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A Cbt-Based Group Therapy Manual for Gaming and Social Media Use Disorders
A Cbt-Based Group Therapy Manual for Gaming and Social Media Use Disorders
Knygos.lt klubas Knygos.lt nariams
242,19 €
-30%
Įprastai
345,99 €
  • Planuojame turėti už 184 d.
A CBT-Based Group Therapy Manual for Gaming and Social Media Use Disorders: Git Gud, Get Real addresses the urgent clinical need for effective interventions targeting gaming disorder and problematic social media use. As digital behavioral addictions become increasingly recognized in ICD-11 and prevalent across age groups, clinicians, educators, and counselors require practical resources that reflect real-world usage patterns and provide structured, evidence-based solutions. This manual meets th…

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A CBT-Based Group Therapy Manual for Gaming and Social Media Use Disorders: Git Gud, Get Real addresses the urgent clinical need for effective interventions targeting gaming disorder and problematic social media use. As digital behavioral addictions become increasingly recognized in ICD-11 and prevalent across age groups, clinicians, educators, and counselors require practical resources that reflect real-world usage patterns and provide structured, evidence-based solutions. This manual meets those needs by offering a comprehensive framework for cognitive-behavioral group therapy, integrating motivational interviewing techniques and game-inherent factors into a modular program suitable for both adolescents and adults. The book’s contents are organized for accessibility, starting with foundational chapters on symptomatology, epidemiology, diagnostics, comorbidities, and prerequisites. Ten structured therapy modules follow, each with clear objectives, practical exercises, and reproducible worksheets for immediate clinical use. The final section offers resources for individual and caregiver sessions, program effectiveness, and ongoing support, streamlining implementation for trainees and practitioners.

A CBT-Based Group Therapy Manual for Gaming and Social Media Use Disorders empowers clinicians and allied professionals to implement effective therapy programs with minimal preparation while maintaining therapeutic depth and flexibility. By combining hands-on clinical experience, evidence-based methods, and practical tools, the book offers a unified approach for treating digital media addictions, reducing the need for multiple interventions and supporting diverse client populations in regaining control over their digital use.

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A CBT-Based Group Therapy Manual for Gaming and Social Media Use Disorders: Git Gud, Get Real addresses the urgent clinical need for effective interventions targeting gaming disorder and problematic social media use. As digital behavioral addictions become increasingly recognized in ICD-11 and prevalent across age groups, clinicians, educators, and counselors require practical resources that reflect real-world usage patterns and provide structured, evidence-based solutions. This manual meets those needs by offering a comprehensive framework for cognitive-behavioral group therapy, integrating motivational interviewing techniques and game-inherent factors into a modular program suitable for both adolescents and adults. The book’s contents are organized for accessibility, starting with foundational chapters on symptomatology, epidemiology, diagnostics, comorbidities, and prerequisites. Ten structured therapy modules follow, each with clear objectives, practical exercises, and reproducible worksheets for immediate clinical use. The final section offers resources for individual and caregiver sessions, program effectiveness, and ongoing support, streamlining implementation for trainees and practitioners.

A CBT-Based Group Therapy Manual for Gaming and Social Media Use Disorders empowers clinicians and allied professionals to implement effective therapy programs with minimal preparation while maintaining therapeutic depth and flexibility. By combining hands-on clinical experience, evidence-based methods, and practical tools, the book offers a unified approach for treating digital media addictions, reducing the need for multiple interventions and supporting diverse client populations in regaining control over their digital use.

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