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 Joël 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 Müller, 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 Wölfling, Kai W. Müller, Michael Dreier, and Manfred E.
Beutel
Future Directions
Marc N. Potenza, David Faust, and Kyle A. Faust
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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