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Susana Barrios From:durfeycraig778@gmail.com Sent:Friday, June 19, 2026 8:52 PM To:'Craig A Durfey'; senator.umberg@senate.ca.gov; ADAM.BOMAN@asm.ca.gov; SENATOR.GONZALEZ@senate.ca.gov; SEDN.committee@senate.ca.gov; assemblymember.ta@assembly.ca.gov; 'Bob Harden'; 'PIO Department'; 'Liz Vasquez'; 'Lan Nguyen'; ocbe@ocde.us; 'Teri Rocco'; 'Public Records Request'; SHEA.Committee@senate.ca.gov; response@ocgov.com; rosie.rosales@sausd.us; 'Dina Nguyen'; 'Walter Muneton'; 'Nick Dibs'; stephaniek@ggcity.org; '"Jennifer.Carey@sen.ca.gov"'; 'Gabriela Mafi'; Assemblymember.Muratsuchi@assembly.ca.gov; Assemblymember.Davies@assembly.ca.gov; David.Ochoa@sen.ca.gov; cindyt@ggcity.org; 'George Brietigam'; 'Lisa Kim'; arianaa@ggcity.org; GGDPIO@GGCITY.ORG; Don Barnes; Sam.Waldoch@asm.ca.gov; yeseniam@ggcity.org; lauren.robinson@asm.ca.gov; keisha.anderson@asm.ca.gov; REPLOUCORREA@MAIL.HOUSE.GOV; Senator.Allen@senate.CA.gov; phillipn@ggcity.org; Superintendent@cde.ca.gov; Tanya.Lieberman@asm.ca.gov; Vicente.Sarmiento@bos2.oc.gov; Nicholas.Liedtke@asm.ca.gov; lara.flynn@asm.ca.gov; Grant.Silva@asm.ca.gov; senator.umberg@senate.ca.gov; SEDN.committee@senate.ca.gov; SHEA.Committee@senate.ca.gov; 'Devon Atkinson'; '"JONATHAN@GGPD.ORG"'; 'Public Records Request'; Public Comment; City.Council@surfcity-hb.org; irvinecitycouncil@cityofirvine.org; '"Whill@Cityofirvine.org"'; 'communityrelations'; ocbe@ocde.us; Brian.Anderson@asm.ca.gov; Veronica.Blevins@asm.ca.gov; lauren.robinson@asm.ca.gov; Marguerite.Ries@asm.ca.gov; JOE.PAK@asm.ca.gov; keisha.anderson@asm.ca.gov; Eliza.Brooks@asm.ca.gov Cc:ADAM.BOMAN@asm.ca.gov; Nicholas.Liedtke@asm.ca.gov; Cindy.Morante@asm.ca.gov; andrew.ironside@asm.ca.gov Subject:\[EXTERNAL\] 1 There is no current federal law in the U.S. Congress that specifically addresses mental health e-sports addiction in schools Attachments:DIGITAL MADNESS P.28-P.29 8-18-24Image_20240818_0005.jpg; DIGITAL MADNESS P.28-P.29 8-18-24Image_20240818_0004.jpg; DIGITAL MADNESS P.28-P.29 8-18-24Image_20240818_0003.jpg; DIGITAL MADNESS P.28-P.29 8-18-24Image_ 20240818_0001.jpg 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. (P.R.D.D.C.) PARENTS FOR THE RIGHTS OF DEVELOPMENTALLY DISABLED CHILDREN CRAIG A. DURFEY FOUNDER OF P.R.D.D.C. P.O.BOX 2001 GARDEN GROVE, CA 92842 CELL 714-321-8238 CADURFEY@GMAIL.COM 1 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 The White House 1600 Pennsylvania Avenue, N.W. Washington, D.C. 20500 U.S. Health and Human Services (HHS) Secretary Robert F. Kennedy Jr The U.S. Department of Health & Human Services Hubert H. Humphrey Building 200 Independence Avenue, S.W. Washington, D.C. 20201 Toll Free Call Center: 1-877-696-6775 Federal Communications Commission 45 L Street NE Washington, DC 20554 Link Phone: 1-888-225-5322 ASL Video Call: 1-844-432-2275 Fax: 1-866-418-0232 Dear President Trump Requesting your consideration executive order proclaiming social medial gaming, gambling, restricting under 16 years old due to mental health crises, causing rot Lasting brain rot effects from being chronically online | 60 Minutes Australia Lasting brain rot effects from being chronically online | 60 Minu , CA State SCR 73 Blue Light 2019 causing myopia, sleep deprivation note China restrict with screentime. with mental health crises from excessive screentime, 1.8 million children reported having anxieties, U.S. Congress Education Hearing on 2 “Screentime in Schools” – June 2025 Secretary Kennedy Announces HHS Action to Reduce Harmful Screen Use and Protect Children Online, WASHINGTON—MAY 20, 2026—The U.S. Department of Health and Human Services (HHS) Office of the Surgeon General today released the Surgeon General’s Warning on the Harms of Screen Use: An Advisory and Toolkit on How to Protect Children and Adolescents, which raises national awareness about the growing risks associated with excessive and harmful screen use among young people. Secretary Kennedy Announces HHS Action to Reduce Harmful Screen U to FCC Chairman Brendan Carr called the review necessary at a time when screen time use has surged at schools across the nation, particularly since COVID. FCC launches sweeping review of $3B school internet subsidy progr , New surgeon general advisory suggests screen time limits for kids with HHS Action to Reduce Harmful Screen Use and Protect Children Onli . Requesting consideration social medial mental health crises, ban all schools, all ages E-Sports a DMS 5 disorder that have spread in the U.S. with ages under 13 years old the past surgeon general recommended for safety no to any Tech. existing Federal current laws under U.S. Key Federal Statutory References34 USC § 20341 (Child Abuse Reporting): Defines "child abuse" to include "mental injury" alongside physical injury, sexual abuse, or neglect.42 U.S. Code § 5106g According to 34 USC 20341, students spend to much with this as non-educational activity to causing excessive screentime. mental injury is defined as: Harm to a child's psychological or intellectual functioning. Exhibited by severe anxiety, depression, withdrawal, or outward aggressive behavior. Demonstrated by a change in behavior, emotional response, or cognition with children harm from screentime, CA SCR 73 blue light 2019 mental health international crises, U.S. Congress attempting address various bills however the rule 230 impeding to hold industry hold accountable. As in CA State the protection is limited due to awareness by CA state understanding from brain injury addictions, consideration executive order proclaiming social media crises As example The state superintendent has limited authority over school districts, which are locally managed. The officeholder instead manages the California Department of Education. This agency guides local school districts and also provides partial oversight. The state superintendent also typically takes advantage of the bully pulpit on education issues. Shaw and Barrera advance to run-off for state schools superintend with Parents are typically asked to sign paperwork at enrollment granting consent for the schools to give their kids laptops. Nicki Petrossi said when she initially refused to sign it in 2024, the school district in Fullerton, California, told her that she was legally barred from doing so. According to a letter the district provided her, reviewed by NBC News, 3 administrators argued state rules require children to use computers if that’s how the school is teaching a curriculum. Parents are opting kids out of school laptops, returning them to A spokesperson for the California Department of Education said “how a district implements the state-adopted standards is up to the district.” The district did not respond to a request for comment. Federal law addresses emotional child abuse primarily through definitions within reporting statutes, notably 34 USC 20341, which defines "mental injury" as harm to a child's psychological or intellectual functioning, often shown by severe anxiety, depression, or withdrawal. This includes behavioral changes, emotional dysfunction, or cognitive issues. Key Federal Statutory References34 USC § 20341 The state superintendent has limited authority over school districts, which are locally managed. The officeholder instead manages the California Department of Education. This agency guides local school districts and also provides partial oversight. Shaw and Barrera advance to run-off for state schools superintend UK to ban under-16s from social media. Here’s what apps are included and when it is set to start The U.K. is set to ban under-16s from several social media platforms as the government accelerates its efforts to protect young people from online harm. The move for a “full ban” comes after a government consultation conducted between March and May found that 9 out of 10 parents backed such a measure. The UK government, led by Prime Minister Keir Starmer, has announced a landmark ban on social media for under-16s, with restrictions also targeting harmful features on gaming and livestreaming platforms Yahoo+1. UK to ban under-16s from social media. Here’s what apps are inclu Digital Madness: How Social Media Is Driving Our Mental Health Crisis--and How to Restore Our Sanity: P.18 I had even been contacted by the U.S. military to do training for the Department of defense (DoD) mental health providers on how to assess and treat video game addiction. Gaming is so severe in the military that There have been several documented and socking cases of military babies dying in the crib from parent neglect as their father played marathon video game sessions. The problem became so significant that the (DoD) mental had to create a new cause of death for the infant death certificates: ”Death due to Electric Distraction.” With Video Game Addiction: ScreenStrong's Founding Story (#113) 4 Esports, short for electronic sports, refers to organized, competitive video gaming where individuals or teams compete in various game titles across genres such as strategy, first-person shooter, sports simulations, and multiplayer online battle arenas \[1\]. These competitions range from amateur to professional levels and are often broadcast live to audiences online or in arenas, with players and teams frequently sponsored and competing for significant prize pools. Esports has evolved into a global phenomenon, blending elements of traditional sports, entertainment, and digital culture. Frontiers | Promoting mental health in esports A US survey of gambling among adolescents and young adults reported that gambling is widespread among US youths, which is a cause of concern \[30\]. The cost of gambling addiction in Sweden in 2018 https://pmc.ncbi.nlm.nih.gov/articles/PMC11396010/ The devastating effects of video game addiction on children | 60 Minutes Australia. https://socialemotionalpaws.com/blog-post-1/f/the-devastating-effects-of-video- game-addiction-on-children-%7C-60 Why There Are Treatment Centers for Gaming Addiction—And What That Should Tell Every Parent with Dr. Hilarie Cashhttps:// https://socialemotionalpaws.com/blog-post-1/f/why-there-are- treatment-centers-for-gaming-addiction%E2%80%94and-what-tha with NASEF | Free Middle School & High School Esports Clubs What Happens When You Take Your Teen’s Phone Away: Understanding Screen Addiction & Withdrawal (#262) What Happens When You Take Your Teen’s Phone Away: Understanding Screen Addiction & Withdrawal (#262) Video game addiction (internet gaming disorder) is characterized by severely reduced control over gaming habits, resulting in negative impacts on daily functioning, including personal, social, educational and occupational responsibilities. While millions of people play video games, only a small percentage develop video game addiction. https://socialemotionalpaws.com/blog- post-1/f/the-dark-side-of-gaming-%7C-documentary with BLOG POST Video game addiction, also called internet gaming disorder, is a condition characterized by severely reduced control over gaming habits, resulting in negative consequences in many aspects of your life, including self-care, relationships, school and work. https://socialemotionalpaws.com/blog-post-1/f/the- basement-generation-we-know-the-harms-of-social-media-for-gir Middle- and high-school students across the country are chugging energy drinks like water. https://socialemotionalpaws.com/blog-post-1/f/is-video-game-addiction- really-an-addiction 5 Teens often begin the day with a can after staying up late studying, gaming or texting, teachers and principals say. They drink more throughout the day to stay alert in class, and still more in the evening to grind through homework. When schools ban the drinks, students often pound them before class or hide them in other containers. It can hinder learning, disrupt class and, in some cases, cause seizures. Students regularly visit the school nurse’s office, complaining of rapid heart rates and anxiety attacks after consuming several energy drinks, administrators say. Caffeine consumption is linked to heightened feelings of anxiety and depression, which are on the rise among adolescents. “I think every single kid is drinking some form of energy drink at my school,” says Jefferson City, Mo., 17-year-old Jacqueline Rogers. Herself included. “We use caffeine because we overwork ourselves with activities and classes.” https://socialemotionalpaws.com/blog-post-1/f/teens%E2%80%99-energy-drink- habit-is-amping-anxiety-disrupting-class-and Reclaim Vacation: 8 Reasons to Leave Video Games at Home Don’t let screens steal your family’s best moments—here’s why a game-free vacation is the best gift you can give. https://socialemotionalpaws.com/blog-post-1/f/reclaim-vacation- 8-reasons-to-leave-video-games-at-home This lawsuit is rooted in the failure of video game companies to warn minors about the risks of video game addiction. We aim to hold these corporations accountable for negligence and its impact on the lives of young gamers. If you've suffered due to excessive gaming, your story matters, and justice can be sought. Your journey from gaming addiction to recovery matters. Let your voice be heard, and let's work together to ensure future generations of gamers don't face the same challenges. Join us in this pivotal movement for justice and accountability in the gaming industry. https://socialemotionalpaws.com/blog-post-1/f/video-game- addiction-lawsuit Kiley Holds Hearing on Screentime in Schools https://socialemotionalpaws.com/blog-post-1/f/kiley-holds-hearing-on-screentime- in-schools Hearing: "Screentime in Schools" Early Childhood, Elementary, and https://socialemotionalpaws.com/blog-post-1/f/hearing-screentime-in-schools- early-childhood-elementary-and 6 The Importance of Child Protection in esports https://socialemotionalpaws.com/blog-post-1/f/the-importance-of-child-protection- in-esports Stop the gaming addiction before you throw away college tuition. DID YOU KNOW that the average college student addicted to gaming spends between 5-8 hours per day on gaming, with a minimum of 31 hours per week? And that nearly half of all college students feel that gaming has gotten in the way of their academic performance. It’s true. In the college world, video games are definitely not all fun and games. “One of the top reasons for college dropouts in the U.S. is online gaming addiction,” said Federal Communications Commissioner Deborah Taylor. Studies show that 85% of college boys are gamers, and one in eight develops addiction patterns. In a college of 20,000 students (assuming half are boys), 8,500 are video game players. That means 1,063 students are at risk of dropping out. More than that, the research has shown a negative correlation between gaming addiction and expected college engagement, GPA, and drug and alcohol violations that occur during the first year in college. Will Your Gamer Survive College This Fall? EXCLUSIVE: American children have quietly become hooked on video game supplements that have DOUBLE the caffeine of Red Bull and may stunt their growth and warp their brains, experts warn Energy drink G FUEL has rocketed to popularity in recent years with sales doubling from 2019 to 2021 Company has partnered with gaming personalities and brands popular among the youth to advertise It also features many candy-like flavors featuring characters like Naruto and Sonic the Hedgehog One leading group warns that 50% of US adolescents use energy drinks despite being recommended not to American teenagers have become hooked on ultra-caffeinated video game supplements that are fueling a sleep deprivation crisis among the country's youth, experts have warned. 7 It is not uncommon for children to double or triple scoop the product, with videos on platforms like Tik Tok and YouTube going viral glorifying such. A triple-shot of G FUEL could include up to 420mg of caffeine. ‘It becomes easier for a kid to consume far more than they attempt,' Dr Ellen Rome, head of the Center for Adolescent Medicine at the Cleveland Clinic told DailyMail.com, comparing G FUEL to caffeine-packed drinks at Starbucks where there is an inherent price barrier to getting that much of the stimulant. Children under the age of 12 are not recommended by the the American Association of Pediatrics (AAP) to consume caffeine for any reason. A teenager is not to get more than 100mg each day. Caffeine can be harmful to a developing body. The stimulant is highly addicting and consumption in adolescence has been linked to attention issues, anxiety and can be life-threatening for children suffering from a chronic heart condition or high blood pressure. https://socialemotionalpaws.com/blog-post-1/f/american- children-have-quietly-become-hooked-on-video-game-supple-1 I have written lengthy reports about esports being extremely harmful to child's mental health that falls under child abuse laws, yet we continue go blind with algorithms, visual violence, gambling, can't sleep, using red bull to awake the effects the health physically etc. Esports at third grade playing Minecraft goes against the U.S. Surgeon General REPORT. Esports programs expand across grade levels. Classroom More K–12 Schools Expand Esports to Middle and Younger Grades For junior high students, gaming can be a pipeline to varsity competition, scholarships and careers. School districts like Modesto City Schools and Palm Springs Unified in California are expanding esports programs across grade levels to engage students in teamwork, social-emotional learning and career exploration in fields like game design and video production. Districts are also incorporating esports into middle school programs and career and technical education pathways to foster skills that extend beyond gaming. Full Story: EdTech Magazine (10/8) https://socialemotionalpaws.com/blog-post-1/f/esports-programs-expand-across- grade-levels 8 Study finds little evidence linking violent video games to increased aggression in adolescents. A longitudinal study of a large number of Czech adolescents found that individuals scoring higher on physical aggression tended to play video games that are a bit more violent. This was particularly the case among younger participants. However, the study did not find any evidence that changes in how much one plays violent video games had an impact on future physical aggression. The research was published in Computers in Human Behavior. Video games have become one of the most popular forms of entertainment worldwide. Over the past few decades, they have evolved from simple, pixelated programs into immersive, lifelike experiences, spanning a wide variety of genres. Today, nearly 3 billion people around the globe are active video game players. https://socialemotionalpaws.com/blog-post-1/f/study-finds-little-evidence-linking- violent-video-games-to-increa Next-Gen Education is Bringing Gaming to the Classroom. Long shunned by educators, gaming is increasingly being integrated into education, with games like League of Legends, Overwatch, Rocket League, and Fortnite being introduced to educational settings. In fact, establishing an esports- centered community in schools can help students align their passion with their academic and personal aspirations, fostering an environment where they can learn, grow, and embrace various facets of esports. Parents and educators often attribute the rise of violence and anti-social behavior to excessive gaming. In a 2020 Mott Poll Report in the US, it was reported that 86 percent of parents think their child wastes too much time playing video games. A recent study on the impact of gaming on children and adolescents in the Arab world found longer game time correlated with a higher risk of physical aggression and hostile behavior. https://socialemotionalpaws.com/blog-post-1/f/next-gen- education-is-bringing-gaming-to-the-classroom Does violence in video games impact aggression and empathy? A longitudinal study of Czech adolescents to differentiate within- and between-person effects. The associations between exposure to violent video games (VVG) and aggression/empathy have been extensively studied. VVG are often depicted as triggers for increased aggression and decreased empathy in line with the General Aggression Model. However, longitudinal evidence that distinguishes within- and between-person effects and focuses on various dimensions of aggression/empathy remains scarce. Drawing on representative sample of 3010 9 Czech adolescents (aged 13–17), data were collected over four waves to measure physical and verbal aggression, and cognitive and affective empathy. VVG was evaluated based on open-ended responses. A random-intercept cross-lagged panel model was employed to differentiate within- and between-person associations. VVG positively correlated with cognitive empathy, verbal aggression, and physical aggression at the between-person level. https://socialemotionalpaws.com/blog-post-1/f/does-violence-in-video-games- impact-aggression-and-empathy-a-lon-1 The publishers of video games such games as Doom and Grand Theft Auto joined President Trump Thursday in a White House roundtable discussion about violent video games and whether they play a part in desensitizing some players and contribute to the likelihood they might commit violence. https://socialemotionalpaws.com/blog-post-1/f/these-are-the- video-games-the-white-house-played-in-its-meeting-o The following content may contain stories and references to predation and child abuse. Some readers may find this content triggering. We believe that parents are best-equipped to protect their children when they are aware of the potential risks children may face in online spaces. According to the FBI, as many as 500,000 predators are active online every day targeting kids ages 12 to 15. Their intentions include procuring sexual images from children and sometimes making physical contact with their victims. Video gaming platforms offer predators an opportune place to lure children. Kids may have their guard down when playing games, while predators make overtures of “friendship,” sometimes pretending to be someone they are not. Any game where children can communicate with strangers presents risks. Predators can contact children in chat rooms (sometimes called lobbies) through written, verbal, or video means before or during a game. https://socialemotionalpaws.com/blog-post-1/f/5-video-games-where-predators- target-kids BOWLING GREEN, Ky. – Sex offenders are using popular games like Fortnite or Minecraft to seduce children. It’s become a serious 10 problem especially since gaming usage has skyrocketed during the pandemic. Just this month, Kentucky State Police arrested a man using PlayStation to solicit sex acts from children prompting News 40 to investigate. Observer Research Foundation data shows that since the pandemic began, online sexual abuse and exploitation of children has risen globally, in certain countries, up to 400 percent. https://socialemotionalpaws.com/blog-post-1/f/online-child-abuse-triples-over- pandemic-pedophiles-using-gaming Online games are very popular, at least one person plays video games in two- thirds of American households, according to the Entertainment Software Association. Roughly 160 million American adults play internet-based games, one recent study estimates. The games can be very entertaining, and it may be easy to get absorbed in the competition, but can they be addictive? That is a question still being debated among researchers and health professionals, but early evidence suggests that videogames are one of the most addicting technologies around. In fact, new research shows that there are plenty of safe and effective treatments for videogame addiction already in use. Internet Gaming in DSM-5 Addiction to gaming is described in the American Psychiatric Association's Diagnostic and Statistical Manual of Mental Disorders (DSM-5-TR), which is used by mental health professionals to diagnose mental disorders. In the DSM-5-TR, the condition is referred to as Internet Gaming Disorder (IGD)(1). IGD is included in the section recommending conditions for further research, along with caffeine use disorder and other conditions. Internet Gaming Esports FBI’s "Be Smart With Your Kids' Smartphone" program, which aims to help parents and educators understand potential threats that accompany cellphones and how to prevent online sexual predators and violent extremists from engaging their kids online. The Jacksonville Field Office’s Child Exploitation Task Force and Community Outreach Unit started the outreach effort in 2018 and partner with local school districts to hold these public forums. https://socialemotionalpaws.com/blog-post-1/f/child-sexual-abuse-material-in-the- world-dhs%E2%80%99s-campaign-to-help U.S. Surgeon General Wants To Treat Social Media Like Cigarettes By Adding Warning Labels. 11 Social media seemed poised to permanently alter the way humans communicate when it started to gain steam a couple of decades ago, and while it’s definitely lived up to that promise, whether or not it’s changed the world for the better is a topic that is very much up for debate. https://socialemotionalpaws.com/blog-post- 1/f/us-surgeon-general-wants-to-treat-social-media-like-cigarettes America’s Top Doctor on Why He Wants Warning Labels on Social Media. https://socialemotionalpaws.com/blog-post-1/f/us-surgeon-general-wants-to-treat- social-media-like-cigarettes What is Video Gaming Addiction? And How to Prevent it? Video game addiction emerges as a compelling topic in the realm of psychological studies and public discourse. Recognized by the World Health Organization as “Gaming Disorder,” this behavioral addiction manifests through persistent or recurrent gaming behavior, both online and offline. The individual exhibits impaired control over gaming activities, prioritizes gaming over other life interests and daily activities, and continues gaming despite the occurrence of negative consequences. https://socialemotionalpaws.com/blog-post-1/f/us- surgeon-general-wants-to-treat-social-media-like-cigarettes From Little Gamers to College Gamers: Reversing the Long-Term Consequences of Early Gaming Dependency In today's episode, join Melanie Hempe as she reviews an often-overlooked long- term consequence of childhood gaming dependency: failure to thrive in college. Melanie shares warning signs and offers practical tips for both parents and teenagers to address and reverse these issues effectively. https://socialemotionalpaws.com/blog-post-1/f/from-little-gamers-to-college- gamers-reversing-the-long-term-con Today, Melanie is joined by Glow Kids author Nicholas Kardaras to discuss his experience with treating video game addiction & social media dependency, as well as discussing childhood brain development. Check out Dr. Kardaras's NEW book 'Digital Madness: How Social Media Is Driving Our Mental Health Crisis—and How to Restore Our 12 Sanity.' https://socialemotionalpaws.com/blog-post-1/f/from-little-gamers-to- college-gamers-reversing-the-long-term-con Video Game Addiction: ScreenStrong's Founding Story (#113) Video Game Addiction: Founding Story Today, Melanie is joined by Dr. Brett Kennedy, co-director of the Digital Media Treatment & Education Center and a Licensed Clinical Psychologist with over 20 years of experience working with adolescents, adults, and couples. Dr. Kennedy and Melanie discuss the history of video games, how video games specifically meet boys' needs, and tips for helping your son through a video game detox. Video Game Addiction & Treatment with Dr. Brett Kennedy Every organization has a founding story, and ScreenStrong is no different. Today we will hear Melanie give a detailed account of her family's struggle with video game addiction—in the form of her oldest son, Adam. https://socialemotionalpaws.com/blog-post-1/f/video-game-addiction- screen-strongs-founding-story The publishers of video games such games as Doom and Grand Theft Auto joined President Trump Thursday in a White House roundtable discussion about violent video games and whether they play a part in desensitizing some players and contribute to the likelihood they might commit violence. Thursday's meeting was part of the president's response to last month's shooting at Marjory Stoneman Douglas High School in Parkland, Fla., in which 17 were killed. Trump has made a range of remarks as Democratic and some Republican lawmakers call for more gun control, suggesting he would take guns away from mentally ill people — with or without a court order — and supported arming teachers. He also criticized violence in video games, as well as in movies and online. "I’m hearing more and more people say the level of violence on video games is really shaping young people’s thoughts," he said during a meeting about school safety with local and state officials. In the meeting Thursday afternoon, the president said some studies have indicated shown a correlation between video game violence and real violence, the White House said Thursday. No reporters were allowed in the meeting. 13 https://www.google.com/search?q=Doom+and+Grand+Theft+Auto+joined+Preside nt+Trump+Thursday+in+a+White+House+roundtable+discussion+about+violent+vi deo+games&rlz=1C1ONGR_enUS1178US1178&oq=Doom+and+Grand+Theft+Auto+ joined+President+Trump+Thursday+in+a+White+House+roundtable+discussion+ab out+violent+video+games&gs_lcrp=EgZjaHJvbWUyBggAEEUYOdIBCDE0OTdqMGo 3qAIAsAIA&sourceid=chrome&ie=UTF-8 During the meeting, a short video was played showing some violent imagery from video games such as Call of Duty, Fallout and Wolfenstein. The clips, since posted on the White House YouTube channel, "appear to be ripped from YouTubers’ footage of the game as well as from the gaming outlet Giant Bomb," reported video game news site Kotaku. https://socialemotionalpaws.com/blog-post-1/f/risks-of-childrens-addiction-to- electronic-games-from-a-social The U.K. may ban sales of energy drinks to kids under 16. Many want the U.S. to do the same. As purchases of energy drinks have skyrocketed, so have concerns about their possible health effects, particularly on children. The U.K. may ban sales of energy drinks to kids under 16. Many wa https://socialemotionalpaws.com/blog-post-1/f/surgeons-are-telling-men-to-quit- energy-drinks%E2%80%A6-because-studies-s Child gamers are being flogged powerful stimulants with more than two times the amount of caffeine as a can of Red Bull. The supplements promise 'laser focus' during marathon all-night gaming sessions and are hugely popular with young teenagers. https://socialemotionalpaws.com/blog-post-1/f/children-are-fueling-marathon- gaming-sessions-with-dangerous-st Energy drinks sold to under-16s despite supermarket ban. High-caffeine canned energy drinks are being sold in supermarkets despite a ban, a BBC investigation has found Sales of the drinks to children under 16 have been voluntarily banned by most major UK stores since March. https://socialemotionalpaws.com/blog-post-1/f/children-are-fueling-marathon- gaming-sessions-with-dangerous-st Are esports bettors a new generation of harmed gamblers? 14 Being an esports bettor significantly predicted greater problem gambling severity and gambling-related harms. More frequent esports skin betting and skin gambling (on games of chance) were significant predictors of gambling problems amongst esports bettors. https://socialemotionalpaws.com/blog-post-1/f/are- esports-bettors-a-new-generation-of-harmed-gamblers-a-compar T he United States Surgeon General, Dr. C. Everett Koop, said today that video games might be hazardous to the health of young people, who, he said, are becoming addicted to the machines ''body and soul.'' Dr. Koop, formerly a Philadelphia pediatric surgeon, said that ''more and more people are beginning to understand'' the adverse mental and physical effects of video games. At the Western Psychiatric Institute and Clinic, Dr. Koop said he had no scientific evidence on the effect of video games on children, but he predicted statistical evidence would be forthcoming soon from the health care fields. https://socialemotionalpaws.com/blog-post-1/f/around-the- nation-surgeon-general-sees-danger-in-video-games https://www.nytimes.com/1982/11/10/us/around-the-nation-surgeon-general-sees- danger-in-video-games.html Esports is not a sport creates addiction, mental illness, school introduces this in their districts without sound duty of care thus can generate violence, ect. https://socialemotionalpaws.com/blog-post-1/f/esports-is-not-a-sport-creates- addiction-mental-illness-school Welfare and Institutions Code section 300 The child is suffering serious emotional damage, or is at substantial risk of suffering serious emotional damage, evidenced by severe anxiety, depression, withdrawal, or untoward aggressive behavior toward self or others, as a result of the conduct of the parent or guardian or who has no parent or guardian capable of providing appropriate care. A child shall not be found to be a person described by this subdivision if the willful failure of the parent or guardian to provide adequate mental health treatment is based on a sincerely held religious belief and if a less intrusive judicial intervention is available. https://socialemotionalpaws.com/blog-post-1/f/ca-welf-inst-code-section-300 15 https://socialemotionalpaws.com/blog-post-1/f/risks-of-childrens-addiction-to- electronic-games-from-a-social https://socialemotionalpaws.com/blog-post-1/f/esports-brings-violence-schools- have-as-education-screentimecd This condition can include gaming on the internet or any electronic device, but most people who develop significant gaming issues mainly play on the internet. Whether internet and video gaming addiction should be classified as an addiction or mental illness is debated among researchers. Many researchers consider video game addiction a behavioral addiction similar to gambling disorder, in which the rush of winning becomes one of the main reasons for playing. Others think this comparison to gambling is flawed because there may not be financial or material losses involved with playing video games. In addition, winning a video game may require cognitive skills and sharp reflexes, while winning at gambling is mainly a matter of chance. https://my.clevelandclinic.org/health/diseases/23124-video-game-addiction Who does video game addiction affect? Video game addiction can affect children, teens and adults, although adults are most likely to have this condition. How common is video game addiction? Researchers estimate that video game addiction affects between 1.7% and 10% of the U.S. population. The estimated range is large because many researchers disagree on the diagnostic criteria for internet gaming disorder. https://my.clevelandclinic.org/health/diseases/23124-video-game-addiction Australia asks Roblox, Minecraft to detail child safety measures The state superintendent has limited authority over school districts, which are locally managed. The officeholder instead manages the California Department of Education. This agency guides local school districts and also provides partial oversight. The state superintendent also typically takes advantage of the bully pulpit on education issues. 16 The office has an uncertain future because Gov. Gavin Newsom is pushing a proposal to reimagine the office and redistribute some of its duties. Shaw and Barrera advance to run-off for state schools superintend Mental health and well-being in esports: A scoping review , (2) synthesise findings on mental health and well-being outcomes and (3) identify gaps to guide future research and practice. A systematic search identified 10,348 records, of which 89 studies met the inclusion criteria. Results reveal a nuanced picture in which indicators of mental well-being, such as intrinsic motivation, self-efficacy and psychosocial skills, can coexist with mental ill-health symptoms, including anxiety and gaming addiction. Prevalence estimates varied widely, with anxiety reported in 38%–82% of players and depressive symptoms in 25%–37%. These outcomes appear to vary depending on factors such as player experience, coping strategies and the competitive environment, highlighting how indicators of well-being (e.g., motivation and confidence) can co-occur with symptoms of distress (e.g., anxiety), reflecting the dynamic nature of mental health in esports. https://iaap- journals.onlinelibrary.wiley.com/doi/10.1111/apps.70055 Mental health and well-being in esports: A scoping review Gambling addiction is one of the behavioral and conduct-based dependencies included in the DSM-5 and is recognized as a global challenge \[4\]. Gambling and games such as dice and playing cards are considered to have a close relationship \[29\]. 4.1. Gaming Disorder and Symptoms Recognized by the WHO and APA The MHLW Japan defines dependency as “A state of being captivated by something specific and wanting to quit, but not being able to.” Dependency is classified into two categories (Figure 5). The first type of addiction is a state of being in a situation where things cannot be consumed or experienced in moderation and is related to substance use. The second type of addiction is a state of being too absorbed in a particular act or process and falling into a situation where nothing else can be carried out. Gaming disorder is an addiction owing to the act of immersing oneself in the game and falls under the second type of addiction. With the popularization of the internet and smartphones, internet and gaming addiction have become significant problems \[4\]. Therefore, countermeasures from the medical field are required. 17 U.S. Congressional Legislation on E-Sports and Gambling Addictions in Schools There is no current federal law in the U.S. Congress that specifically addresses e-sports addiction in schools. The legislative focus in recent years has been on problem gambling, especially in the context of legalized sports betting, rather than on e-sports or gaming addiction in educational settings. Related Federal Gambling Addiction Bills Several bills introduced in Congress aim to address the broader public health crisis of gambling addiction, which could indirectly affect youth exposed to gambling through e-sports or other platforms: SAFE Bet Act (H.R. 9590) – Introduced in September 2024, this is the first comprehensive federal bill to set “minimum federal standards” for states offering sports betting. It would require states to meet federal standards on advertising, affordability, and AI use, and could apply to online betting platforms that might be linked to e-sports betting gamblingharm.org. GRIT Act (S. 3579 / H.R. 6982) – Introduced by Sen. Blumenthal and Rep. Salinas, this bill would dedicate 50% of the federal sports excise tax to gambling addiction treatment and research, with 75% going to states and 25% to the National Institute on Drug Abuse. It does not raise taxes but would fund prevention, treatment, and research for problem gambling National Council on Problem Gambling+1. POINTS Act (H.R. 1000) – Introduced in March 2026, this bipartisan bill would redirect a share of existing sports wagering tax revenue toward prevention, screening, intervention, and treatment programs for gambling addiction, without creating new taxes ReadWrite. Why E-Sports Addictions Are Not a Current Legislative Priority While e-sports and gaming are growing, U.S. federal policy has not yet targeted “gaming addiction” in schools. The focus has been on problem gambling because: Legalized sports betting is widespread (30+ states allow online betting) gamblingharm.org. Gambling addiction rates are high among bettors, with 40–50% experiencing problems gamblingharm.org. 18 Federal excise tax revenue from sports wagering is substantial, creating a funding stream for treatment National Council on Problem Gambling. Possible Legislative Pathways If e-sports addiction in schools becomes a more pressing public health concern, lawmakers could: Adapt existing gambling addiction frameworks to include video game and e-sports use. Introduce school-specific provisions in education or public health bills. Partner with state and local governments to address youth gaming habits. In summary: As of now, U.S. Congress has no law on e-sports addiction in schools, but related gambling addiction bills like the SAFE Bet Act, GRIT Act, and POINTS Act could be adapted to address broader gaming and e-sports risks if public health concerns grow gamblingharm.org+3. Why E-Sports Are Not Regulated as Gambling E-sports are generally considered competitive video gaming rather than gambling, so they fall outside the scope of existing problem gambling laws. However, if e-sports were to be commercialized (e.g., betting on matches), states with responsible gaming frameworks could apply similar safeguards. Possible Legislative Directions While no state has yet addressed e-sports addictions in schools, lawmakers could draw from: Problem gambling prevention statutes (e.g., Massachusetts, New Jersey, New York) that require operators to provide self-exclusion options and educational materials. School-based mental health and technology use policies that address screen time, online behavior, and addiction risks. Federal guidance from the Substance Abuse and Mental Health Services Administration (SAMHSA) on digital addiction prevention. Bottom Line 19 As of now, no U.S. state has passed legislation specifically targeting e-sports addictions in schools. Current laws focus on gambling and problem-gambling prevention, not e-sports. Any future regulation would likely emerge from broader mental health, technology use, or gambling prevention frameworks, rather than a dedicated e-sports addiction law. The American Psychiatric Association classifies compulsive gaming under Internet Gaming Disorder (IGD) in the DSM-5, categorizing it as a "condition for further study" rather than a standalone official diagnosis. The Los Angeles Times has covered this topic multiple times, discussing both the psychiatric debate and the gaming industry's pushback. \[1, 2\] Notable Los Angeles Times coverage includes: The Clinical Debate: When the World Health Organization (WHO) officially recognized "gaming disorder" as a mental health condition, the LA Times Compulsive video-game playing could be mental health... detailed the international milestone and the implications for behavioral health. \[1, 2, 3, 4, 5\] Academic Pushback: The LA Times reported on backlash from local researchers, including scholars at UC Irvine, who objected to categorizing gaming as an illness, arguing it could unfairly pathologize normal hobbyist behavior UC Irvine objects to WHO’s plan to classify ‘gaming disorder’ as a.... \[1, 2\] Industry Stance: Early LA Times reporting on the APA's initial inclusion of the condition highlighted how trade groups and the video game industry Gaming junkies get no diagnosis - Los Angeles Times warned against prematurely labeling gaming habits as an addiction. \[1\] For further guidance, could you tell me what specific aspect of the DSM-5 criteria or esports culture interests you (e.g., diagnosis symptoms, competitive stress vs. addiction)? I can help find more focused information for you. 8 sites (Internet) Gaming Disorder in DSM-5 and ICD-11: A Case of ... - PMC - NIH In 2013, Internet gaming disorder (IGD) was included in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) as a con... National Institutes of Health (.gov) Internet Gaming - American Psychiatric Association Addiction to gaming is described in the American Psychiatric Association's Diagnostic and Statistical Manual of Mental Disorders ( 20 Psychiatry.org UC Irvine academics come to the defense of players after ... Feb 8, 2018 — Is excess gaming a mental disorder? UCI fights back, saying it's unfair to gaming world. Los Angeles Times Show all This is for informational purposes only. For medical advice or diagnosis, consult a professional. AI responses may include mistakes. Learn more https://www.google.com/search?q=los+angles+time+news+story+e- sports+dms+5+disorder&rlz=1C1ONGR_enUS1178US1178&oq=los+angles+time+n ews+story+e- sports+dms+5+disorder&gs_lcrp=EgZjaHJvbWUyBggAEEUYOTIJCAEQIRgKGKAB MgkIAhAhGAoYoAEyBwgDECEYjwLSAQgyMzIwajBqN6gCALACAA&sourceid=chro me&ie=UTF-8 Like Dislike South Korea’s Struggle to “Unplug” — Energy, Politics, and Social Isolation South Korea is grappling with multiple “inability to unplug” challenges — from being tethered to fossil fuels in its energy system to political gridlock and a surge in socially withdrawn youth. Energy dependency and the “power trilemma” The country’s heavy reliance on fossil fuels — 58.5% of its power mix in 2023, with 26.8% from LNG — has left it vulnerable to global price shocks. The Russia– Ukraine war in 2022 spiked LNG costs, pushing up wholesale electricity prices and forcing state-run utility KEPCO to sell at regulated rates that didn’t cover fuel costs. This created a “vicious cycle” of debt, bond issuance, and political pressure to keep tariffs low, while slow renewable adoption missed opportunities to cut prices and reduce environmental costs ieefa.org. The result is a power tariff trilemma: balancing energy security, competitiveness, and sustainability. 21 Political polarization and governance paralysis In late 2024, President Yoon Suk-yeol’s attempted martial law and subsequent impeachment exposed deep societal divisions. The crisis revealed a political system where centralization of power and factionalism persist, even as civil society mobilizes. This instability has delayed policy reforms, including those needed to diversify energy sources and address social issues East Asia Forum+1. Social isolation among youth Parallel to political and energy struggles, South Korea is facing a “silent crisis” of extreme social withdrawal. Around 540,000 young people aged 19–34 are socially and economically inactive, often confined to their homes for years. Causes are varied — from childhood trauma and depression to unemployment and “just taking a break” — with 45.6% citing “other” reasons The Korea Times. This phenomenon, akin to Japan’s hikikomori, reflects a broader societal inability to “unplug” from isolation, mirroring the energy sector’s inability to disconnect from fossil fuel dependence. Interconnected challenges These issues are linked: economic stress from high energy costs and political instability can exacerbate youth unemployment and mental health struggles, while social withdrawal may further erode civic engagement and political participation. Addressing them requires coordinated action — diversifying energy sources, reforming regulated markets, and expanding support for reintegration programs — to help South Korea “unplug” from its current constraints and build a more resilient, inclusive society. South Korea wrestles with inability to unplug - Search The growing popularity of esports has sparked interest in understanding how esports participation might pose unique mental health challenges and opportunities for players. To address this, this scoping review aimed to systematically map mental health and well-being research in esports. Specifically, we sought to (1) describe the methodological characteristics of existing studies, (2) synthesise findings on mental health and well-being outcomes and (3) identify gaps to guide future research and practice. A systematic search identified 10,348 records, of which 89 studies met the inclusion criteria. Results reveal a nuanced picture in which indicators of mental well-being, such as intrinsic motivation, self-efficacy and psychosocial skills, can coexist with mental ill-health symptoms, including anxiety and gaming addiction. 22 Prevalence estimates varied widely, with anxiety reported in 38%–82% of players and depressive symptoms in 25%–37%. These outcomes appear to vary depending on factors such as player experience, coping strategies and the competitive environment, highlighting how indicators of well-being (e.g., motivation and confidence) can co-occur with symptoms of distress (e.g., anxiety), reflecting the dynamic nature of mental health in esports. While research in this area has recently proliferated, the majority of studies were cross-sectional (56.2%), with only 6.7% longitudinal and 4.5% intervention based. Significant gaps remain, including methodological inconsistencies, a lack of longitudinal and intervention studies and limited inclusion of diverse populations (e.g., various genders, geographical location and competitive settings). This review underscores the need for standardised measurement tools to accurately ascertain the prevalence, severity and nature of mental health challenges in esports. There is also a need for gender-balanced samples and tailored mental health frameworks that reflect the unique pressures of this population, such as performance demands, digital toxicity and irregular schedules. Future research should develop and evaluate evidence-based interventions and organisational policies aimed at safeguarding player well-being. I Used to Let My Kids Play Video Games Freely, But These 15 Facts Made Me Rethink I Used to Let My Kids Play Video Games Freely, But These 15 Facts Made Me Rethink© JJFarq/Shutterstock.com I'll admit it. I'm a parent who used to let my children spend their lives in front of the TV. Yes, I used to let my kids play video games freely, and for a while, everything seemed to be okay, but then I started to do some research. I began to realize that there are many downsides to long gaming sessions, especially if they happen day after day. In this article, you will see the many negative side effects that can occur when your child is addicted to video games. Many of these facts will be startling, but that's the point. As a parent, you need to know how to keep your kids safe in every way, even when they're having fun. Heed these tips for a well-rounded child. Your Student May Have Issues in School 23 According to research, your child could perform poorly in school if they spend an excessive amount of time in front of the screen playing games.In this study, they found that less screen time resulted in better scores in math. Also, more time spent outside playing meant that the kids did better ingymand other physical classes. Keep that in mind. A solution may be to allow video games only during the weekend. They Could Learn Toxic Behavior During the 1990s, it was popular for politicians to talk about how dangerous video games were because they would make kids act out violently. While the jury is still out on that, there is the possibility that kids could be exposed to toxic environments. Some video games, like Grand Theft Auto, are full of violence, language, and tough characters. It is possible that your child could model their behavior after those characters. Just be watchful. https://socialemotionalpaws.com/blog-post-1/f/i-used-to-let-my-kids-play-video- games-freely-but-these-15-facts Gaming, Social Media and Mental Wellness Presentation: Presented by Hoag ASPIRE Intensi... The World Health Organization recently recognized “gaming disorder” as a diagnosable condition. Excessive gaming and focus on social media can cause psychological effects such as irritability, depression, isolation and anxiety. Explore the impact tech… https://tv.iusd.org/search?keyword=video%20games&fields=tags&pageContext=e- tag-search The state superintendent has limited authority over school districts, which are locally managed. The officeholder instead manages the California Department of Education. This agency guides local school districts and also provides partial oversight. The state superintendent also typically takes advantage of the bully pulpit on education issues. The office has an uncertain future because Gov. Gavin Newsom is pushing a proposal to reimagine the office and redistribute some of its duties. Shaw and Barrera advance to run-off for state schools superintend Parents are typically asked to sign paperwork at enrollment granting consent for the schools to give their kids laptops. Nicki Petrossi said when she initially refused to sign it in 2024, the school district in Fullerton, California, told her that 24 she was legally barred from doing so. According to a letter the district provided her, reviewed by NBC News, administrators argued state rules require children to use computers if that’s how the school is teaching a curriculum. A spokesperson for the California Department of Education said “how a district implements the state-adopted standards is up to the district.” The district did not respond to a request for comment. But Petrossi was certain she needed to get her children back on an analog education, Parents are opting kids out of school laptops, returning them to I had no idea this Fortnite lawsuit was even a thing… If you know someone who plays Fortnite, send them this https://www.facebook.com/reel/808854095491870/?fs=e&mibextid=wwXIfr&fs=e The U.S. Department of Health and Human Services (HHS) and the Office of the Surgeon General issued an advisory warning that excessive screen time—ranging from social media scrolling to gaming—is a severe public health concern linked to poor sleep, mental health challenges, and weakened in-person relationships. Recommended Screen Time Limits Health officials outline specific age-based guidelines to protect cognitive and physical health: Under 18 months: Zero screen time (except for video chatting).Ages under 6: Less than 1 hour per day. Ages 6 to 18: Maximum of 2 hours of recreational screen time per day. The "5 Ds" Framework The advisory introduces five practical strategies for parents and youth to manage technology use: Discuss: Talk openly about the risks and benefits of digital media. Do: Establish boundaries like screen-free meals and device-free bedrooms. Delay: Postpone access to social media and personal devices when possible. Divert: Encourage offline hobbies, extracurriculars, and outdoor activities. Disconnect: Power off devices to ensure uninterrupted sleep. To read the full 43-page federal document, review the HHS Surgeon General's Advisory. If you want to create a tailored plan for your family, tell me: What ages are your children? About how many hours a day do they currently use screens? Is it mostly for social media, gaming, or videos? I can help suggest specific strategies to scale back their usage 25 Health officials in the Trump administration have issued an advisory about children and adolescents’ excessive screen time, warning that negative impacts on sleep and mental functioning have “become a public health concern”. The advisory from the Department of Health and Human Services (HHS) notes that the amount of screen time reaches an average of four or more hours per day by the time a child becomes a teenager and can be linked to poor sleep, decreased functioning in school, less physical activity and weakened in-person relationships. “A concern at all stages of life, and a particularly important one around children’s screen exposure, is its potential to disrupt healthy sleep, which is fundamental to learning, mood, behavior, physical health, and overall development,” the report says. Trump health officials issue advisory on children and teens’ excessive screen time | Trump administration | The Guardian Extreme Minecraft makeover Elementary-, middle-school esports teams help contractor with renovation Students from Athens-Chilesburg Elementary and Leestown Middle School in Kentucky participated in "LEXtreme Makeover," a series of build challenges in Minecraft Education, through a partnership between Boone Contracting and the district's esports program. The final challenge, "Rickhouse to Penthouse," involved transforming a historic distillery into an accessible apartment complex. Boone Contracting funded custom trophies for students and provided feedback on their designs. Tell a Friend | SmartBrief Gaming & Careers Southern U. program guides students to esports careers Southern University has launched the Esports and Digital Gaming Ecosystem program to prepare students for careers in game development, production, broadcasting, content creation and emerging technologies in response to the growth of the gaming industry. The program aims to address the representation gap in the gaming and tech workforce, where African Americans make up only 4% to 5% despite being 12% of video game players. Full Story: The Times-Picayune | The New Orleans Advocate (6/7) share-text Tell a Friend | SmartBrief Teaching & Coaching 26 Ga. Teacher of the Year finalist is also an esports coach High-school math teacher Amanda Dillard, a top 10 finalist for Georgia's Teacher of the Year, is dedicated to students in the classroom and the esports arena, where she serves as the team's coach. Students describe her as kind, supportive and always ready to help, noting that she transforms timid freshmen into confident seniors. Full Story: CBS News (6/8) Tell a Friend | SmartBrief share-text Inside the classroom with Cobb County School District's Teacher of the Year Amanda Dillard When you walk through the hallways of Pope High School, it won't take long to realize that math teacher Amanda Dillard is a beloved fixture. In fact, around school, she is known as "kind of a big Dill." Her reputation as an academic codebreaker, a master of patience, and a champion of student potential is a major reason she was recently named the Cobb County School District's Teacher of the Year. She was also recognized on the state level as a top ten finalist for Georgia's Teacher of the Year. Dillard is an interrelated special education teacher; the secret to her success comes down to flexibility and a few good "hacks." Her students, including Ashley Rueckel and Alyssa Cain, say Dillard has an incredible knack for helping them grasp complex curriculum. Rueckel and Cain noted that if a student does not understand the original lesson plan, Dillard steps in with alternative teaching methods and clever ways to make the concepts stick. https://www.cbsnews.com/atlanta/news/inside-the-classroom-with-cobb-county- school-districts-teacher-of-the-year-amanda-dillard/ Wellness & Research Negative parenting raises gaming disorder in kids with ADHD Children ages 9 to 12 with attention-deficit/hyperactivity disorder had a 20% higher risk of internet gaming disorder, compared with younger children, if they were exposed to negative parenting behaviors, according to a study presented at 27 the Pediatric Academic Societies annual meeting. Data showed boys had twice the risk of girls of developing a gaming disorder. Full Story: Healio (free registration) (6/5) share-text Tell a Friend | SmartBrief Study links negative parenting behaviors to gaming disorder in kids with ADHD Children with ADHD have a greater risk for developing internet gaming disorder. High rates of negative parenting behaviors increased their risk for internet gaming disorder by nearly 3 times. BOSTON — Negative parenting behaviors may increase the likelihood that children with ADHD will develop internet gaming disorder, according to a study presented at the Pediatric Academic Societies Annual Meeting. Perspective from Serena M. King, PhD An estimated 80% to 90% of children in the United States play video games, many starting in toddlerhood, according to Emily Wassmer, MD, IBCLC, a developmental and behavioral pediatrics fellow at Children’s Hospital of Philadelphia. In addition, she said data suggest that 3% to 8% of children meet the criteria for internet gaming disorder. Study links negative parenting behaviors to gaming disorder in kids with ADHD Arenas, Programs, Coaches & Conferences Minn. high schools formalize new esports program to start this fall WWJO-FM (St. Cloud, Minn.) (6/3) Minnesota High Schools Launch Esports Program For 2026-2027 Nev. school's inaugural, regional esports tournament becomes family affair The Fallon Post (Nev.) (6/5) Inaugural Esports Tournament Draws Competitors From Across Region College's new university esports facility features Extron tech Installation (6/4) Extron tech supports new university esports facility - Installation 28 Yes, U.S. Surgeon General Dr. Vivek Murthy has explicitly stated that 13 is too young for children to be on social media platforms. While most platforms currently allow children to create accounts at this age, his Social Media and Youth Mental Health Advisory warns that early adolescents are still developing their identity and self-worth, making them highly vulnerable to the distorted environment of social media. The Surgeon General’s guidance and broader recommendations focus on minimizing these risks: Developmental Vulnerability: Brain development continues well into young adulthood, and the critical period of early adolescence makes 13-year-olds highly susceptible to peer pressure, social comparison, and exposure to extreme or harmful content. Mental Health Risks: Excessive use and exposure have been tied to body dissatisfaction, disordered eating behaviors, and low self-esteem. Call for Action: The Surgeon General has urged lawmakers and tech companies to enforce stricter age limits, implement robust safety features, and provide parents with better tools to protect their children. You can review the full U.S. Surgeon General's Advisory for a complete look at the scientific evidence and recommendations regarding youth well-being. Would you like to know more about: Tips for setting healthy screen time limits for your children? How to talk to your kids about the risks associated with social media? Age-appropriate alternatives or monitored digital spaces? Social Media and Youth Mental Health: The U.S. Surgeon General’s Advisory \[Internet\] Office of the Surgeon General (OSG) Washington (DC): US Department of Health and Human Services; 2023. Publications and Reports of the Surgeon General. PMID: 37721985 Bookshelf ID: NBK594761 Free Books & Documents Excerpt Social media use by youth is nearly universal. Up to 95% of youth ages 13–17 report using a social media platform, with more than a third saying they use social media “almost constantly.” Although age 13 is commonly the required minimum age used by social media platforms in the U.S., nearly 40% of children ages 8–12 use social media. Despite this widespread use among children and adolescents, robust independent safety analyses on the impact of social media on youth have not yet been conducted. There are increasing concerns among researchers, parents and caregivers, young people, healthcare experts, and others about the impact of social media on youth mental health. https://pubmed.ncbi.nlm.nih.gov/37721985/ 29 PubMed Disclaimer Sections About the Advisory Social Media and Youth Mental Health Social Media Has Both Positive and Negative Impacts on Children and Adolescents What Drives Mental Health and Well-Being Concerns: A Snapshot of the Scientific Evidence Critical Questions Remain Unanswered We Must Take Action: A Way Forward Acknowledgments Endnotes Similar articles Factors that affect clinical youth engagement in digital mental health research: a qualitative sub-study nested within a prospective cohort study. Bye A, Wilson-Lemoine E, Trevillion K, Carter B, Dutta R. BMC Med Res Methodol. 2025 Apr 30;25(1):118. doi: 10.1186/s12874-025-02571-9. PMID: 40307751Free PMC article. Google for Sexual Relationships: Mixed-Methods Study on Digital Flirting and Online Dating Among Adolescent Youth and Young Adults. Lykens J, Pilloton M, Silva C, Schlamm E, Wilburn K, Pence E. JMIR Public Health Surveill. 2019 May 16;5(2):e10695. doi: 10.2196/10695. PMID: 31099335Free PMC article. Parental Attitudes on Social Media Monitoring for Youth: Cross-Sectional Survey Study. Cohen A, Bendelow A, Smith T, Cicchetti C, Davis MM, Heffernan M. JMIR Pediatr Parent. 2023 Nov 16;6:e46365. doi: 10.2196/46365. PMID: 37976085Free PMC article. Digital Platform Uses for Help and Support Seeking of Parents With Children Affected by Disabilities: Scoping Review. Gruebner O, van Haasteren A, Hug A, Elayan S, Sykora M, Albanese E, Naslund J, Wolf M, Fadda M, von Rhein M. J Med Internet Res. 2022 Dec 6;24(12):e37972. doi: 10.2196/37972. PMID: 36472896Free PMC article. Social Media Use and Health and Well-being of Lesbian, Gay, Bisexual, Transgender, and Queer Youth: Systematic Review. Berger MN, Taba M, Marino JL, Lim MSC, Skinner SR. J Med Internet Res. 2022 Sep 21;24(9):e38449. doi: 10.2196/38449. PMID: 36129741Free PMC article. 30 See all similar articles Publication types Review Related information Cited in Books GEO Profiles MedGen LinkOut - more resources Full Text Sources NCBI Bookshelf https://www.google.com/search?q=Yes%2C+U.S.+Surgeon+General+Dr.+Vivek+Mu rthy+has+explicitly+stated+that+13+is+too+young+for+children&rlz=1C1ONGR_en US1178US1178&oq=Yes%2C+U.S.+Surgeon+General+Dr.+Vivek+Murthy+has+expl icitly+stated+that+13+is+too+young+for+children&gs_lcrp=EgZjaHJvbWUyBggAE EUYOdIBCDE1MzZqMGo3qAIAsAIA&sourceid=chrome&ie=UTF-8 Ten-year-old gamers flagged to anti-terror police Children as young as 10 are in the Government’s counter-terror scheme Prevent, one of the UK’s most senior police officers has disclosed. Assistant Commissioner Laurence Taylor, Britain’s head of counter-terrorism, warned that young people are increasingly being targeted by extremists on gaming platforms online, where they can be groomed and radicalised. During a meeting of the Five Eyes intelligence-sharing alliance, Mr Taylor revealed that some 20 per cent of terror suspects arrested in the UK were children. Mr Taylor said the ages of criminals committing violent, terrorist or sexual offences were getting younger and younger.“We arrested 40 children for terrorism related offences in the UK. That is one in five of our arrests. Ten years ago that was one in 20,” Mr Taylor told his counterparts from the United States, Canada, Australia and New Zealand.“We have 10-year-olds in our Prevent programme. There are some really worrying statistics and it is incumbent on all of us – and it is not unique to the United Kingdom – to do everything we can to tackle that.” Nearly 3,000 of those referred to Prevent said they had been radicalised by terrorists while playing video games online, Mr Taylor said.Nihilist terror organisations such as 764, a satanic online group whose members prey on vulnerable children online and blackmail them into sending explicit pictures or self-harm, are also on the rise, the alliance warned. 31 Graeme Biggar, the director-general of the National Crime Agency (NCA), said the UK’s impending social media ban aims to reduce child abuse, but tech companies must tighten their age verification requirements. At the meeting, Mr Biggar added that pedophiles are increasingly using the open web rather than the dark web to abuse children, because it affords them greater anonymity. According to NCA statistics, approximately 1,000 suspected pedophiles’ are arrested every month by UK police. Mr Biggar said: “We are seeing children appear in our casework at younger and younger ages. We had a case come across our desk this week of 8-year-olds being groomed online through gaming platforms. Sadly, that is not unusual. “We had to arrest, sadly, a 15-year-old a few weeks ago for attempting to import a firearm. We have trials under way, or starting soon, into people who are alleged to have committed cyber offences who were teenagers when they were doing it. “The vast majority of the time this is children as victims, but we are also seeing it as perpetrators, and those ages are getting younger and younger and we have multiple examples of that happening.” Gangs in the UK are also increasingly using children to carry out extreme violence, a method known in police circles as “violence as a service”. It is widely used by crime syndicates in the Netherlands, Belgium and Sweden for assassinations. Giving children smartphones is like handing them grenades Andrew Bailey, the co-deputy director of the FBI, pointed to the “supercharged” effect of AI on cyber crime. Scam compounds in South-east Asia, which use human slaves to defraud victims across the Western world, are presenting an unparalleled threat, he said. “That is an area where AI is leveraged by the criminals to rip off people to the tune of tens of billion dollars a year,” Mr Bailey said. “This is fraud on an industrial scale. The mafia of the 1970s and 1980s would have envied the level of infrastructure that these enterprises have.” Krissy Barrett, the commissioner of the Australian Federal Police, whose country recently banned social media for under-16s, described online harms against children as an “epidemic”. “Our kids are at a crossroads, and the tech companies can be the digital penicillin of our time,” she said. “This is an epidemic – let’s not sugarcoat it.” Ten-year-old gamers flagged to anti-terror police UK Flags 10-Year-Old Gamers to Counter-Terror Police 32 Senior UK counter-terrorism officials have revealed that children as young as 10 are being flagged to the government’s Prevent programme after being targeted by extremists on gaming platforms The Telegraph. Assistant Commissioner Laurence Taylor, head of counter-terrorism, told counterparts from the US, Canada, Australia, and New Zealand that around 20% of terror suspects arrested in the UK are children, up from one in 20 a decade ago. He said UK police have arrested 40 children for terrorism-related offences — one in five of all arrests — and that 10-year-olds are now part of the Prevent programme The Telegraph. Taylor warned that young people are increasingly being groomed and radicalised online, particularly through video games. Nearly 3,000 people referred to Prevent said they had been radicalised by terrorists while playing online games The Telegraph. He cited the rise of nihilist terror groups such as the satanic online network 764, which preys on vulnerable children, blackmails them, and pressures them into sending explicit images or engaging in self-harm The Telegraph. Graeme Biggar, director-general of the UK’s National Crime Agency, said the government’s planned social media ban aims to reduce child abuse, but tech companies must tighten age verification. He also noted that paedophiles are increasingly using the open web rather than the dark web to abuse children, exploiting greater anonymity The Telegraph. According to NCA statistics, about 1,000 suspected paedophiles are arrested monthly in the UK, and cases are being reported at younger and younger ages — including an 8-year-old groomed online through gaming platforms The Telegraph. The UK’s Five Eyes intelligence partners are urging all member countries to do more to tackle online radicalisation among children, especially in gaming communities, where extremist content and grooming can spread quickly. The Telegraph Why Screens Are Changing the Classroom: What Parents Need to Know About Kids, Schools & Attention (Part 1) (#263) What Happens When You Take Your Teen’s Phone Away: Understanding Screen Addiction & Withdrawal (#262) 11 2011 CIPA Order, 26 FCC Rcd at 11821, para. 5. 33 12 See generally U.S. Dept. of Health and Human Services, Office of the Surgeon General, Surgeon General’s Warning on the Harms of Screen Use, An Advisory and Toolkit on How to Protect Children and Adolescents (2026), https://www.hhs.gov/sites/default/files/us-surgeon-generals-advisory-warning-on- the-harms-of-screen-use.pdf (Surgeon General Screen Advisory). See also infra nn.13, 28-33. This NPRM refers primarily to screen time as it relates to computers, tablets, smartphones, smartboards, and other types of devices connected to the Internet and used at a school or library. We recognize that there are other forms of screen time such as TV, gaming devices, smartwatches, voice activated assistants, and artificial intelligence chatbots that are incorporated into the research and statistics discussed herein but clarify that those forms of screen time are not the focus of this NPRM. 13 American College of Pediatricians, Media Use and Screen Time – Its Impact on Children, Adolescents, and Families (May 2020), https://acpeds.org/wp-content/uploads/2025/09/Media-Use- and-Screen-Time-May-2020.pdf (reporting that children and adolescents’ use of media greatly increased in the five to ten years preceding the report); Colleen McClain et al., How Parents Manage Screen Time for Kids (Oct. 8, 2025), docs.fcc.gov/public/attachments/DOC-422168A1.txt Going the other direction, certain internet habits predicted future social isolation. Participants who initially struggled with obsessive video gaming or endless online health searches reported higher levels of isolation at the six-month mark. A person who spends all their free time playing multiplayer games might neglect their real-world friendships, gradually increasing their sense of being alone. Similarly, endlessly searching for health information might increase anxiety about potential illnesses, prompting a person to avoid social events. The statistical models also identified which habits act as the biggest drivers of other psychological problems. Obsessive video gaming and online shopping held the strongest forward-looking influence in the network. A person struggling to control their gaming or shopping was highly likely to develop additional digital 34 obsessions. These specific activities seem to act as gateway behaviors, establishing a pattern of screen-based coping that spills over into other aspects of digital life. Other behaviors appeared to be the end result of underlying psychological distress, including isolation and anxiety. Obsessive use of social media networks and uncontrollable pornography consumption were mostly driven by other preceding factors. The feeling of social isolation itself proved to be highly stable over the duration of the study. If a person felt alone at the start of the study, they were highly likely to report the exact same feeling six months later. Young adults who experience intense loneliness are more likely to develop certain specialized internet habits, such as uncontrollable viewing of online pornography, while obsessive digital gaming or endless health searches online often predict future social isolation. These patterns suggest that treating social disconnection could help prevent various virtual addictions from taking root. The research was recently published in the journal Comprehensive Psychiatry. Which online habits actually predict future social isolation? Digital Madness: How Social Media Is Driving Our Mental Health Crisis--and How to Restore Our Sanity by Nicholas Kardaras (Author) Format: Paperback 4.6 4.6 out of 5 stars (66) See all formats and editions From the author of the provocative and influential Glow Kids, Digital Madness explores how we’ve become mad for our devices as our devices are driving us mad, as revolutionary research reveals technology's damaging effect on mental illness and suicide rates―and offers a way out. Dr. Nicholas Kardaras is at the forefront of psychologists sounding the alarm about the impact of excessive technology on younger brains. In Glow Kids, he described what screen time does to children, calling it “digital heroin”. Now, in Digital Madness, Dr. Kardaras turns his attention to our teens and young adults and looks at the mental health impact of tech addiction and corrosive social media. In Digital Madness, Dr. Kardaras answers the question of why young people’s mental health is deteriorating as we become a more technologically advanced society. While enthralled with shiny devices and immersed in Instagram, TikTok, Twitter, Facebook and Snapchat, our young people are struggling with record rates of depression, loneliness, anxiety, overdoses and suicide. What’s driving this mental health epidemic? Our immersion in toxic social media has created 35 polarizing extremes of emotion and addictive dependency, while also acting as a toxic "digital social contagion”, spreading a variety of psychiatric disorders. The algorithm-fueled polarity of social media also shapes the brain's architecture into inherently pathological and reactive "black and white" thinking―toxic for politics and society, but also symptomatic of several mental disorders. Digital Madness also examines how the profit-driven titans of Big Tech have created our unhealthy tech-dependent lifestyle: sedentary, screen-staring, addicted, depressed, isolated and empty―all in the pursuit of increased engagement, data mining and monetization. But there is a solution. Dr. Kardaras offers a path out of our crisis, using examples from classical philosophy that encourage resilience, critical thinking and the pursuit of sanity-sustaining purpose in people’s lives. Digital Madness is a crucial book for parents, educators, therapists, public health professionals, and policymakers who are searching for ways to restore our young people’s mental and physical health. Digital Madness: How Social Media Is Driving Our Mental Health Crisis-and How to Restore Our Sanity: Kardaras, Nicholas: 9781250472663: Amazon.com: Books p.18 I had even been contacted by the U.S. military to do training for the Department of defense (DoD) mental health providers on how to assess and treat video game addiction. Gaming is so severe in the military that There have been several documented and socking cases of military babies dying in the crib from parent neglect as their father played marathon video game sessions. The problem became so significant that the (DoD) mental had to create a new cause of death for the infant death certificates: ”Death due to Electric Distraction.” Which online habits actually predict future social isolation? Young adults who experience intense loneliness are more likely to develop certain specialized internet habits, such as uncontrollable viewing of online pornography, while obsessive digital gaming or endless health searches online often predict future social isolation. These patterns suggest that treating social disconnection could help prevent various virtual addictions from taking root. The research was recently published in the journal Comprehensive Psychiatry. Which online habits actually predict future social isolation? Mr. President this letter is to illustrate with facts how we embraced social media as educational marvel, when those who developed it such Bill Gates or Steve Jobs new the harm by not have in their home or private schools to be protected the federal 230 rule though it shown to be child abuse when screentime medical recommendations are not being practice by administrator in general as with 36 Esports which is not education sport which has crossing the USA. The publishers of video games such games as Doom and Grand Theft Auto joined President Trump Thursday in a White House roundtable discussion about violent video games and whether they play a part in desensitizing some players and contribute to the likelihood they might commit violence. Schools as in California many are not equipped to prevent brain rot even under age 13 such as E-sports from PRA in Orange Couty CA they don’t understand screentime vs time they spend reading books. The state superintendent has limited authority over school districts, which are locally managed. The officeholder instead manages the California Department of Education. This agency guides local school districts and also provides partial oversight. Parents are typically asked to sign paperwork at enrollment granting consent for the schools to give their kids laptops. Nicki Petrossi said when she initially refused to sign it in 2024, the school district in Fullerton, California, told her that she was legally barred from doing so. According to a letter the district provided her, reviewed by NBC News, administrators argued state rules require children to use computers if that’s how the school is teaching a curriculum. A spokesperson for the California Department of Education said “how a district implements the state-adopted standards is up to the district.” The district did not respond to a request for comment. BLOG POST Mr. President the entrenchment of the education system has prevented to address an international mental health crisis in our country with local government to not responding such as the Orange County Board of Education nor the Board of Supervisor, family five commissions with professional standards across the board. Mr. President, we don't have real oversight to stop the abuse of school's districts screen time, SCR 73 blue light 2019 with an awareness campaign to prevent parents unaware how much a child needs screentime permitted per day. Thank You Craig Durfey 37