Oxford Handbook of Digital Technologies and Mental Health
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portes grátis
Oxford Handbook of Digital Technologies and Mental Health
Faust, Kyle; Faust, David; Potenza, Marc N.
Oxford University Press Inc
11/2020
520
Dura
Inglês
9780190218058
15 a 20 dias
1088
Descrição não disponível.
Introduction to The Oxford Handbook of Digital Technologies and Mental Health
Marc N. Potenza, David Faust, and Kyle A. Faust
I. INTERNET AND TECHNOLOGY USE IN THE GENERAL POPULATION
1. Historical Context and Upcoming Developments in Digital Technologies
Daria J. Kuss, Daniel Kardefelt-Winther, and Joel Billieux
2. A History and Overview of Video Game Addiction
Mark D. Griffiths and Halley Pontes
3. Youth and Technology: A Developmental Perspective on Internet Use
Gerrit I. van Schalkwyk, Joshua Golt, Wendy K. Silverman
4. Epidemiology of Technology Use and Mental Health in the United States
Seth W. Whiting and Rani A. Hoff
5. General-Population-Based Studies of Problematic Internet Use: Data from Europe
Hans-Jurgen Rumpf
6. The Natural History of Problematic Internet Use and Gaming: Recent Findings, Challenges, and Future Directions
Daniel L. King and Paul H. Delfabbro
7. Health Networking, and Other Social Aspects of Technology Use: Past, Present, and Future Considerations
Chih-Hung Ko and Ju-Yu Yen
8. Conceptualization of Internet Addiction Based on the Public Health Perspective
Hae Kook Lee and Sulki Chung
9. Problems Relating to Internet Use in China: Status, Challenge, and Response
Wei Hao and Shangli Cai
10. An Overview of Prevention and Intervention Work in Hong Kong on Health Problems Relating to Internet Use
Thomas Chung
11. Networking and Other Social Aspects of Technology Use: Past Developments, Present Impact, and Future Considerations
Rachel Kowert, Emese Domahidi, and Thorsten Quandt
II. IMPACT OF INTERNET AND TECHNOLOGY USE: MAJOR CONCEPTUAL ISSUES
12. Debates Regarding the Classification, Categorization, and Conceptualization of Problematic Internet Use and Video-Gaming
Stephanie Yarnell and Marc N. Potenza
13. Digital Technology Use and Overuse: Neurobiology, Neuropsychology and Genetics
Yvonne Yau and Marc N. Potenza
14. Selecting and Refining Measures for Assessing Digital Technology Use and Misuse in Clinical and Research Settings
Kyle A. Faust, David Faust, Joseph F. Meyer, and Nathan E. Cook
III. POTENTIAL POSITIVE IMPACTS OF INTERNET AND TECHNOLOGY USE
15. Positive Effects of Video Gaming on Human Behavior
Aaron Cochrane, Sara Prot, Jorge Blanco, C. Shawn Green, and Douglas A. Gentile
16. Professional and Competitive Gaming: Discussing Potential Benefits of Scientific Study
Kyle A. Faust, Joseph F. Meyer, and Mark D. Griffiths
IV. POTENTIAL NEGATIVE IMPACTS OF INTERNET AND TECHNOLOGY USE AND PATTERNS OF USE
17. Violent Video Games Do Not Contribute to Societal Violence and Crime
Jonathan Z. Gallar and Christopher J. Ferguson
18. Violent Media Use and Violent Outcomes
Christopher L. Groves, Sara Prot, and Craig A. Anderson
19. Internet-Shopping Disorder
Astrid Mueller, Matthias Brand, James E. Mitchell, and Martina de Zwaan
20. Technology, the Internet, and Gambling: How the Medium Can Facilitate Addiction, Adaptation, and Intervention
Howard J. Shaffer, Heather M. Gray, Sarah E. Nelson, and Debi A. LaPlante
21. Digital Technologies and Sex: Internet and Smartphone Influences on Pornography Viewing and Other Sexual Behaviors
Shane Kraus and Marc N. Potenza
22. Texting While Driving and Other Use of Digital Technology Leading to Distraction and Risk
Susan Varga and Federico Vaca
23. Cyberbullying, Online Addiction and Sexting: An Overview of Online Social Risk Taking
Ruth Festl and Thorsten Quandt
V. TREATMENT, ASSESSMENT AND LEGAL CONSIDERATIONS: DIGITAL TECHNOLOGY APPROACHES
24. Ecological Momentary Assessment and Technological Advances in Clinical Care
Isabelle Morris, Saul Shiffman, Ellen Beckjord, and Stuart G. Ferguson
25. Virtual Reality Training in Job Interviewing for People with Mental Health Disorders or Disabilities
Morris D. Bell and Matthew J. Smith
26. The Promise and Problem of E-Assessment
Mike Franzen and Matthew J.L. Page
27. Telemental Health: Mitigating the Practitioner's Risk
Pietro Lynn
VI. APPLICATIONS OF DIGITAL TECHNOLOGY TO PROMOTE PSYCHOLOGICAL WELFARE AND HEALTH IN SPECIFIC GROUPS
28. Mobile Applications to Help Women Achieve Better Behavioral Health in the Postpartum Period
Dawn W. Foster and Ariadna Forray
29. Use of Digital Technology to Provide or Enhance the Delivery of Interventions for Adolescents
Deepa Camenga and Grace E. Kong
30. Transtheoretical Model, Digital Interventions, Stages of Change, Healthy Lifestyle
Janice M. Prochaska and James O. Prochaska
31. Using Digital Technology for Cognitive Assessment and Enhancement in Older Adults
Sheida Rabipour and Patrick S. R. Davidson
32. Multicultural Considerations in Telepsychology
Jasmine Mena, Kyle A. Faust, Nathan E. Cook, David Faust, and Ryan Holt
VII. USE OF DIGITAL TECHNOLOGIES TO TREAT SPECIFIC DISORDERS
33. Use of Digital Technology and Mobile Applications to Treat Anxiety Disorders
Dawn McDaniel, Marat Zanov, Michael Van Ameringen, Jasmine Turna, and Barbara O. Rothbaum
34. Digital Technologies in the Assessment and Treatment of Impulsivity and Problematic Alcohol and Drug Use
Frederick Muench, Rachel P. Vitale, and Marc N. Potenza
35. Use of Digital Technology to Provide or Enhance the Delivery of Psychotherapeutic Interventions for Addictions: Computer-Based Cognitive Behavioral Therapies
Kathleen M. Carroll and Brian D. Kiluk
36. Smartphone Applications for Mindfulness Training in the Treatment of Substance Use Disorders
Kathleen Garrison, Stephanie O'Malley, Judson Brewer, and Marc N. Potenza
37. mHealth Therapy for Problem and Pathological Gambling
Ardeshir S. Rahman and Timothy W. Fong
VIII. TREATMENT OF PROBLEMATIC INTERNET USE AND VIDEO-GAMING
38. Psychotherapeutic and Pharmacological Treatment for Problematic Digital Technology Use: Formulating Principles and Practice Guides from the Scientific and Professional Literature
David Faust, Marc N. Potenza, Charles Gaudet, and Kyle A. Faust
39. Internet Addiction and Internet Gaming Disorder - A cognitive-Behavioral Psychotherapeutic Approach
Klaus Woelfling, Kai W. Mueller, Michael Dreier, and Manfred E. Beutel
Future Directions
Marc N. Potenza, David Faust, and Kyle A. Faust
Marc N. Potenza, David Faust, and Kyle A. Faust
I. INTERNET AND TECHNOLOGY USE IN THE GENERAL POPULATION
1. Historical Context and Upcoming Developments in Digital Technologies
Daria J. Kuss, Daniel Kardefelt-Winther, and Joel Billieux
2. A History and Overview of Video Game Addiction
Mark D. Griffiths and Halley Pontes
3. Youth and Technology: A Developmental Perspective on Internet Use
Gerrit I. van Schalkwyk, Joshua Golt, Wendy K. Silverman
4. Epidemiology of Technology Use and Mental Health in the United States
Seth W. Whiting and Rani A. Hoff
5. General-Population-Based Studies of Problematic Internet Use: Data from Europe
Hans-Jurgen Rumpf
6. The Natural History of Problematic Internet Use and Gaming: Recent Findings, Challenges, and Future Directions
Daniel L. King and Paul H. Delfabbro
7. Health Networking, and Other Social Aspects of Technology Use: Past, Present, and Future Considerations
Chih-Hung Ko and Ju-Yu Yen
8. Conceptualization of Internet Addiction Based on the Public Health Perspective
Hae Kook Lee and Sulki Chung
9. Problems Relating to Internet Use in China: Status, Challenge, and Response
Wei Hao and Shangli Cai
10. An Overview of Prevention and Intervention Work in Hong Kong on Health Problems Relating to Internet Use
Thomas Chung
11. Networking and Other Social Aspects of Technology Use: Past Developments, Present Impact, and Future Considerations
Rachel Kowert, Emese Domahidi, and Thorsten Quandt
II. IMPACT OF INTERNET AND TECHNOLOGY USE: MAJOR CONCEPTUAL ISSUES
12. Debates Regarding the Classification, Categorization, and Conceptualization of Problematic Internet Use and Video-Gaming
Stephanie Yarnell and Marc N. Potenza
13. Digital Technology Use and Overuse: Neurobiology, Neuropsychology and Genetics
Yvonne Yau and Marc N. Potenza
14. Selecting and Refining Measures for Assessing Digital Technology Use and Misuse in Clinical and Research Settings
Kyle A. Faust, David Faust, Joseph F. Meyer, and Nathan E. Cook
III. POTENTIAL POSITIVE IMPACTS OF INTERNET AND TECHNOLOGY USE
15. Positive Effects of Video Gaming on Human Behavior
Aaron Cochrane, Sara Prot, Jorge Blanco, C. Shawn Green, and Douglas A. Gentile
16. Professional and Competitive Gaming: Discussing Potential Benefits of Scientific Study
Kyle A. Faust, Joseph F. Meyer, and Mark D. Griffiths
IV. POTENTIAL NEGATIVE IMPACTS OF INTERNET AND TECHNOLOGY USE AND PATTERNS OF USE
17. Violent Video Games Do Not Contribute to Societal Violence and Crime
Jonathan Z. Gallar and Christopher J. Ferguson
18. Violent Media Use and Violent Outcomes
Christopher L. Groves, Sara Prot, and Craig A. Anderson
19. Internet-Shopping Disorder
Astrid Mueller, Matthias Brand, James E. Mitchell, and Martina de Zwaan
20. Technology, the Internet, and Gambling: How the Medium Can Facilitate Addiction, Adaptation, and Intervention
Howard J. Shaffer, Heather M. Gray, Sarah E. Nelson, and Debi A. LaPlante
21. Digital Technologies and Sex: Internet and Smartphone Influences on Pornography Viewing and Other Sexual Behaviors
Shane Kraus and Marc N. Potenza
22. Texting While Driving and Other Use of Digital Technology Leading to Distraction and Risk
Susan Varga and Federico Vaca
23. Cyberbullying, Online Addiction and Sexting: An Overview of Online Social Risk Taking
Ruth Festl and Thorsten Quandt
V. TREATMENT, ASSESSMENT AND LEGAL CONSIDERATIONS: DIGITAL TECHNOLOGY APPROACHES
24. Ecological Momentary Assessment and Technological Advances in Clinical Care
Isabelle Morris, Saul Shiffman, Ellen Beckjord, and Stuart G. Ferguson
25. Virtual Reality Training in Job Interviewing for People with Mental Health Disorders or Disabilities
Morris D. Bell and Matthew J. Smith
26. The Promise and Problem of E-Assessment
Mike Franzen and Matthew J.L. Page
27. Telemental Health: Mitigating the Practitioner's Risk
Pietro Lynn
VI. APPLICATIONS OF DIGITAL TECHNOLOGY TO PROMOTE PSYCHOLOGICAL WELFARE AND HEALTH IN SPECIFIC GROUPS
28. Mobile Applications to Help Women Achieve Better Behavioral Health in the Postpartum Period
Dawn W. Foster and Ariadna Forray
29. Use of Digital Technology to Provide or Enhance the Delivery of Interventions for Adolescents
Deepa Camenga and Grace E. Kong
30. Transtheoretical Model, Digital Interventions, Stages of Change, Healthy Lifestyle
Janice M. Prochaska and James O. Prochaska
31. Using Digital Technology for Cognitive Assessment and Enhancement in Older Adults
Sheida Rabipour and Patrick S. R. Davidson
32. Multicultural Considerations in Telepsychology
Jasmine Mena, Kyle A. Faust, Nathan E. Cook, David Faust, and Ryan Holt
VII. USE OF DIGITAL TECHNOLOGIES TO TREAT SPECIFIC DISORDERS
33. Use of Digital Technology and Mobile Applications to Treat Anxiety Disorders
Dawn McDaniel, Marat Zanov, Michael Van Ameringen, Jasmine Turna, and Barbara O. Rothbaum
34. Digital Technologies in the Assessment and Treatment of Impulsivity and Problematic Alcohol and Drug Use
Frederick Muench, Rachel P. Vitale, and Marc N. Potenza
35. Use of Digital Technology to Provide or Enhance the Delivery of Psychotherapeutic Interventions for Addictions: Computer-Based Cognitive Behavioral Therapies
Kathleen M. Carroll and Brian D. Kiluk
36. Smartphone Applications for Mindfulness Training in the Treatment of Substance Use Disorders
Kathleen Garrison, Stephanie O'Malley, Judson Brewer, and Marc N. Potenza
37. mHealth Therapy for Problem and Pathological Gambling
Ardeshir S. Rahman and Timothy W. Fong
VIII. TREATMENT OF PROBLEMATIC INTERNET USE AND VIDEO-GAMING
38. Psychotherapeutic and Pharmacological Treatment for Problematic Digital Technology Use: Formulating Principles and Practice Guides from the Scientific and Professional Literature
David Faust, Marc N. Potenza, Charles Gaudet, and Kyle A. Faust
39. Internet Addiction and Internet Gaming Disorder - A cognitive-Behavioral Psychotherapeutic Approach
Klaus Woelfling, Kai W. Mueller, Michael Dreier, and Manfred E. Beutel
Future Directions
Marc N. Potenza, David Faust, and Kyle A. Faust
Este título pertence ao(s) assunto(s) indicados(s). Para ver outros títulos clique no assunto desejado.
Introduction to The Oxford Handbook of Digital Technologies and Mental Health
Marc N. Potenza, David Faust, and Kyle A. Faust
I. INTERNET AND TECHNOLOGY USE IN THE GENERAL POPULATION
1. Historical Context and Upcoming Developments in Digital Technologies
Daria J. Kuss, Daniel Kardefelt-Winther, and Joel Billieux
2. A History and Overview of Video Game Addiction
Mark D. Griffiths and Halley Pontes
3. Youth and Technology: A Developmental Perspective on Internet Use
Gerrit I. van Schalkwyk, Joshua Golt, Wendy K. Silverman
4. Epidemiology of Technology Use and Mental Health in the United States
Seth W. Whiting and Rani A. Hoff
5. General-Population-Based Studies of Problematic Internet Use: Data from Europe
Hans-Jurgen Rumpf
6. The Natural History of Problematic Internet Use and Gaming: Recent Findings, Challenges, and Future Directions
Daniel L. King and Paul H. Delfabbro
7. Health Networking, and Other Social Aspects of Technology Use: Past, Present, and Future Considerations
Chih-Hung Ko and Ju-Yu Yen
8. Conceptualization of Internet Addiction Based on the Public Health Perspective
Hae Kook Lee and Sulki Chung
9. Problems Relating to Internet Use in China: Status, Challenge, and Response
Wei Hao and Shangli Cai
10. An Overview of Prevention and Intervention Work in Hong Kong on Health Problems Relating to Internet Use
Thomas Chung
11. Networking and Other Social Aspects of Technology Use: Past Developments, Present Impact, and Future Considerations
Rachel Kowert, Emese Domahidi, and Thorsten Quandt
II. IMPACT OF INTERNET AND TECHNOLOGY USE: MAJOR CONCEPTUAL ISSUES
12. Debates Regarding the Classification, Categorization, and Conceptualization of Problematic Internet Use and Video-Gaming
Stephanie Yarnell and Marc N. Potenza
13. Digital Technology Use and Overuse: Neurobiology, Neuropsychology and Genetics
Yvonne Yau and Marc N. Potenza
14. Selecting and Refining Measures for Assessing Digital Technology Use and Misuse in Clinical and Research Settings
Kyle A. Faust, David Faust, Joseph F. Meyer, and Nathan E. Cook
III. POTENTIAL POSITIVE IMPACTS OF INTERNET AND TECHNOLOGY USE
15. Positive Effects of Video Gaming on Human Behavior
Aaron Cochrane, Sara Prot, Jorge Blanco, C. Shawn Green, and Douglas A. Gentile
16. Professional and Competitive Gaming: Discussing Potential Benefits of Scientific Study
Kyle A. Faust, Joseph F. Meyer, and Mark D. Griffiths
IV. POTENTIAL NEGATIVE IMPACTS OF INTERNET AND TECHNOLOGY USE AND PATTERNS OF USE
17. Violent Video Games Do Not Contribute to Societal Violence and Crime
Jonathan Z. Gallar and Christopher J. Ferguson
18. Violent Media Use and Violent Outcomes
Christopher L. Groves, Sara Prot, and Craig A. Anderson
19. Internet-Shopping Disorder
Astrid Mueller, Matthias Brand, James E. Mitchell, and Martina de Zwaan
20. Technology, the Internet, and Gambling: How the Medium Can Facilitate Addiction, Adaptation, and Intervention
Howard J. Shaffer, Heather M. Gray, Sarah E. Nelson, and Debi A. LaPlante
21. Digital Technologies and Sex: Internet and Smartphone Influences on Pornography Viewing and Other Sexual Behaviors
Shane Kraus and Marc N. Potenza
22. Texting While Driving and Other Use of Digital Technology Leading to Distraction and Risk
Susan Varga and Federico Vaca
23. Cyberbullying, Online Addiction and Sexting: An Overview of Online Social Risk Taking
Ruth Festl and Thorsten Quandt
V. TREATMENT, ASSESSMENT AND LEGAL CONSIDERATIONS: DIGITAL TECHNOLOGY APPROACHES
24. Ecological Momentary Assessment and Technological Advances in Clinical Care
Isabelle Morris, Saul Shiffman, Ellen Beckjord, and Stuart G. Ferguson
25. Virtual Reality Training in Job Interviewing for People with Mental Health Disorders or Disabilities
Morris D. Bell and Matthew J. Smith
26. The Promise and Problem of E-Assessment
Mike Franzen and Matthew J.L. Page
27. Telemental Health: Mitigating the Practitioner's Risk
Pietro Lynn
VI. APPLICATIONS OF DIGITAL TECHNOLOGY TO PROMOTE PSYCHOLOGICAL WELFARE AND HEALTH IN SPECIFIC GROUPS
28. Mobile Applications to Help Women Achieve Better Behavioral Health in the Postpartum Period
Dawn W. Foster and Ariadna Forray
29. Use of Digital Technology to Provide or Enhance the Delivery of Interventions for Adolescents
Deepa Camenga and Grace E. Kong
30. Transtheoretical Model, Digital Interventions, Stages of Change, Healthy Lifestyle
Janice M. Prochaska and James O. Prochaska
31. Using Digital Technology for Cognitive Assessment and Enhancement in Older Adults
Sheida Rabipour and Patrick S. R. Davidson
32. Multicultural Considerations in Telepsychology
Jasmine Mena, Kyle A. Faust, Nathan E. Cook, David Faust, and Ryan Holt
VII. USE OF DIGITAL TECHNOLOGIES TO TREAT SPECIFIC DISORDERS
33. Use of Digital Technology and Mobile Applications to Treat Anxiety Disorders
Dawn McDaniel, Marat Zanov, Michael Van Ameringen, Jasmine Turna, and Barbara O. Rothbaum
34. Digital Technologies in the Assessment and Treatment of Impulsivity and Problematic Alcohol and Drug Use
Frederick Muench, Rachel P. Vitale, and Marc N. Potenza
35. Use of Digital Technology to Provide or Enhance the Delivery of Psychotherapeutic Interventions for Addictions: Computer-Based Cognitive Behavioral Therapies
Kathleen M. Carroll and Brian D. Kiluk
36. Smartphone Applications for Mindfulness Training in the Treatment of Substance Use Disorders
Kathleen Garrison, Stephanie O'Malley, Judson Brewer, and Marc N. Potenza
37. mHealth Therapy for Problem and Pathological Gambling
Ardeshir S. Rahman and Timothy W. Fong
VIII. TREATMENT OF PROBLEMATIC INTERNET USE AND VIDEO-GAMING
38. Psychotherapeutic and Pharmacological Treatment for Problematic Digital Technology Use: Formulating Principles and Practice Guides from the Scientific and Professional Literature
David Faust, Marc N. Potenza, Charles Gaudet, and Kyle A. Faust
39. Internet Addiction and Internet Gaming Disorder - A cognitive-Behavioral Psychotherapeutic Approach
Klaus Woelfling, Kai W. Mueller, Michael Dreier, and Manfred E. Beutel
Future Directions
Marc N. Potenza, David Faust, and Kyle A. Faust
Marc N. Potenza, David Faust, and Kyle A. Faust
I. INTERNET AND TECHNOLOGY USE IN THE GENERAL POPULATION
1. Historical Context and Upcoming Developments in Digital Technologies
Daria J. Kuss, Daniel Kardefelt-Winther, and Joel Billieux
2. A History and Overview of Video Game Addiction
Mark D. Griffiths and Halley Pontes
3. Youth and Technology: A Developmental Perspective on Internet Use
Gerrit I. van Schalkwyk, Joshua Golt, Wendy K. Silverman
4. Epidemiology of Technology Use and Mental Health in the United States
Seth W. Whiting and Rani A. Hoff
5. General-Population-Based Studies of Problematic Internet Use: Data from Europe
Hans-Jurgen Rumpf
6. The Natural History of Problematic Internet Use and Gaming: Recent Findings, Challenges, and Future Directions
Daniel L. King and Paul H. Delfabbro
7. Health Networking, and Other Social Aspects of Technology Use: Past, Present, and Future Considerations
Chih-Hung Ko and Ju-Yu Yen
8. Conceptualization of Internet Addiction Based on the Public Health Perspective
Hae Kook Lee and Sulki Chung
9. Problems Relating to Internet Use in China: Status, Challenge, and Response
Wei Hao and Shangli Cai
10. An Overview of Prevention and Intervention Work in Hong Kong on Health Problems Relating to Internet Use
Thomas Chung
11. Networking and Other Social Aspects of Technology Use: Past Developments, Present Impact, and Future Considerations
Rachel Kowert, Emese Domahidi, and Thorsten Quandt
II. IMPACT OF INTERNET AND TECHNOLOGY USE: MAJOR CONCEPTUAL ISSUES
12. Debates Regarding the Classification, Categorization, and Conceptualization of Problematic Internet Use and Video-Gaming
Stephanie Yarnell and Marc N. Potenza
13. Digital Technology Use and Overuse: Neurobiology, Neuropsychology and Genetics
Yvonne Yau and Marc N. Potenza
14. Selecting and Refining Measures for Assessing Digital Technology Use and Misuse in Clinical and Research Settings
Kyle A. Faust, David Faust, Joseph F. Meyer, and Nathan E. Cook
III. POTENTIAL POSITIVE IMPACTS OF INTERNET AND TECHNOLOGY USE
15. Positive Effects of Video Gaming on Human Behavior
Aaron Cochrane, Sara Prot, Jorge Blanco, C. Shawn Green, and Douglas A. Gentile
16. Professional and Competitive Gaming: Discussing Potential Benefits of Scientific Study
Kyle A. Faust, Joseph F. Meyer, and Mark D. Griffiths
IV. POTENTIAL NEGATIVE IMPACTS OF INTERNET AND TECHNOLOGY USE AND PATTERNS OF USE
17. Violent Video Games Do Not Contribute to Societal Violence and Crime
Jonathan Z. Gallar and Christopher J. Ferguson
18. Violent Media Use and Violent Outcomes
Christopher L. Groves, Sara Prot, and Craig A. Anderson
19. Internet-Shopping Disorder
Astrid Mueller, Matthias Brand, James E. Mitchell, and Martina de Zwaan
20. Technology, the Internet, and Gambling: How the Medium Can Facilitate Addiction, Adaptation, and Intervention
Howard J. Shaffer, Heather M. Gray, Sarah E. Nelson, and Debi A. LaPlante
21. Digital Technologies and Sex: Internet and Smartphone Influences on Pornography Viewing and Other Sexual Behaviors
Shane Kraus and Marc N. Potenza
22. Texting While Driving and Other Use of Digital Technology Leading to Distraction and Risk
Susan Varga and Federico Vaca
23. Cyberbullying, Online Addiction and Sexting: An Overview of Online Social Risk Taking
Ruth Festl and Thorsten Quandt
V. TREATMENT, ASSESSMENT AND LEGAL CONSIDERATIONS: DIGITAL TECHNOLOGY APPROACHES
24. Ecological Momentary Assessment and Technological Advances in Clinical Care
Isabelle Morris, Saul Shiffman, Ellen Beckjord, and Stuart G. Ferguson
25. Virtual Reality Training in Job Interviewing for People with Mental Health Disorders or Disabilities
Morris D. Bell and Matthew J. Smith
26. The Promise and Problem of E-Assessment
Mike Franzen and Matthew J.L. Page
27. Telemental Health: Mitigating the Practitioner's Risk
Pietro Lynn
VI. APPLICATIONS OF DIGITAL TECHNOLOGY TO PROMOTE PSYCHOLOGICAL WELFARE AND HEALTH IN SPECIFIC GROUPS
28. Mobile Applications to Help Women Achieve Better Behavioral Health in the Postpartum Period
Dawn W. Foster and Ariadna Forray
29. Use of Digital Technology to Provide or Enhance the Delivery of Interventions for Adolescents
Deepa Camenga and Grace E. Kong
30. Transtheoretical Model, Digital Interventions, Stages of Change, Healthy Lifestyle
Janice M. Prochaska and James O. Prochaska
31. Using Digital Technology for Cognitive Assessment and Enhancement in Older Adults
Sheida Rabipour and Patrick S. R. Davidson
32. Multicultural Considerations in Telepsychology
Jasmine Mena, Kyle A. Faust, Nathan E. Cook, David Faust, and Ryan Holt
VII. USE OF DIGITAL TECHNOLOGIES TO TREAT SPECIFIC DISORDERS
33. Use of Digital Technology and Mobile Applications to Treat Anxiety Disorders
Dawn McDaniel, Marat Zanov, Michael Van Ameringen, Jasmine Turna, and Barbara O. Rothbaum
34. Digital Technologies in the Assessment and Treatment of Impulsivity and Problematic Alcohol and Drug Use
Frederick Muench, Rachel P. Vitale, and Marc N. Potenza
35. Use of Digital Technology to Provide or Enhance the Delivery of Psychotherapeutic Interventions for Addictions: Computer-Based Cognitive Behavioral Therapies
Kathleen M. Carroll and Brian D. Kiluk
36. Smartphone Applications for Mindfulness Training in the Treatment of Substance Use Disorders
Kathleen Garrison, Stephanie O'Malley, Judson Brewer, and Marc N. Potenza
37. mHealth Therapy for Problem and Pathological Gambling
Ardeshir S. Rahman and Timothy W. Fong
VIII. TREATMENT OF PROBLEMATIC INTERNET USE AND VIDEO-GAMING
38. Psychotherapeutic and Pharmacological Treatment for Problematic Digital Technology Use: Formulating Principles and Practice Guides from the Scientific and Professional Literature
David Faust, Marc N. Potenza, Charles Gaudet, and Kyle A. Faust
39. Internet Addiction and Internet Gaming Disorder - A cognitive-Behavioral Psychotherapeutic Approach
Klaus Woelfling, Kai W. Mueller, Michael Dreier, and Manfred E. Beutel
Future Directions
Marc N. Potenza, David Faust, and Kyle A. Faust
Este título pertence ao(s) assunto(s) indicados(s). Para ver outros títulos clique no assunto desejado.