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dc.contributor.authorKing, D.en
dc.contributor.authorDelfabbro, P.en
dc.contributor.authorGriffiths, M.en
dc.identifier.citationJournal of Cognitive Psychotherapy: An International Quarterly, 2012; 26(1):43-56en
dc.description.abstractPsychological problems arising from excessive use of digital technologies, particularly in relation to the Internet and video games, are of growing clinical concern. Although there is no consensus whether technology-based problems constitute primary psychopathologies that should be recognized as clinical disorders, a significant number of problem users have used clinical treatment services. There is therefore a growing need for the mental health community to be aware of available clinical treatments for technology-based problem behaviors and the efficacy of these treatments. This article presents an overview of the prevalence of technology-based problems in Eastern and Western countries and the known cognitive-behavioral dimensions of problematic technology use. We also consider issues related to the assessment of technology-based problems, and critically review clinical treatments for technology-based problems.en
dc.description.statementofresponsibilityDaniel L. King, Paul H. Delfabbro and Mark D. Griffithsen
dc.publisherSpringer Publishing Coen
dc.rights© 2012 Springer Publishing Companyen
dc.subjectVideo game; Internet; technology; addictionen
dc.titleClinical interventions for technology-based problems: excessive internet and video game useen
dc.typeJournal articleen
pubs.library.collectionPsychology publicationsen
dc.identifier.orcidKing, D. [0000-0002-1762-2581]en
dc.identifier.orcidDelfabbro, P. [0000-0002-0466-5611]en
Appears in Collections:Psychology publications

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