games, if these subjects were addicted to gaming, the connection between gaming and death, and the possible reasons leading to death.

🟩🟩🟩🟩🟩🟩 Their Methods of Investigation 🟩🟩🟩🟩🟩🟩

  • πŸŸ₯The researchers compiled all of the instances where the act of playing video games was linked to the player's death.
  1. Their first search was a Google search using the keywords death, die, and video game which led them to numerous cases in online newspapers, blogs, and video portals. This search yielded a small collection of cases
  2. Their second scientific search via Pubmed did not yield any relevant publications (Kuperczko et al., 2022).

🟦🟦🟦🟦🟦🟦🟦🟦🟦Their Results🟦🟦🟦🟦🟦🟦🟦🟦🟦

  • They ended up with 24 cases up to the end of 2021 (Kuperczko et al., 2022):

  1. Only one of the reported victims of gaming-related death was female, and little is known about her gaming habits.
  2. Internet addiction among females typically involves social media rather than gaming, with IGD being seven times more common among male adolescents.
  3. Deaths appear to be linked to action-rich games, which are less popular among females, and competitiveness in games may lead males to play for extended periods without pausing.
  4. The victims were mostly adolescents or young adults, with ages ranging from 11 to 40 years.
  5. The first victims were in their twenties, an age group that was among the first to become familiar with computer games and experience IGD as an emerging problem.
  6. Over time, the age range of victims broadened as former teens and young adults aged into their thirties and the spread of computers, the internet, and games reached younger age groups.
  7. More than half of the cases occurred in Southeast Asia, where internet cafes are popular and provide a cheap alternative to owning a personal computer and paying for internet access, electricity, and games.
  8. Internet cafes also offer cheap food and drinks, as well as private rooms for sleeping or showering, allowing customers to remain inside for days without supervision.
  9. In contrast, cases from Western regions typically occurred at home due to the lower popularity of internet cafes and the expansion of home-based internet access points.
  10. The recent spread of smartphones has led to changes in internet access and gaming, with the first gaming deaths linked to smartphones also appearing.

⬛⬛⬛⬛⬛Limitations of the Study⬛⬛⬛⬛⬛⬛


  • The authors acknowledge that the search for cases may not have been complete and that there may be other cases that were not reported.
  • They also note that the quality of source data was sometimes poor and that the exact cause of death was often unconfirmed or speculative.
  • Despite these limitations, the authors believe that their findings are important and that they raise awareness of the potential risks of excessive video game playing.
  • The search for cases was limited to English-language sources, like international electronic newspapers.

And while these numbers may appear small, it is definitely something worth monitoring. One death is too many deaths especially if they could have been prevented.


 References

Kuperczko, D., Kenyeres, P., Darnai, G., Kovacs, N., & Janszky, J. (2022). Sudden gamer death: non-violent death cases linked to playing video games. BMC Psychiatry, 22(1). https://doi.org/10.1186/s12888-022-04373-5



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