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Randy Kulman - The Gaming Overload Workbook: A Teens Guide to Balancing Screen Time, Video Games, and Real Life

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Randy Kulman The Gaming Overload Workbook: A Teens Guide to Balancing Screen Time, Video Games, and Real Life
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The Gaming Overload Workbook: A Teens Guide to Balancing Screen Time, Video Games, and Real Life: summary, description and annotation

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Essential skills and strategies for managing your gameplay and creating a well-balanced life.

Do you spend hours on end playing video games? Do marathon gaming sessions cause you to lose much-needed sleep? Have your grades suffered as a result of neglecting schoolwork in favor of more game time? Has your physical health declined due to extended periods of inactivity? Have you tried unsuccessfully to limit the time you spend playing? Gaming can be a fun, challenging, and rewarding activity, but when it begins to interfere with other essential aspects of life, it might be time to set some limits.

The Gaming Overload Workbook will help you explore your use of video games in a thoughtful, nonjudgmental way. This isnt a workbook for giving up on gaming. This is a guide to help you set your own limits on screen time, and apply your interest and enthusiasm for gaming to a wider variety of activities, like connecting with friends and family, excelling in school or sports, and just spending more time outdoors.

If youre ready for some healthy balance between gaming, school, family, physical activity, and social relationships, this book will provide the key to winning at the game of life!

Randy Kulman: author's other books


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Randy Kulman has developed a practical accessible resource for teens that - photo 1

Randy Kulman has developed a practical, accessible resource for teens that honors their positive experiences with screen time while simultaneously engaging them, through interactive exercises, in meaningful reflections about the costs and benefits of excessive use. Informed by current research, this book is just what parents and other adults need to address concerns about technology use in a positive, respectful way.

Jon Lasser, PhD , professor of school psychology at Texas State University, and coauthor of Tech Generation

Gaming is a complex world with confusing narratives about games supposed ills and considerable benefits. With his new, excellent workbook for youth, The Gaming Overload Workbook , Randy Kulman gives youth a fun and insightful opportunity to look at games through a whole new lens! Highly recommended for kids who love games.

Chris Ferguson, PhD , professor of psychology at Stetson University, and longtime researcher on the effects of videogames

Randy Kulmans workbook is a critically important resource for adolescents, parents, and clinicians concerned about the impact that gaming may have on teens lives. Using a unique blend of science, clinical experience, and recommendations from teenagers, this workbook is an indispensable guide to balancing video game playing, screen use, and important life activities. Teens and their families can use this workbook to develop a healthy and balanced play diet.

George J. DuPaul, PhD , professor of school psychology, and associate dean for research at Lehigh University; and author of books and scientific journal articles regarding attention deficit/hyperactivity disorder (ADHD)

Randy Kulman has created an innovative workbook for teens to better understand digital gaming. His unique approach will engage teens on their level to better understand the skills they are learning through gaming, but also to understand the risks of overload. With real case presentations, they will learn how to balance digital play. I am excited to share this book with my patients who struggle with gaming overload.

Celeste Corcoran, MD, FAAP , primary care pediatrician with thirty-two years experience, faculty at the Warren Alpert Medical School of Brown University, and diplomate in obesity medicine

The Gaming Overload Workbook will be a treasured resource for teens, their parents, and their teachers. Randy Kulman provides a unique way to help evaluate the impact of screen time and video games on teen behavior, problem-solving, time management, learning, and socialization. Numerous activities contained in the workbook invite teens to engage in self-analysis of their screen-time behavior, and encourage them to draw conclusions about how their video play impacts them. Kulman has written extensively on this topic, and his new workbook gives teens an opportunity to identify the positive and negative impacts that video games and screen time can have. I highly recommend this exceptional and highly practical book.

Harvey C. Parker, PhD , clinical psychologist in South Florida; cofounder of Children and Adults with Attention-Deficit/Hyperactivity Disorder (CHADD); author of several books and publications on child development; and recipient of a CHADD Lifetime Achievement Award

Publishers Note This publication is designed to provide accurate and - photo 2

Publishers Note

This publication is designed to provide accurate and authoritative information in regard to the subject matter covered. It is sold with the understanding that the publisher is not engaged in rendering psychological, financial, legal, or other professional services. If expert assistance or counseling is needed, the services of a competent professional should be sought.

Distributed in Canada by Raincoast Books

Copyright 2020 by Randy Kulman

Instant Help Books

An imprint of New Harbinger Publications, Inc.

5674 Shattuck Avenue

Oakland, CA 94609

INSTANT HELP, the Clock Logo, and NEW HARBINGER are trademarks of New Harbinger Publications, Inc.

Cover design by Amy Shoup

Acquired by Jess OBrien

Edited by Karen Schader

All Rights Reserved

Library of Congress Cataloging-in-Publication Data

Names: Kulman, Randy, 1955- author.

Title: The gaming overload workbook : a teens guide to balancing screen time, video games, and real life / Randy Kulman.

Description: Oakland, CA : New Harbinger Publications, [2020] | Series: Instant help books | Includes bibliographical references. | Audience: Ages 14-18.

Identifiers: LCCN 2020004632 (print) | LCCN 2020004633 (ebook) | ISBN 9781684035519 (paperback) | ISBN 9781684035526 (pdf) | ISBN 9781684035533 (epub)

Subjects: LCSH: Video games and teenagers--Juvenile literature. | Video games--Psychological aspects--Juvenile literature. | Video game addiction--Prevention--Juvenile literature.

Classification: LCC HQ784.V53 K849 2020 (print) | LCC HQ784.V53 (ebook) | DDC 794.80835--dc23

LC record available at https://lccn.loc.gov/2020004632

LC ebook record available at https://lccn.loc.gov/2020004633

Contents

a letter to teens

If youre reading this book, you probably like playing video games. It could be that youre reading it so you can tell your friends about the benefits of playing video games. Or maybe your parents gave you the book because they think youre too focused on playing video games. Perhaps you even think you shouldnt spend so much time playing video games.

Its common for teenagers to be told that they spend too much of their time and energy playing video games or staring at their cell phones. And its not just parents and teachers telling them to put down their screens. More than half of teenagers express concerns about how much time they spend playing video games. Many of you may feel that you should be doing something else but have difficulty putting away your screens. While most teens see their time playing video games and using technology as beneficial, more than half report that not everything about screen time is positive. And unfortunately, some teens may find themselves addicted to video games.

As a psychologist, my passion has always been to learn about childrens and teenagers play. I can tell you that play in any form is an incredibly important thing for you because its one of the best ways to learn. And that includes a twenty-first-century type of play: video games.

The biggest problem with video games is not that you cant learn all kinds of skills and knowledge, socialize with others, or have fun and challenge your brainbut that video games and other technologies can be hard to ignore and sometimes dont leave enough time for other important things.

You can do something about this, but its a tough battle! One of the main reasons its so difficult to limit play is that game developers have designed video games to keep you on screens as long as possible. Game publishers and designers use many psychological strategies in this process, because the more you play, the more money they make. Sometimes its hard to figure out how to quit playing, even when you would like to stop. Reading this book will help you determine if youre playing too much. One of the great things about this book is that I was able to interview many teenagers about how they manage video-game overload, and most of the suggestions youll see about dealing with overload come from them.

Another important part of this book describes the positive things you can get from playing video games. Its not reasonable to think that video games are going to disappear any time soon, so its really important for you to learn how to make the most of your video-game play. This book will show you how video-game play can make you more creative, help you learn about your world, and assist you in developing deeper relationships with your friends. Youll also discover how video games can teach you problem-solving skills, help you become more flexible, and improve skills such as planning and organization.

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