The Oxford Handbook of Digital Technologies and Mental Health

The Oxford Handbook of Digital Technologies and Mental Health

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Description

Digital technology use, whether on smartphones, tablets, laptops, or other devices, is prevalent across cultures. Certain types and patterns of digital technology use have been associated with mental health concerns, but these technologies also have the potential to improve mental health through the gathering of information, by targeting interventions, and through delivery of care to remote areas.

The Oxford Handbook of Digital Technologies and Mental Health provides a comprehensive and authoritative review of the relationships between mental health and digital technology use, including how such technologies may be harnessed to improve mental health. Understanding the positive and negative correlates of the use of digital technologies has significant personal and public health implications, and as such this volume explores in unparalleled depth the historical and cultural
contexts in which technology use has evolved; conceptual issues surrounding digital technologies; potential positive and potential negative impacts of such use; treatment, assessment, and legal considerations around digital technologies and mental health; technology use in specific populations; the use of digital
technologies to treat psychosocial disorders; and the treatment of problematic internet use and gaming. With chapters contributed by leading scientists from around the world, this Handbook will be of interest to those in medical and university settings, students and clinicians, and policymakers.
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Product details

  • Hardback | 600 pages
  • 84 x 262 x 36mm | 1,088g
  • New York, United States
  • English
  • 0190218053
  • 9780190218058
  • 1,211,952

Table of contents

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 Muller, 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. Muller, Michael Dreier, and Manfred E. Beutel

Future Directions
Marc N. Potenza, David Faust, and Kyle A. Faust
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About Marc N. Potenza

Marc N. Potenza is a board-certified psychiatrist and a Professor of Psychiatry, Child Study and Neuroscience at the Yale School of Medicine where he directs multiple programs and centers focused on addictions. He has consulted to multiple agencies including the American Psychiatric Association and World Health Organization with respect to the DSM-5 and ICD-11, respectively. Dr. Potenza has published over 600 articles, chapters and books with a
focus on behavioral addictions like gambling and gaming disorders.




Kyle Faust is a clinical psychologist who completed his PhD at the University of Rhode Island. He has published numerous articles on the positive and negative applications of digital technology, and works to apply these methods in his clinical practice. He has also received mentorship from Dr. James Prochaska, who developed the Transtheoretical model of behavior change, and is working to apply this model to the treatment of problematic use of digital technology.


David Faust is a Full Professor in the Department of Psychology, College of Health Science, and a Ryan Research Professor of Neuroscience, George and Ryan Institute for Neuroscience, at the University of Rhode Island; and holds an affiliate appointment in the Department of Psychiatry and Human Behavior, Alpert Medical School of Brown University. Dr. Faust has published numerous works on such topics as assessment of digital technology use and overuse, psychology and law, and
neuropsychology, and has received multiple awards and honors for distinguished professional contributions.
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