
Video Games: Understanding the Risks and Uses of Video Games in Therapeutic Settings (2HR)
$32.00
Problematic video game use has been identified as a concern since the 1980s, especially as this media is consumed by a large proportion of children and adolescents and is speculated to cause aggression, social withdrawal, a decrease in empathy, and addictive behavior. In this presentation, we will discuss research on the effects of video games on children and adolescents, highlighting both potential dangers and dispelling common myths. Additionally, we will examine the signs of video game addiction and what treatment protocols may be helpful.
Upon completion of this training, participants will be able to:
- Identify the signs of problematic video game use, including better understanding Internet Gaming Disorder (which is under the DSM-5 appendix as a disorder for further study).
- Analyze the current research regarding video game uses, including a better understanding of how problematic usage is related to addictive behavior and what outcomes of gaming may be positive or neutral.
- Apply treatment protocols that will best address problematic video game use, usually through a lens related to addiction.
Social workers completing this course receive 2 Clinical asynchronous continuing education credits.
For other board approvals, this course qualifies for 2 hours of Trauma, Evidence-Based Practices, Clinical, and General Skill Building continuing education training.
Course Instructor: Dr. Jillian Graves, LCSW, Ph.D.
Recording Date: 10/15/2025
NBCC ACEP # 7091, CE Training Workshops has been approved by NBCC as an Approved Continuing Education Provider, ACEP #7091. Programs that do not qualify are clearly identified. CE Training Workshops is solely responsible for all aspects of the programs. CE Training Workshops designates this continuing education activity for 3 continuing education hours.
CE Training Workshops, LLC, #1770, is approved as an ACE provider to offer social work continuing education by the Association of Social Work Boards (ASWB) Approved Continuing Education (ACE) program. Regulatory boards are the final authority on courses accepted for continuing education credit. ACE provider approval period: 08/02/2025 to 08/02/2028. Social workers completing this course receive 3 Clinical continuing education credits.

Jillian Graves, LCSW, Ph.D. is an associate professor at Eastern Michigan University in the School of Social Work. Her scholarly work has focused on the experiences of family caregivers, especially siblings, in adolescent and eme
rging adult development, in reflexivity in qualitative research methodology, and in trauma-reactive violence. Her most recent research has been on the impact of COVID-19 on retail workers’ mental health and the use of relational coordination as a mitigating factor. She is currently the co-director of the IPE Center in the College of Health and Human Services.
Introduction
This course examines problematic video game use through a clinical lens, exploring how gaming can impact mental health, behavior, and functioning. Participants will review current research, diagnostic considerations, and evidence-based approaches for assessment and treatment while also acknowledging the potential benefits of gaming when used in healthy ways.
Objective 1: Identify the Signs of Problematic Game Use
Participants will learn to recognize patterns associated with Internet Gaming Disorder, including diagnostic features, prevalence, and historical context. The course will explore risk factors within gaming environments, how game design influences behavior, and how gaming can both support and challenge mental health depending on use and context.
Objective 2: Analyze Current Research on Gaming and Behavior
This section reviews research related to gaming and aggression, including theories that explain how violent or immersive games may impact behavior. Participants will examine hedonic and motivational theories of gaming, as well as the social pressures and relational dynamics that influence gaming habits.
Objective 3: Apply Treatment Protocols for Problematic Gaming
Participants will explore treatment models used to address problematic gaming, including video game–based rehabilitation frameworks, screening and assessment tools, and clinical interview strategies. The section will also review cognitive-behavioral approaches commonly used in treating Internet Gaming Disorder.
Summary and Q&A
The course concludes with a summary of key concepts and an opportunity for discussion and reflection to support clinical application and ethical treatment planning.


