Title: What Do You Remember About Adolescence
1What Do You Remember About Adolescence?
- "...And these childrenthat you spit onas they
try to change their worldsare immune to your
consultations.They're quite awareof what
they're going through..."David BowieQuote taken
from the 1985 Film - The Breakfast Club
2On-Line Gaming Addiction Its Effects On
Adolescent Social Development
- Ashley Neal Callicutt, Ed.S.
- Charles Crews, M.Ed., LPC
- Texas AM University - Commerce
3Normal Adolescent DevelopmentAccording to The
American Academy of Child Adolescent Psychology
- Early Adolescence (12-14 years)
- Middle Adolescence
- Late Adolescence (17-19 years)
4Early Adolescence
- Movements Toward Independence
- Struggle with sense of Identity
- Moodiness
- Improved ability to use speech to express
oneself
- More likely to express feelings by action
- Close friendships gain importance
- Less attention shown to parents (occasional
rudeness)
- Realization that parents are not perfect
- (Identification of their faults)
- Search for new people to love in addition
- to parents
- Tendency to return to childish behavior
- (Fought off by excessive activity)
- Peer group Influence interests and clothing
style
5- Career Interests
- Mostly interested in present and near future
- Greater Ability to work
- Sexuality
- Girls are ahead of boys
- Same sex friends and group activities
- Show-off qualities
- Greater interest in privacy
- Experimentation with body (masturbation)
- Worries about being normal
- Ethics Self Direction
- Rule and limit testing
- Occasional experimentation with cigarettes,
marijuana, and alcohol
- Capacity for abstract thought
6Middle Adolescence
- Movement Towards Independence
- Self-involvement, alternating between
unrealistically high expectations and poor
self-concept
- Complaints that parents interfere with
independence
- Extremely concerned with appearance and with
one's own body
- Feelings of strangeness about one's self and
body
- Lowered opinion of parents, withdrawal of
emotions from them
- Effort to make new friends
7- Independence continued
- Strong emphasis on the new peer group with the
group identity of selectivity, superiority and
competitiveness
- Periods of sadness as the psychological loss of
the parents takes place
- Examination of inner experiences, which may
include writing a diary
- Career Interests
- Intellectual interests gain importance
- Some sexual and aggressive energies directed into
creative and career interests
- Sexuality
- Concerns about sexual attractiveness
- Frequently changing relationships
8- Sexuality Continued
- Movement towards heterosexuality with fears of
homosexuality
- Tenderness and fears shown towards opposite sex
- Feelings of love and passion
- Ethics and Self-Description
- Development of ideals and selection of role
models
- More consistent evidence of conscience
- Greater capacity for setting goals
- Interest in moral reasoning
9Late Adolescence
- Movement Towards Independence
- Firmer identity
- Ability to delay gratification
- Ability to think ideas through
- Ability to express ideas in words
- More developed sense of humor
- Stable interests
- Greater emotional stability
- Ability to make independent decisions
- Ability to compromise
- Pride in one's work
- Self-reliance
- Greater concern for others
10- Career Interests
- More defined work habits
- Higher level of concern for the future
- Thoughts about one's role in life
- Sexuality
- Concerned with serious relationships
- Clear sexual identity
- Capacities for tender and sensual love
- Ethics and Self-Direction
- Capable of useful insight
- Stress on personal dignity and self-esteem
- Ability to set goals and follow through
- Acceptance of social institutions and cultural
traditions
- Self-regulation of self esteem
11Stages of Social-Emotional DevelopmentEricksons
Eight Stages of Man (The Child Development
Institute)
- According to Erickson
- The socialization process is made up of eight
stages
- Each stage is referred to as a psychosocial
crisis which must be resolved before going on to
the next stage
- Satisfactory learning and resolution of each
crisis is necessary for subsequent learning and
resolution of latter crises
128 stages of Psycho-SocialDevelopment According
to Erickson
- Basic Trust vs. Mistrust (Hope)
- Autonomy vs. Shame (Will)
- Initiative vs. Guilt (Purpose)
- Industry vs. Inferiority (Competence)
- Identity vs. Identity Diffusion (Fidelity)
- Intimacy vs. Isolation (Love)
- Generativity vs. Self-absorption (Care)
- Integrity vs. Despair (Wisdom)
13Industry vs. Inferiority Occurs during school
age (continues up to and includes some junior
high school)
- Skill Mastery Includes
- Relating with peers according to rules
- Progressing from free play to play that is
- structured by rules and may demand formal
- teamwork
- Mastering academics
14Successful vs. Unsuccessful Resolution
- The successful child
- Trusting
- Autonomous
- Industrious
- The Unsuccessful child
- Mistrusting
- Future Doubting
- Noting that the shame and guilt filled child
will
- experience defeat and inferiority
15Identity vs. Identity Diffusion
- Adolescence, from about age 13 to age 20
- (Answers the question, WHO AM I?
- Skill Mastery Includes
- Successful role experimentation
- Development of a clear sexual identity
16Successful vs. Unsuccessful Resolution
- The successful child
- Develops a sense of self-certainty
- Develops a set of socially congruent and
desirable ideals
- Anticipates achievement
- The unsuccessful child
- Develops a negative identity, highlighted by
feelings of inferiority
- Self-consciousness and self-doubt
17Why Adolescents Join Teams, Clubs Gangs?
- William Glasser, Choice Theory
- Humans (yes, adolescents are considered to be
humans) always choose their behavior in an
attempt to satisfy basic needs
- Our behavior at any given time is our best
attempt to satisfy one or more of these basic
needs
- Basic Needs
- Love
- Belonging
- Freedom
- Power
- Fun
18Peers, Cliques, Gangs
19Peer Groups, Cliques, Crowdspsu.edu
- Peer Group is defined as
- A small group of similarly aged, fairly close
friends, sharing the same activities
- Serving as a prototype for adult relationships,
at both work and with members of the opposite
sex
- Playing a very important role in helping an
individual define his/her personal identity
- Characterized by trust, self disclosure, and
loyalty (allowing for deeper intimacy)
- Cliques and Crowds are two types of peer group
Structure
20- Cliques are defined as
- Small groups of between two and twelve
individuals (average adolescent group, 5-6)
- Small enough so members feel that they know and
appreciate each other much better than those
outside of the group
- The main social interaction of adolescents
- Members are similar in age and social class
- Tend to be of the same sex and race
- Crowds are defined as
- Larger reputation based groups
- May or may not spend much time together
- Not based on actual friendships
- Serve to locate adolescent within the school
social structure
- A membership group is a crowd to which an
adolescent belongs
21What Are Gangs?Stedwards.edu
- Gangs are
- Loosely organized group of three or more people
who interact together to the exclusion of others
- Primary age group 14-20 years old
- Fill basic needs not met at home and at school
- (specifically respect, support, family,
recognition, protection, identity, belonging,
money, and control)
- Membership makes them feel important recognized
within their peer group
22Reasons Why AdolescentsJoin Gangs
- Reasons why youths become gang members
- Lack of role models
- Low self-esteem
- Physical safety
- Peer relations
- Sense of identity
- Increased status
- Opportunity for excitement
- Do any of these reasons look familiar?
23Notice the Similarities?
- Gangs are
- Loosely organized group of three or more people
who interact together to the exclusion of others
- Primary age group 14-20 years old
- Fill basic needs not met at home and at school
- (specifically respect, support, family,
recognition, protection, identity, belonging,
money, and control)
- Membership makes them feel important recognized
within their peer group
- Peer Group is defined as
- A small group of similarly aged, fairly close
friends, sharing the same activities
- Serving as a prototype for adult relationships,
at both work and with members of the opposite
sex
- Playing a very important role in helping an
individual define his/her personal identity
- Characterized by trust, self disclosure, and
loyalty (allowing for deeper intimacy)
24Why Join Any, Either, or ALL?
- Because each
- helps
- the adolescent
- satisfy one or more
- basic human need
- Basic Needs
- Love
- Belonging
- Freedom
- Power
- Fun
25So? So academic clubs aren't the same as other
kinds of clubs. Ah, but to dorks like him, th
ey are. -- What do you guys do in your club?
In Physics club we talk about physics, properti
es of physics. So it's sort'a social. DEMENTED a
nd SAD, but social, right? Yeah, I guess you c
ould consider it a social situation. I mean,
there are other children in my club.
- The Breakfast Club
26What is the Cyberspace Attraction?rider.edu
- For many adolescents, cyberspace hangouts are
better than the real thing
- New groups to join
- A place where they feel they belong
- Everyone knows their name
- Being part of the In crowd
- Common pitfalls to online friendships
- May be artificial
- Shallow
- Transient
27On-Line Gaming Addiction
- What is it?
- AND
- How is it effecting our Children?
28Take a Look at This New Reality
29EverQuest
30For Some This Game, Along With Others Like It,
May
- Fulfill any one or several basic needs
- Love
- Belonging
- Freedom
- Power
- Fun
31Finding Fulfillment
- In this Virtual World, adolescents can become
someone new
- Loved where they are ignored
- Admired as a leader where they feel invisible to
peers
- Free to be everyone but themselves
- Powerful where they are seen as weak
- Fun in friendship where they feel alone
For many teens, these MMORGS allow them the
opportunity to be respected among their peers for
their game playing and strategizing abilitytheir
real world status simply does not matter when
leading the guild into battle.
32(No Transcript)
33Defining the Addictionchem.vt.edu
- Internet Addiction
- A psycho-physiological disorder involving
tolerance
- (the same amount of usage elicits less response
increased amounts become necessary to evoke the
same amount of pleasure),
- Withdrawal symptoms
- (especially, tremors, anxiety, and moodiness),
- Affective disturbances
- (depression, irritability),
- and, interruption of social relationships
- (decline or loss, either in quality or quantity)
34Signs of Excessive Userider.edu
- Warning Signs
- Denial and lying about the amount of time spent
on the computer or about what they are doing on
the computer
- Excessive fatigue and changes in sleeping habits,
such as getting up early or staying up late (in
order to spend more time online)
- Academic problems, usually grades slipping
- Withdrawal from friends and declining interest in
hobbies (online friends and activities are taking
the place of the real world)
- Loss of appetite irritability when cut-off from
computer use a decline in their appearance or
hygiene
- Disobedience and acting out
35When is Too Much, Too Much?
36 Questions to Ask if Addiction is Suspected
olganon.org
- Ask the following questions
- Would you rather log into your online game than
spend time with friends in person?
- Are the majority of your friends gamers as well,
who mostly get together for LAN parties to play
games such as Counterstrike, Unreal Tournament,
or Diablo? - Do you try to find ways of playing your online
game when youre not at home?
- Do you skip appointments, miss classes, or miss
days of work because youre at a critical point
in your online characters advancement or
adventures?
37- Are you flirting with those of the opposite sex
in the game, to build a relationship, rather than
in person?
- Do you deny addiction to a Massive Multi-player
On-line Role Playing Game (MMORPG), but somehow
still feel that need to play, or just keep your
character and possessions updated (you may be
masking it by pretending youre having fun)? - Do you feel your heart racing as you control your
character in a flee from danger?...to save his or
her virtual life?...when stumbling upon some
serious loot - Do you feel a sudden rush of intense joy and
relaxation after you safely manage to steal,
pickpocket, or murder another character?
- Do you experience stronger emotions while in your
online game than you do in real life?
38Early Preventionchem.vt.edu
- Tips For Prevention
- Recognize patterns of abuse, awareness of the
basic symptoms is important
- Identify the underlying problems, What is
causing me to want to escape from everyday
life?
- Devise and act out a plan to work through the
problem, rather than escaping from it
- Take steps to resolve the addiction itself,
gradually decline computer use until a sensible
amount of time is reached
39What Can We Dorider.edu
- All adolescent activities need SOME
- supervision in order to stay on track
- Get knowledgeable and join in
- To be effective, you need to know something about
the topic LEARN
- Talk to them
- Ask about computer use, be curious, and avoid
interrogation
- Acknowledge the good and the bad
- Dont vilify the game, this will alienate,
- talk about both pros and cons
40- Make the computer visible
- Adolescents need and want some amount of privacy,
as a rule it is a good idea to put the computer
in a common area, this makes supervision easier
- Set reasonable rules
- Adolescents need and want rules, set limits
- Encourage a balance
- The Cyber World is great but there is more to
life than that, get them involved in real life
activities, the goal is to prevent future
isolation - Build a relationship
- There is no substitute
41As Counselors What CanWe Do
- Often times, in the classroom our energies
- are given toward the children with
- behavioral, emotional, or other types of
- classroom difficulties.
- We need to be acutely aware of our schools
- entire demographic.
- Try not to ignore the quiet child.
42Providing a Safe Placeto Plug-In
- Create an On-Line Gaming Club
- Provide a social outlet for students who may
otherwise be socially isolated
- MMORPGS mimic real life in such a way that social
skills are needed, learned, and implemented in
team play
- Help students transfer these skills to the real
world by providing them with a real life social
situations
- Membership promises the connection with other
students interested in the same things
43- The goal here is help students learn to apply the
social skills they learn in the game to real
world situations
- Helping establish close working relationships
between peers that continued beyond game play
- Helping provide a since of belonging in the real
world
- Helping these adolescents fulfill their basic
needs outside of the virtual realm
44A Double Edged Sword
- Many of the adolescents involved in playing
Massive Multi-player On-line Role Playing Games
are learning skills that will help them in later
life, if they are provided with a framework for
transference into the real world. These skills
they learn are worthless if their everyday lives
remain a source of anxiety, isolation, and
loneliness. - We Can Help.
45- Get Interested.
- Get Knowledge.
- Get Involved.