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General (32) Jennifer L. Hall From:Theresa Bass Sent:Thursday, December 15, 2022 1:09 PM To:Public Comment Subject:FW: \[EXTERNAL\] Fwd: PRESS RELEASE: GAMES AT AN SPORTS CAFE IN SOUL. CONCERN OVER VIDEO GAMES' EFFECTS HAVE LED SOUTH KOREA TO CONSIDER "GAMING DISORDER" AS A DISEASE .6C51 Gaming disorder/ From: Craig A Durfey < Sent: Wednesday, December 7, 2022 12:18 PM To: Marisa.Shea@sen.ca.gov; SHEA.Committee@senate.ca.gov; ABC7 General Release <pr@abc7.com>; TIPS@NBCUNI.COM; CBS 2 <Kcalkcbsdesk@cbs.com>; FOX11NEWS@FOXTV.COM; Foley, Katrina <Katrina.Foley@ocgov.com>; Supervisor Doug Chaffee <Fourth.District@ocgov.info>; ocbe@ocde.us; Craig A Durfey < ; durfeycraig778@gmail. Theresa Bass <TBass@anaheim.net> Subject: \[EXTERNAL\] Fwd: PRESS RELEASE: GAMES AT AN SPORTS CAFE IN SOUL. CONCERN OVER VIDEO GAMES' EFFECTS HAVE LED SOUTH KOREA TO CONSIDER "GAMING DISORDER" AS A DISEASE .6C51 Gaming disorder/ Warning: This email originated from outside the City of Anaheim. Do not click links or open attachments unless you recognize the sender and are expecting the message. ---------- Forwarded message --------- From: Craig A Durfey < Date: Wed, Dec 7, 2022 at 11:52 AM Subject: Fwd: PRESS RELEASE: GAMES AT AN SPORTS CAFE IN SOUL. CONCERN OVER VIDEO GAMES' EFFECTS HAVE LED SOUTH KOREA TO CONSIDER "GAMING DISORDER" AS A DISEASE .6C51 Gaming disorder/ To: <durfeycraig778@gmail. , Craig A Durfey < ---------- Forwarded message --------- From: <durfeycraig778@gmail. Date: Wed, Dec 7, 2022 at 11:49 AM Subject: PRESS RELEASE: GAMES AT AN SPORTS CAFE IN SOUL. CONCERN OVER VIDEO GAMES' EFFECTS HAVE LED SOUTH KOREA TO CONSIDER "GAMING DISORDER" AS A DISEASE .6C51 Gaming disorder/ To: <DIANA.LARA@sen.ca.gov>, <Assemblymember.Davies@assembly.ca.gov>, Public Records Request <cityclerk@ggcity.org>, Teresa Pomeroy <teresap@ggcity.org>, <Christopher.Aguilera@asm.ca.gov>, Maria Stipe <marias@ci.garden-grove.ca.us>, <assemblymember.quirk-silva@assembly.ca.gov>, <senator.umberg@senate.ca.gov>, Pam Haddad <pamha@ci.garden-grove.ca.us>, <David.Ochoa@sen.ca.gov>, communityrelations <communityrelations@ggcity.org>, <assemblymember.rendon@assembly.ca.gov>, <SEDN.committee@senate.ca.gov>, <sbe@cde.ca.gov>, <SENATOR.GONZALEZ@senate.ca.gov>, <Ddbarnes@ocsd.org> Cc: <durfeycraig778@gmail. , <cadurfey@gmail. 1 12-07-2022 PRESS RELEASE (P.R.D.D.C.) PARENTS FOR THE RIGHTS OF DEVELOPMENTALLY DISABLED CHILDREN CRAIG A. DURFEY FOUNDER OF P.R.D.D.C. GARDEN GROVE, CA 92842 CELL SOCIALEMOTIONALPAWS.COM FACEBOOK: CRAIG DURFEY U.S. HOUSE OF CONGRESS H2404 - HONORING CRAIG DURFEY FOR HIS FIGHT AGAINST AUTISM ... Ms. LORETTA SANCHEZ of California. https://www.govinfo.gov/content/pkg/CREC-2003-03-27/pdf/CREC-2003-03-27.pdf new website socialemotionalpaws.org 2 Open letter. Request support for enforcement of are Federal laws with CA State laws with child abuse describe below a series of reports the lack of awareness. Calls for addressing the Esports gaming addiction as a disease.6C51 Gaming disorder on school grounds with CA State SCR 73 Blue light 2019 causing myopia and sleep deprivation. HEADLINES NEWS STORIES (socialemotionalpaws.com) SOUTH KOREA WRESTLES WITH INABILITY TO UNPLUG GAMES AT AN SPORTS CAFE IN SOUL. CONCERN OVER VIDEO GAMES' EFFECTS HAVE LED SOUTH KOREA TO CONSIDER "GAMING DISORDER" AS A DISEASE. South Korea wrestles with inability to unplug Video games are practically a national pastime, but mental health experts see cause for alarm He eventually began disappearing to play at internet cafes. Night after night, she would search for him, and he would try to evade her. Now he is 21 and unemployed. In June at his grandfather’s funeral, he played games on his phone. “There wasn’t a day he’d go without playing,” said his grandmother, who raised him and felt so ashamed by his situation that she would speak only on condition that her family not be named. “Games ruined the child.” That’s a controversial opinion in South Korea these days. 3 Video games are practically the national pastime, played by the majority of adults and more than 90% of adolescents. Rising concerns over the effects of games on mental health have been met with skepticism and disdain by the $13-billion gaming industry. The debate intensified in May after the World Health Organization officially added “internet gaming disorder” to the 2022 edition of its International Classification of Diseases, which sets global standards for diagnosis. That was a welcome development to many of South Korea’s mental health professionals, who say the classification will broaden understanding of the problem and improve treatment. They point to multiple incidents of gamers dying after playing for days with little food or sleep. In 2009, a couple became so consumed by games that they allowed their infant daughter to die of malnutrition — landing them in prison for negligent homicide. The South Korean government, which has assembled a panel of experts and industry insiders to study the issue, could add gaming disorder to its own diagnostic Korean Standard Classification of Diseases as soon as 2025. The country’s gaming industry argues that the classification will have dire economic consequences. GAMERS AT an esports cafe in Seoul. Concerns over video games’ effects have led South Korea to consider listing “gaming disorder” as a disease. (Ed Jones AFP/Getty Images) Only the United States, China and Japan have bigger gaming sectors than South Korea, which exported $6 billion in games in 2017 — more than 10 times what the country’s K-pop music industry brought in. “It’ll be a disaster,” said Kim Jung-tae, a professor of game studies at Dongyang University and a veteran game developer who signed onto a task force pledging to fight the disease classification. “The entire ecosystem of the game industry could collapse.” He called the push to recognize problematic gaming as an addiction a “witch hunt” perpetrated by psychiatrists and bureaucrats who stand to profit from funding for research and treatment as well as parents eager to explain away their children’s academic failures. He said he worried that increased regulation would spur gaming companies to move their operations overseas. “It’s part of a phobia of new media,” he said. “Games, like air, are already a part of our lives.” The Ministry of Culture, Sports and Tourism, which is tasked 4 with promoting and supporting the gaming industry, has estimated that the gaming disorder designation will reduce revenue by $9 billion over the next three years and cost 8,700 jobs. It has lobbied the World Health Organization to drop the classification and urged South Korea to reject it, putting it at odds with the health ministry. Mental health advocates say concerns that the industry will come crashing down are overblown. “Alcoholics don’t blame the company that makes the liquor,” said Roh Sung-won, an addiction specialist and professor of psychiatry at Hanyang University Hospital in Seoul. “You don’t stop manufacturing cars because there are automobile accidents.” Roh said one of his patients was a video game addict who was hospitalized for a month for psychiatric care, after the owner of an internet cafe got worried about him and called police. The man had been playing for 72 hours straight. “There clearly exists a population for whom this is a problem,” Roh said. Still, there are divisions among mental health experts over whether excessive gaming should be classified as a mental disorder. Some say game addiction is in most cases a sign of other underlying mental health issues including depression or attention deficit hyperactivity disorder, known as ADHD. They also say it may be a manifestation of problems within the family, and the treatment needed may be for something other than the problematic gaming itself. The American Psychiatric Assn. has said that 0.3% to 1% of the U.S. population might potentially be diagnosed with acute gaming disorder but that the issue needs more research. Studies conducted primarily in Asia “suggest that when these individuals are engrossed in internet games, certain pathways in their brains are triggered in the same direct and intense way that a drug addict’s brain is affected by a particular substance,” the organization said in a 2013 brief. “The gaming prompts a neurological response that influences feelings of pleasure and reward, and the result, in the extreme, is manifested 5 as addictive behavior.” Dr. Allen Frances, who chaired the task force that oversaw the production of a past edition of the Diagnostic and Statistical Manual of Mental Disorders, the bible of U.S. psychiatry, tweeted that recognizing gaming disorder could help some people but also carries the risk of mislabeling “millions of normal recreational gamers.” Though there are support groups for sex addicts and food addicts, gambling is the only behavioral addiction recognized in current U.S. or international diagnostic manuals. South Korea has long been at the vanguard of concern about addiction to video games. In 2011, the country passed the so-called Cinderella Law requiring games to include automatic shutdown for children 15 or younger after midnight. Most teens quickly found workarounds using VPN connections or signing on as their parents. Two years later, a lawmaker proposed legislation classifying games alongside alcohol, drugs and gambling as major addictions to be battled by society. The proposal was debated for years before fizzling. In response to growing concerns, the video game industry established a Game Culture Foundation to promote the idea that gaming is a cultural asset rather than a social ill. The foundation set up five clinics around South Korea to treat what it calls “game overindulgence.” In the last five years, they have treated 17,000 people,researchers said. For the 21-year-old raised by his grandmother, visits to hospitals and clinics over the years never worked. Each time, he’d give up after one or two sessions. Addiction ran in the family. His grandfather was an alcoholic who for decades drank several bottles a day — usually soju, but he wasn’t picky — until his recent death due to cancer. The parallels seemed obvious to the woman who lived with both of them: the constant need for a fix, the deceit involved in hiding their habits, the inability to quit. Her grandson disputes the idea that he was ever addicted to video games, even though he routinely missed school because he would play for 12 hours at a stretch. Many of the video games he played featured the opportunity to buy “loot boxes,” which contain randomized prizes. 6 It wasn’t much of leap into another addiction that he readily acknowledges: gambling. He began dabbling in illegal offshore sports betting websites. In recent years, he resorted to petty fraud to get gambling cash — like selling his motorcycle to multiple people online. He was arrested in July on fraud charges related to his gambling debts and is currently in jail awaiting trial. In an interview from behind a window, he said he doesn’t think much about video games anymore. “I just played whenever I felt empty and depressed,” he said as a 10-minute countdown clock flashed. His grandmother has been traveling an hour and a half every day, taking a bus, a train, then another bus to visit him. She often finds herself thinking back to his elementary school days, when a soccer coach suggested that her grandson had talent and that she should sign him up for lessons. The family couldn’t afford it — but now she wonders whether it would have made all the difference ICD-11 for Mortality and Morbidity Statistics (who.int) 6C51 Gaming disorder Parent  Disorders due to addictive behaviours Show all ancestors Description Gaming disorder is characterised by a pattern of persistent or recurrent gaming behaviour (‘digital gaming’ or ‘video-gaming’), which may be online (i.e., over the internet) or offline, manifested by: 1. impaired control over gaming (e.g., onset, frequency, intensity, duration, termination, context); 2. increasing priority given to gaming to the extent that gaming takes precedence over other life interests and daily activities; and 3. continuation or escalation of gaming despite the occurrence of negative consequences. The pattern of gaming behaviour may be continuous or episodic and recurrent. The pattern of gaming behaviour results in marked distress or significant impairment in personal, family, social, educational, 7 occupational, or other important areas of functioning. The gaming behaviour and other features are normally evident over a period of at least 12 months in order for a diagnosis to be assigned, although the required duration may be shortened if all diagnostic requirements are met and symptoms are severe. Exclusions  Hazardous gaming (QE22)  Bipolar type I disorder (6A60)  Bipolar type II disorder (6A61) Diagnostic Requirements Essential (Required) Features:  A persistent pattern of gaming behaviour (‘digital gaming’ or ‘video-gaming’), which may be predominantly online (i.e., over the internet or similar electronic networks) or offline, manifested by all of the following: o Impaired control over gaming behaviour (e.g., onset, frequency, intensity, duration, termination, context); o Increasing priority given to gaming behaviour to the extent that gaming takes precedence over other life interests and daily activities; and o Continuation or escalation of gaming behaviour despite negative consequences (e.g., family conflict due to gaming behaviour, poor scholastic performance, negative impact on health).  The pattern of gaming behaviour may be continuous or episodic and recurrent but is manifested over an extended period of time (e.g., 12 months).  The gaming behaviour is not better accounted for by another mental disorder (e.g., Manic Episode) and is not due to the effects of a substance or medication.  The pattern of gaming behaviour results in significant distress or impairment in personal, family, social, educational, occupational, or other important areas of functioning. Specifiers for online or offline behaviour: 6C51.0 Gaming Disorder, predominantly online 8  This refers to Gaming Disorder that predominantly involves gaming behaviour that is conducted over the internet or similar electronic networks (i.e., online). 6C51.1 Gaming Disorder, predominantly offline  This refers to Gaming Disorder that predominantly involves gaming behaviour that is not conduced over the internet or similar electronic networks (i.e., offline). 6C51.Z Gaming Disorder, unspecified Additional Clinical Features:  If symptoms and consequences of gaming behaviour are severe (e.g., gaming behaviours persist for days at a time without respite or have major effects on functioning or health) and all other diagnostic requirements are met, it may be appropriate to assign a diagnosis of Gaming Disorder following a period that is briefer than 12 months (e.g., 6 months).  Individuals with Gaming Disorder may make numerous unsuccessful efforts to control or significantly reduce gaming behaviour, whether self-initiated or imposed by others.  Individuals with Gaming Disorder may increase the duration or frequency of gaming behaviour over time or experience a need to engage in games of increasing levels of complexity or requiring increasing skills or strategy in an effort to maintain or exceed previous levels of excitement or to avoid boredom.  Individuals with Gaming Disorder often experience urges or cravings to engage in gaming during other activities.  Upon cessation or reduction of gaming behaviour, often imposed by others, individuals with Gaming Disorder may experience dysphoria and exhibit adversarial behaviour or verbal or physical aggression.  Individuals with Gaming Disorder may exhibit substantial disruptions in diet, sleep, exercise and other health-related behaviours that can result in negative physical and mental health outcomes, particularly if there are very extended periods of gaming.  High-intensity gaming behaviour may occur as a part of online computer games that involve coordination among multiple users to accomplish complex tasks. In these cases, peer group dynamics may contribute to the maintenance of intensive gaming behaviours. Regardless of the social 9 contributions to the behaviour, the diagnosis of Gaming Disorder may still be applied if all diagnostic requirements are met.  Gaming Disorder commonly co-occurs with Disorders Due to Substance Use, Mood Disorders, Anxiety or Fear-Related Disorders, Attention Deficit Hyperactivity Disorder, Obsessive-Compulsive Disorder, and Sleep-Wake Disorders. Boundaries with Normality (Threshold):  Gaming Disorder should not be diagnosed merely on the basis of repeated or persistent gaming (online or offline) in the absence of the other characteristic features of the disorder.  Daily gaming behaviour as a part of a routine or the use of gaming for purposes such as developing skills and proficiency in gaming, changing mood, alleviating boredom, or facilitating social interaction in the absence of the other required features is not a sufficient basis for assigning a diagnosis of Gaming Disorder.  High rates and long durations of gaming behaviour (online or offline) occur more commonly among specific age and social groups (e.g., adolescent males), and in particular contexts such as during the holidays or as a part of organized gaming activities for entertainment in the absence of the other required features is also not indicative of a disorder. Cultural, subcultural, and peer-group norms should be considered when making a diagnosis. Course Features:  The course of Gaming Disorder is typically progressive, as the individual increasingly prioritizes gaming at the expense of other activities. Developmental Presentations:  Gaming Disorder appears to be most prevalent among adolescent and young adult males aged 12 to 20 years. Available data suggest adults have lower prevalence rates.  Among adolescents, Gaming Disorder has been associated with elevated levels of externalizing (e.g., antisocial behaviour, anger control) and internalizing (e.g., emotional distress, lower self-esteem) problems. Among adults, Gaming Disorder has been associated with greater levels of depressive and anxiety symptoms. 10  Adolescents with Gaming Disorder may be at increased risk for academic underachievement, school failure/drop-out, and psychosocial and sleep problems. Sex- and/or Gender-Related Features:  Males appear to be more frequently affected by Gaming Disorder during both adolescence and adulthood.  Though less frequently diagnosed with Gaming Disorder than adolescent boys, girls who meet the diagnostic requirements may be at greater risk of developing emotional or behavioural problems. Boundaries with Other Disorders and Conditions (Differential Diagnosis):  Boundary with Hazardous Gaming: The category of Hazardous Gaming from the ICD-11 chapter on ‘Factors Influencing Health Status or Contact with Health Services’ may be assigned to individuals who exhibit problematic patterns of gaming behaviour without the other features of Gaming Disorder. Hazardous gaming refers to a pattern of gaming that appreciably increases the risk of harmful physical or mental health consequences to the individual or to others around the individual that may require some intervention or monitoring but is not considered to constitute a disorder.  Boundary with Gambling Disorder: Unlike Gaming Disorder, Gambling Disorder necessitates the betting of money or other valuables in the hope of obtaining something of greater value. If gaming behaviour is focused on wagers (e.g., internet poker), Gambling Disorder may be a more appropriate diagnosis.  Boundary with Bipolar and Related Disorders: Increased goal-directed activity including impaired ability to control gaming behaviour can occur during Manic, Mixed, or Hypomanic Episodes. A diagnosis of Gaming Disorder should only be assigned if there is evidence of a persistent pattern of gaming behaviour that meets all diagnostic requirements for the disorder and occurs outside of Mood Episodes.  Boundary with Obsessive-Compulsive Disorder: Gaming behaviour can sometimes be described as ‘compulsive’ by lay people and also by some health professionals. Compulsions observed in Obsessive-Compulsive Disorder are almost never experienced as inherently pleasurable and typically occur in response to intrusive, unwanted, and generally anxiety- provoking obsessions, which is not the case with gaming behaviour in Gaming Disorder. 11  Boundary with Disorders Due to Substance Use: Co-occurrence of gaming and substance use is common. Intoxication due to some substances may exacerbate problematic gaming behaviour. A diagnosis of Gaming Disorder can be assigned together with a Disorder Due to Substance Use diagnosis if the requirements for both are met.  Boundary with the effects of psychoactive substances, including medications: Use of specific prescribed medications or illicit substances (e.g., dopamine agonists such as pramipexole for Parkinson Disease or Restless Legs Syndrome or illicit substances such as methamphetamine) can sometimes cause impaired control over gaming behaviour due to their direct effects on the central nervous system, with onset corresponding to use of the substance or medication. Gaming Disorder should not be diagnosed in such cases. Release Not On May 25, the World Health Organization officially voted to adopt the latest edition of its International Classification of Diseases, or ICD, to include an entry on "gaming disorder" as a behavioral addiction. This is a move that could alarm parents all over the country. World Health Organization (WHO) List Video Game Addiction As A… www.npr.org/2019/05/28/727585904/is-gaming-disorder-an-illness-the-who-say…  Feedback  62% Of Young Gamers Experience Abuse Online, According To Study 62% Of Young Gamers Experience Abuse Online, According To Study (socialemotionalpaws.com) How Gambling Disorder Is Defined in the DSM-5 How Gambling Disorder Is Defined in the DSM-5 (socialemotionalpaws.com) 12 ‘Reuben never misses.’ Prep esports teams like Quartz Hill are pr ‘Reuben never misses.’ Prep esports teams like Quartz Hill are pr (socialemotionalpaws.com) Press Release Social Media Addictions' causing brain injury with Press Release Social Media Addictions' causing brain injury with (socialemotionalpaws.com) Open letter E-Sports Harms Childs Brain Gray Matter to Addiction Open letter E-Sports Harms Childs Brain Gray Matter to Addiction. (socialemotionalpaws.com) The United State definition description for child abuse as followed : “Definitions of Child Abuse & Neglect Learn how child abuse and neglect are defined in Federal law and State laws and find resources that distinguish between discipline and abuse. Discipline versus abuse Federal law definitions of child abuse and neglect Federal legislation provides guidance to States by identifying a minimum set of acts or behaviors that define child abuse and neglect. “ The Federal Child Abuse Prevention and Treatment Act (CAPTA) (42 U.S.C.A. § 5106g), as amended by the CAPTA Reauthorization Act of 2010, defines child abuse and neglect as, at minimum: "Any recent act or failure to act on the part of a parent or caretaker, which results in death, serious physical or emotional harm, sexual abuse or exploitation"; or "An act or failure to act which presents an imminent risk of serious harm." This definition of child abuse and neglect refers specifically to parents and other caregivers. A "child" under this definition generally means a person who is younger than age 18 or who is not an emancipated minor. While CAPTA provides definitions for sexual abuse and the special cases of neglect related to withholding or failing to provide medically indicated treatment, it does not provide specific definitions for other types of maltreatment such as physical abuse, neglect, or emotional abuse. While Federal legislation sets 13 minimum standards for States that accept CAPTA funding, each State provides its own definitions of maltreatment within civil and criminal. Definitions of Child Abuse & Neglect - Child Welfare Information Gateway and Child Abuse Identification & Reporting Guidelines - Child Abuse Prevention Training and Resources (CA Dept of Education) and See California Penal Code 11165.7 child: means a person under the age of 18 years. Psychiatry.org - Internet Gaming Addictive behaviours: Gaming disorder - World Health … https://www.who.int/news-room/questions-and... Oct 22, 2020 · Gaming disorder is defined in the 11th Revision of the International Classification of Diseases (ICD-11) as a pattern of gaming behavior (“digital- gaming” or “video-gaming”) characterized by impaired control over gaming, increasing priority given to gaming over other … What is gaming disorder? Gaming disorder is defined in the 11th Revision of the International Classification of Diseases (ICD-11) as a pattern of gaming behavior (“digital-... What is the International Classification of Diseases? The International Classification of Diseases (ICD) is the basis for identification of health trends and statistics globally and the international s... Why is gaming disorder being included in ICD-11? A decision on inclusion of gaming disorder in ICD-11 is based on reviews of available evidence and reflects a consensus of experts from different d... 14  World Health Organization (WHO) List Video Game … https://www.npr.org/2019/05/28/727585904 May 28, 2019 · They are controversial. And now, video games have just become an internationally recognized addiction. On May 25, the World Health Organization officially voted to adopt the …  Estimated Reading Time: 8 mins  WHO classifies ‘gaming disorder’ as mental health condition https://edition.cnn.com/2018/06/18/health/video-game-disorder-who/index.html Jun 18, 2018 · Now, they may have backup: The World Health Organization announced “gaming disorder” as a new mental health condition included in the 11th edition of its International …  Estimated Reading Time: 8 mins  WHO Makes 'Gaming Disorder' an Official Medical … 15 https://time.com/5597258/gaming-disorder-icd-11-who May 29, 2019 · At the World Health Organization’s World Health Assembly on Saturday, member states officially recognized gaming addiction as a modern disease. Last year, the WHO voted to include...  World Health Organisation Officially Declares Gaming Disorder A … https://gamingbolt.com/world-health-organisation... As reported by Nikkei, while Gaming Disorder has been something W.H.O. has been looking at since 2017, they’ve now made it an official disease. It’s easy to roll your eyes and hand wave …  Internet Gaming Disorder declared an official disease https://www.3newsnow.com/news/local-news/internet... Oct 22, 2019 · The World Health Organization officially added Internet Gaming Disorder, or IGD, to its International Classification of Diseases. "And you can develop things such as changes in …  16 Psychiatry.org - Internet Gaming https://www.psychiatry.org/patients-families/internet-gaming A study published in American Journal of Psychiatry in March 2017 sought to examine the validity and reliability of the criteria for internet gaming disorder, compare it to research on gambling addiction and problem gaming, and …  Garden Grove Unified Students Set to Conquer Esports … https://ggusd.us/news/garden-grove-unified... Feb 07, 2018 · La Quinta High School’s participation in the Orange County High School Esports League regular season competition began, Monday, January 29th. Skip Navigation Calendars La Quinta High School Students Excel at Cutting-Edge … https://ggusd.us/news/la-quinta-high-school... Nearly 125 La Quinta High School students competed in a cutting-edge eSport tournament held at the school last week. Student Video Competition | Garden Grove Unified School District https://ggusd.org/choose-wellness/student-video-competition 17 GGUSD launched a Choose Wellness video competition to engage the student voice in an important district-wide Choose Wellness campaign that strives to increase awareness about … GGUSD Athletics https://www.ggusdathletics.com Search this site. Skip to main content. Skip to navigation  GGUSD Announces Winners of Choose Wellness Video Competition https://rop.ggusd.us/news/ggusd-announces-winners... Garden Grove Unified Students Set to Conquer Esports League  Wednesday, February 7, 2018  La Quinta High 18 La Quinta High School’s participation in the Orange County High School Esports League regular season competition began, Monday, January 29th. Two teams of Aztecs were ranked in the top ten – something no other high school can claim. Their regular season started with the pre-season #1 ranked La Quinta Gold Team (Rizette) facing Fountain Valley’s Gold Team and the pre-season #10 ranked La Quinta Blue Team (Roblox) facing Western High School’s Blue Team, with each round consisting of a best of three matchup. Both of La Quinta’s teams claimed 2-0 results against their opponents in the first round of competition. “It’s exciting that La Quinta High School students are excelling in the cutting- edge world of esports,” said Lan Nguyen, Board of Education vice president. “Esport competitions help students fine-tune skills in teamwork, problem-solving, and communication.” The league’s regular season consists of eight rounds with each team having one match per round. The two teams representing La Quinta are among 37 teams from schools across Orange County. At the conclusion of the regular season, teams will participate in the championships, which is a six round competition spanning two weekends to crown the best team in Orange County. 19 According to organizers, the Orange County High School Esports League was launched as an effort to connect students’ interests in esports, sportsmanship, entrepreneurship, and STEM interests. Visit La Quinta’s TheRealLQHS social media accounts (Facebook, Twitter, and Instagram) weekly for match times, and follow their Twitch channel (twitch.tv/thereallqhs) to watch the matches live. Share: GGUSD Announces Winners of Choose Wellness Video Competition  Wednesday, May 13, 2020 Garden Grove Unified School District (GGUSD) students from the district’s eight high schools participated in a Choose Wellness campaign video contest, competing for cash prizes. Students created videos illustrating the need to make mental health and wellness a priority and to end the stigma associated with getting help during a mental health crisis. 20 GGUSD received 20 video submissions from a variety of high school clubs and the district’s Choose Wellness committee selected one from each high school to be featured on the district’s website and YouTube channel in March and April. Winners were determined by number of likes on YouTube. GGUSD is pleased to announce the winners and accompanying cash prizes, including the video from Los Amigos ASB (Associated Student Body) in first place with 618 YouTube Likes winning $2,000; the Bolsa Grande Women’s League video in second place with 537 YouTube Likes winning $1,000; and the video from Santiago’s Video Production Club in third place with 274 YouTube Likes winning $500. Fourth through eighth place videos earned $150 for their club and include Pacifica NAMI (National Alliance on Mental Illness) Club’s video in fourth place, La Quinta NAMI Club’s video in fifth place, Garden Grove High School Animal Lovers Club video in sixth place, Rancho Alamitos NAMI Club video in seventh place and Hare Video Production Club video in eighth place. Additional clubs that submitted video entries will receive $100 for honorable mention, and include Bolsa Grande Friday Night Live, Bolsa Grande ASB, Bolsa Grande Men’s League, Garden Grove Make A Wish Club “This was a great opportunity for our students to get involved in the Choose Wellness campaign,” said GGUSD Board of Education President Walter Muneton. “The student voice is certainly the most powerful when it comes to encouraging their peers to seek help during times of need and to know they are not alone in dealing with life’s challenges.” The contest, was open to all GGUSD high school clubs or programs, and aimed to engage the student voice and perspective about the importance of mental health and wellness. The grant for the contest was funded by BPSOS Center for Community Advancement, a Vietnamese-American community organization with a long track record of community service. This video contest was one of many of GGUSD’s Choose Wellness initiatives. The campaign was launched in September after the Board of Education passed Resolution No. 11 reaffirming its commitment to mental health and wellness. La Quinta Nets CIF Championship in esports | Garden Grove Unified School District (ggusd.us) La Quinta Nets CIF Championship in esports  Tuesday, June 1, 2021 21 La Quinta High School’s varsity esports club team, la pomme de terre, defeated the defending California Interscholastic Federation (CIF) champion Sunny Hills Lancers Gold team to win the California CIF League of Legends esports tournament earlier this month. The winning team includes students Minh Pham, Andy Luong, Jake Van, Lary Nguyen, and Khoa Pham, under the leadership of teacher and team advisor Ms. Terry Nguyen. “Congratulations to these students for this tremendous accomplishment that took not just skill but communication and teamwork,” said GGUSD Board of Education member Bob Harden. “The Aztecs have formed a strong esports program and will undoubtedly compete for many more championships in the years to come.” The victory in the championship match was the pinnacle of the 16-team tournament which also saw pomme de terre defeat teams from Northview, Harvard-Westlake, and Troy High Schools. The La Quinta Blue Team, which represented the esports club in the JV tournament was the second seed in the 64 team Pacific League of Legends tournaments and marched all the way to the final match where they ultimately fell to Irvine High School. 22 League of Legends Developed by Riot Games, is a team-based competitive game mode based on strategy and outplaying opponents. Teams consist of 5 players, each playing a specific role but working together to break the enemy Nexus before the opposing team breaks theirs. Given the game’s complexity that involves high-level strategy and technical gameplay, students are required to critically think about how to beat the enemy in front of them, while also keeping in mind the macro-level objectives. This requires students to constantly communicate, collaborate, and lead each other throughout the game in hopes of bringing the team to victory. In March of 2020, CIF announced that esports would officially be considered a high school sport. La Quinta Nets CIF Championship in esports | Garden Grove Unified ... www.ggusd.us › news › la-quinta-nets-cif-championship-in-esports Thumbnail image Jun 1, 2021 ... La Quinta High School's varsity esports club team, la pomme de terre, defeated the defending California Interscholastic Federation (CIF) ... Garden Grove Unified Students Set to Conquer Esports League ... www.ggusd.us › news › garden-grove-unified-students-set-to-conquer-esp... Thumbnail image Feb 7, 2018 ... La Quinta High School's participation in the Orange County High School Esports League regular season competition began, Monday, January 29th ... La Quinta High School Students Excel at Cutting-Edge eSport ... ggusd.us › news › la-quinta-high-school-students-excel-at-cutting-edge-esp... Thumbnail image Nov 2, 2017 ... Nearly 125 La Quinta High School students competed in a cutting- edge eSport tournament held at the school last week. 23 La Quinta Nets CIF Championship in esports | Garden Grove Unified ... www.ggusd.us › news › la-quinta-nets-cif-championship-in-esports Jun 1, 2021 ... La Quinta High School's varsity esports club team, la pomme de terre, defeated the defending California Interscholastic Federation (CIF) ... Garden Grove Unified Students Set to Conquer Esports League ... www.ggusd.us › news › garden-grove-unified-students-set-to-conquer-esp... Feb 7, 2018 ... La Quinta High School's participation in the Orange County High School Esports League regular season competition began, Monday, January 29th ... La Quinta High School Students Excel at Cutting-Edge eSport ... ggusd.us › news › la-quinta-high-school-students-excel-at-cutting-edge-esp... 24 Nov 2, 2017 ... Nearly 125 La Quinta High School students competed in a cutting- edge eSport tournament held at the school last week. Thank You Craig A Durfey Founder of P.R.D.D.C. 25