Search:

Cyber junkie : escape the gaming and internet trap / by Roberts, Kevin J.(CARDINAL)501424;
Includes bibliographical references.Welcome to the cyber universe -- Choose your poison -- Your brain in cyberland -- Into the black hole -- Climbing out of the hole -- The journey of recovery continues -- A guide for loved ones.
Subjects: Video game addiction.; Internet addiction.;
Available copies: 1 / Total copies: 1
unAPI

Addicted to video games / by Steffens, Bradley,1955-author.(CARDINAL)774727;
Includes bibliographical references (pages 63-71) and index.According to the World Health Organization, between four and five million people are addicted to video games in the United States alone. The emotional and financial costs of this problem are enormous. Addicted to Video Games presents a realistic picture of addiction, the effects of addiction on people's lives, and how addiction can be overcome.Grade 9 to 12.
Subjects: Young adult literature.; Video game addiction.; Video games.;
Available copies: 1 / Total copies: 1
unAPI

Breaking the trance : a practical guide for parenting the screen-dependent child / by Lynn, George T.,1945-author.(CARDINAL)637552; Johnson, Cynthia C.,1959-author.(CARDINAL)379440;
Includes bibliographical references.Introduction: why taking charge is easier said than done -- How to determine whether your child is screen dependent -- Brains awash in adrenaline: what overclocking the brain does to the bodies, minds, and nervous systems of screen-dependent children -- There is no pill to cure it: how to know whether the problem is caused by screen dependence or a co-occurring psychiatric condition -- The deepest wound: interrupted identity development -- The gangster, the golem, and the charmer: how becoming screen dependent changes a child's personality -- Rules for schools: what you can do to make sure your child's school is part of the solution -- Give me what I want and nobody gets guilt: how the screen-dependent child trains his parents -- Boys against moms: the hidden anguish of mothers and wives -- Surrender is easier when you have good reasons: what parents tell themselves to stifle the inner voice of concern -- Implementing screen controls -- phase 1: writing your family values statement and behavior standards -- Implementing screen controls -- phase 2: executing and enforcing your screen control plan -- How to help a formerly screen-dependent child battle his demons -- Conclusion: you are in charge.Screen media use (accessing digital content on tablets, cell phones, etc.) is quickly replacing traditional family time, and there is an accepted reality that nothing can be done. With few resources available, many parents are challenged to make the best decisions for their families. Breaking the Trance does not blame parents, nor vilifies technology as a whole, but rather provides easy and effective strategies to implement immediately. Ultimately, parents will be able to establish a screen control plan based on their own family's values that works and can be enforced.
Subjects: Video games and children.; Video game addiction.; Parenting.;
Available copies: 2 / Total copies: 2
unAPI

What is gaming disorder? / by Gagne, Tammy,author.(CARDINAL)351390;
Includes bibliographical references and index.When gaming gets out of control -- What is gaming disorder? -- How is gaming disorder diagnosed? -- What is life like with gaming disorder? -- How is gaming disorder treated?"Describes Gaming Disorder, how it is diagnosed, and how it is managed."--Grades 10-12
Subjects: Young adult literature.; Video game addiction; Video games;
Available copies: 2 / Total copies: 2
unAPI

Death by video game : danger, pleasure, and obsession on the virtual frontline / by Parkin, Simon.(CARDINAL)412029;
""The finest book on video games yet. Simon Parkin thinks like a critic, conjures like a novelist, and writes like an artist at the height of his powers--which, in fact, he is." --Tom Bissell, author of Extra Lives: Why Video Games Matter On January 31,2012, in an internet cafe on the outskirts of New Taipei City, Taiwan, 23-year-old student Chen Rong-yu was found dead at his keyboard while the video game he had been playing for three days straight continued to flash on the screen in front of his corpse. As Simon Parkin reconstructs what happened that night, he begins a journey that takes him around the world in search of answers: What is it about video games that inspires such tremendous acts of endurance and obsession? Why do we lose our sense of time and reality within this medium, arguably more than any other? And what is it about video games that often proves compelling, comforting and irresistible to the human mind? In Death by Video Game, Simon Parkin meets the players and game developers at the frontline of virtual extremism, including the New York surgeon attempting to break the Donkey Kong world record; the Minecraft player three years into an epic journey toward the edge of the game's vast virtual world, and the German hacker who risked prison to discover the secrets behind Half-Life 2. A riveting and wildly entertaining look at the impact of video games on our lives, Death by Video Game will change the way we think about our virtual playgrounds"--
Subjects: Video game addiction.; Video games; Video games;
Available copies: 1 / Total copies: 1
unAPI

Death by video game : danger, pleasure, and obsession on the virtual frontline / by Parkin, Simon,author.(CARDINAL)412029;
Chronoslip -- Success -- Lost in the system -- Discovery -- Belonging -- Evil -- Empathy -- Hiding place -- Mystery -- Healing -- Survival -- Utopia.""The finest book on video games yet. Simon Parkin thinks like a critic, conjures like a novelist, and writes like an artist at the height of his powers--which, in fact, he is."--Tom Bissell, author of Extra Lives: Why Video Games Matter On January 31, 2012, in an internet cafe on the outskirts of New Taipei City, Taiwan, 23-year-old student Chen Rong-yu was found dead at his keyboard while the video game he had been playing for three days straight continued to flash on the screen in front of his corpse. As Simon Parkin reconstructs what happened that night, he begins a journey that takes him around the world in search of answers: What is it about video games that inspires such tremendous acts of endurance and obsession? Why do we lose our sense of time and reality within this medium, arguably more than any other? And what is it about video games that often proves compelling, comforting and irresistible to the human mind? In Death by Video Game, Simon Parkin meets the players and game developers at the frontline of virtual extremism, including the New York surgeon attempting to break the Donkey Kong world record; the Minecraft player three years into an epic journey toward the edge of the game's vast virtual world, and the German hacker who risked prison to discover the secrets behind Half-Life 2. A riveting and wildly entertaining look at the impact of video games on our lives, Death by Video Game will change the way we think about our virtual playgrounds"--
Subjects: Video game addiction.; Video games; Video games;
Available copies: 1 / Total copies: 1
unAPI

Unwired : gaining control over addictive technologies / by Bernstein, Gaia,author.(CARDINAL)867104;
Includes bibliographical references (pages 183-224) and index.Becoming the choice-makers -- Addiction, our children, our bonds -- Invisible chains -- Clouds of smoke -- The food wars -- The privacy phoenix -- Lessons from battling titans -- The art of redesign -- The tools of awareness -- The ground is burning -- The Achilles heel -- Acupuncture for change."Our society has a technology problem. Many want to disconnect from screens but can't help themselves. These days we spend more time online than ever. Some turn to self-help-measures to limit their usage, yet repeatedly fail, while parents feel particularly powerless to help their children. Unwired: Gaining Control over Addictive Technologies shows us a way out. Rather than blaming users, the book shatters the illusion that we autonomously choose how to spend our time online. It shifts the moral responsibility and accountability for solutions to corporations. Drawing lessons from the tobacco and food industries, the book demonstrates why government regulation is necessary to curb technology addiction. It describes a grassroots movement already in action across courts and legislative halls. Groundbreaking and urgent, Unwired provides a blueprint to develop this movement for change, to one that will allow us to finally gain control"--
Subjects: Internet addiction.; Social media addiction.; Video game addiction.; Compulsive gambling.;
Available copies: 2 / Total copies: 2
unAPI

Unplugged : my journey into the dark world of video game addiction / by Van Cleave, Ryan G.,1972-(CARDINAL)705017;
MARCIVE 08/05/10Admitting I'm a video game junkie -- Range wars, or how I got hooked -- Networking at Nothern Illinois University (NIU) -- Why I really left NIU -- Mea culpa -- Connecting at last -- The war at work -- At war with my family and myself -- Dependence -- Why I couldn't stop -- Recovery -- Getting unplugged -- Three true atories -- What the experts say.WARNING: This video game may impair your judgment. It may cause sleep deprivation, alienation of friends and family, weight loss or gain, neglect of one's basic needs as well as the needs of loved ones and/or dependents, and decreased performance on the job. The distinction between fantasy and reality may become blurred. Play at your own risk. Not responsible for suicide attempts, whether failed or successful. No such warning was included on the latest and greatest release from the Warcraft series of massive multiplayer on-line role-playing games (MMORPGs) World of Warcraft (WoW). So when the author, a college professor, husband, father, and one of the 11.5 million Warcraft subscribers worldwide found himself teetering on the edge of the Arlington Memorial Bridge, he had no one to blame but himself. He had neglected his wife and children and had jeopardized his livelihood, all for the rush of living a life of high adventure in a virtual world. Ultimately, he decided to live, but not for the sake of his family or for a newly found love of life: he had to get back home for his evening session of Warcraft. This book takes us on a journey through his semi-reclusive life with video games at the center of his experiences. Even when he was sexually molested by a young school teacher at age eleven, it was the promise of a new video game that lured him to her house. As his life progresses, we witness the evolution of videogames from simple two-button consoles to today's complicated multi-key technology, brilliantly designed to keep the user actively participating. As is the case with most recovering addicts, he eventually hits rock bottom and shares with the reader his ongoing battle to control his impulses to play, providing prescriptive advice and resources for those caught in the grip of this very real addiction.
Subjects: Video game addiction.; Video games;
Available copies: 1 / Total copies: 1
unAPI

The 13th floor / by Welvaert, Scott R.(CARDINAL)541370;
Sam Wentworth is not sure about his new friends. On his first day of a new school, Sam is surprised to fall in with the popular crowd--it's all because he plays the same online video game as some of the football players. But the way they bully other gamers bothers him. Then, they get their hands on a pirated copy of the "The 13th Floor", a game banned for violence and gore. Sam and his new friends find the game so hypnotic that they can't stop playing, even after bad things start happening to them.--HL470L
Subjects: Detective and mystery fiction.; Video game addiction; Cyberbullying; Cyberbullying.;
Available copies: 1 / Total copies: 2
unAPI

Game addiction : the experience and the effects / by Clark, Neils.(CARDINAL)495840; Scott, P. Shavaun.(CARDINAL)495841;
MARCIVE 3/03/11Includes bibliographical references (pages 187-199) and index.The digital living room -- Media experience and real illusion -- Why they play -- Anatomy of a game addiction -- Games are not babysitters -- The road ahead -- Appendix A. Helpful activities during the process of change -- Appendix B. Learning the lingo -- Appendix C. Commonly used Internet and gamer slang -- Appendix D. Seeking help in an unfamiliar world."This book studies videogame addiction from a cross-disciplinary approach, bridging the divide between liberal arts academics and clinical researchers. The topic of addiction is examined neutrally, using accepted research in neuroscience, media studies, and developmental psychology, among others, to reveal how today's gamers interact with and become consumed by the virtual worlds of their videogames"--Provided by publisher.
Subjects: Video games.; Video game addiction.; Video games; Video games and children.; Video games and teenagers.;
Available copies: 1 / Total copies: 1
unAPI