Clinical interventions for technology-based problems: excessive internet and video game use

dc.contributor.authorKing, D.
dc.contributor.authorDelfabbro, P.
dc.contributor.authorGriffiths, M.
dc.date.issued2012
dc.description.abstractPsychological 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.
dc.description.statementofresponsibilityDaniel L. King, Paul H. Delfabbro and Mark D. Griffiths
dc.identifier.citationJournal of Cognitive Psychotherapy: an international quarterly, 2012; 26(1):43-56
dc.identifier.doi10.1891/0889-8391.26.1.43
dc.identifier.issn0889-8391
dc.identifier.issn1938-887X
dc.identifier.orcidKing, D. [0000-0002-1762-2581]
dc.identifier.orcidDelfabbro, P. [0000-0002-0466-5611]
dc.identifier.urihttp://hdl.handle.net/2440/74572
dc.language.isoen
dc.publisherSpringer Publishing Co
dc.rights© 2012 Springer Publishing Company
dc.source.urihttps://doi.org/10.1891/0889-8391.26.1.43
dc.subjectVideo game
dc.subjectInternet
dc.subjecttechnology
dc.subjectaddiction
dc.titleClinical interventions for technology-based problems: excessive internet and video game use
dc.typeJournal article
pubs.publication-statusPublished

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