Clinical interventions for technology-based problems

Daniel L. King, Joël Billieux, Kai Mueller, Paul H. Delfabbro

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

4 Citations (Scopus)

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.

Original languageEnglish
Title of host publicationMental Health in a Digital World
Subtitle of host publicationGlobal Mental Health in Practice
EditorsDan J. Stein, Naomi A. Fineberg, Samuel R. Chamberlain
Place of PublicationLondon, UK
PublisherElsevier
Chapter19
Pages435-457
Number of pages23
ISBN (Electronic)9780128222027
ISBN (Print)9780128222010
DOIs
Publication statusPublished - 2022

Keywords

  • Gaming disorder
  • Internet use
  • Interventions
  • Prevention
  • Problem gaming
  • Treatment

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