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|Scopus||Web of Science®|
|Title:||Clinical interventions for technology-based problems: excessive internet and video game use|
|Citation:||Journal of Cognitive Psychotherapy: An International Quarterly, 2012; 26(1):43-56|
|Publisher:||Springer Publishing Co|
|Daniel L. King, Paul H. Delfabbro and Mark D. Griffiths|
|Abstract:||Psychological problems arising from excessive use of digital technologies, particularly in relation to the Internet and video games, are of growing clinical concern. Although there is no consensus whether technology-based problems constitute primary psychopathologies that should be recognized as clinical disorders, a significant number of problem users have used clinical treatment services. There is therefore a growing need for the mental health community to be aware of available clinical treatments for technology-based problem behaviors and the efficacy of these treatments. This article presents an overview of the prevalence of technology-based problems in Eastern and Western countries and the known cognitive-behavioral dimensions of problematic technology use. We also consider issues related to the assessment of technology-based problems, and critically review clinical treatments for technology-based problems.|
|Keywords:||Video game; Internet; technology; addiction|
|Rights:||© 2012 Springer Publishing Company|
|Appears in Collections:||Psychology publications|
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