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Gorman, Thomas E.; Gentile, Douglas A.; Green, C. Shawn – American Journal of Play, 2018
As the popularity of video games has risen so too has the worry about the problems associated with playing them. The authors review the research concerning problem gaming, its similarity to some clinical addictions like gambling and drug and alcohol abuse, and current treatment options. They conclude that, regardless of how researchers and medical…
Descriptors: Video Games, Addictive Behavior, Mental Disorders, Clinical Diagnosis
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Loos, Amber T. – Public Services Quarterly, 2017
This article describes a digital wellness workshop that was developed for university students at Southern Illinois University Carbondale. The library workshop series explores the physical and psychological issues that can arise from overuse of digital technologies, especially related to academic performance in college students. Workshop…
Descriptors: Librarians, Library Role, Information Literacy, Wellness
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Woo, Stephanie M.; Hepner, Kimberly A.; Gilbert, Elizabeth A.; Osilla, Karen Chan; Hunter, Sarah B.; Munoz, Ricardo F.; Watkins, Katherine E. – Cognitive and Behavioral Practice, 2013
One barrier to widespread public access to empirically supported treatments (ESTs) is the limited availability and high cost of professionals trained to deliver them. Our earlier work from 2 clinical trials demonstrated that front-line addiction counselors could be trained to deliver a manualized, group-based cognitive behavioral therapy (GCBT)…
Descriptors: Evidence, Addictive Behavior, Depression (Psychology), Cognitive Restructuring
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McDonell, Michael G.; Howell, Donelle N,; McPherson, Sterling; Cameron, Jennifer M.; Srebnik, Debra; Roll, John M.; Ries, Richard K. – Journal of Applied Behavior Analysis, 2012
This study assessed the effects of a contingency management (CM) intervention for alcohol consumption in 10 alcohol-dependent participants. An ABCA design was used. Vouchers were provided contingent on results of ethyl glucuronide (EtG) urine tests (an alcohol biomarker with a 2-day detection period) and alcohol breath tests during the C phase.…
Descriptors: Drinking, Contingency Management, Incentives, Alcohol Abuse
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Ariyabuddhiphongs, Vanchai – International Journal of Mental Health and Addiction, 2012
This paper uses the social cognitive theory model to review the literature on older adult gambling, and related personal and environment characteristics. Results show that lottery is the kind of gambling most frequently played by older adults, followed by casino games. Older adults take trips to casinos to socialize, find excitement, and win…
Descriptors: Older Adults, Program Effectiveness, Longitudinal Studies, Epistemology
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Gallagher, Timothy; Nicki, Richard; Otteson, Amy; Elliott, Heather – International Journal of Mental Health and Addiction, 2011
The effects of a warning banner, informing patrons of the randomness of Video Lottery Terminal (VLT) outcomes, on gambling behaviour and beliefs were tested in a field setting using a mixed-model 2 x 3 design over a six-week period with 27 problem and 27 non-problem gamblers recruited from bars in a Canadian city with a population of 85,000.…
Descriptors: Foreign Countries, Addictive Behavior, Counseling Techniques, Field Studies
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Hagedorn, W. Bryce; Hirshhorn, Meredith A. – Journal for Specialists in Group Work, 2009
Traditional talk therapy, particularly cognitive behavioral techniques, are often ineffective when working with addicted clients for many reasons. By tapping into the power of the group modality, experiential activities can serve as a powerful facilitator of insight and behavior change. The authors provide a brief review of the literature followed…
Descriptors: Therapeutic Environment, Therapy, Experiential Learning, Group Activities