Clinical interventions for technology-based problems

Details

Ressource 1Request a copy Sous embargo indéterminé.
State: Public
Version: Final published version
License: All rights reserved
Serval ID
serval:BIB_39A52C5A7DEC
Type
A part of a book
Publication sub-type
Chapter: chapter ou part
Collection
Publications
Institution
Title
Clinical interventions for technology-based problems
Title of the book
Mental Health in a Digital World
Author(s)
King Daniel L., Billieux Joël, Mueller Kai, Delfabbro Paul H.
Publisher
Elsevier
Publication state
Published
Issued date
2022
Pages
435-457
Language
english
Abstract
Although digital media use confers many personal and social benefits, it is recognized that unrestricted and habitual use can have major negative health consequences, particularly for young people. Problematic gaming in its most serious form, for example, is recognized as an addictive disorder by the World Health Organization. In recent years, there have been calls from researchers and clinicians to also recognize problematic use of a range of online activities (e.g., social media, online shopping, pornography) in mental disorder classification systems, including the DSM-5 and ICD-11. There are continuing debates on the nature and prevalence of these potential conditions in the general population and in special populations (e.g., adolescents, individuals with preexisting disorders). At the same time, some jurisdictions have introduced various public health measures to attempt to respond to these problems. One of the larger areas of literature on interventions has been the study of treatments for gaming disorder, notably cognitive-behavioral therapies. In East Asia in particular, there have been broad prevention measures introduced to address less serious but nevertheless harmful digital technology use. This chapter will review and discuss the literature on interventions for digital technology-based problems, recognizing that the optimal approach to these problems may often entail the coordinated efforts of different areas of influence ranging from families and peers, schools, health providers, government bodies, and the industries that provide online content.
Keywords
Interventions, Treatment, Prevention, Gaming disorder, Problem gaming, Internet use
Create date
23/11/2021 21:30
Last modification date
24/11/2021 6:38
Usage data