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Gaming, the New Addiction: Exploring the World of Alternate Reality

CE Type: 
# of CE's: 

As we spend more time in gaming, social networking, and other cyber activities, the behaviors become more compulsive and begin to resemble an addiction for a percentage of the population.  Consequently, excessive gaming is moving to the forefront of behavioral health concerns.  This workshop will explore gaming and how, for some, this leads to an entry into a world of alternate reality.  Discussion will focus on games played on a computer, Xbox360, and other platforms.

Learning Objectives: 

By the end of the workshop, participants will have…

  • Explored the world of alternate reality by defining the culture of gaming;
  • Identified excessive gaming implications that may affect an individual’s pro-social community engagement, create health concerns, and spawn negative social behavior; and,
  • Designed ways to assist students struggling with the problems that may be associated with compulsive video game playing.
Intended Audience: 

This introductory level course, is designed for all professionals (behavioral health specialists, teachers, social workers, etc.) who work with young people.  Parents are also welcomed.

Instructional Level: 


Completion Requirements: 

Participants must attend entire presentation and complete a course evaluation in order to receive credits.