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 Joel 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 Muller, 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 Wolfling, Kai W. Muller, Michael Dreier, and Manfred E. Beutel Future Directions Marc N. Potenza, David Faust, and Kyle A. Faust