Addiction and Technology Conference at Pepperdine

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addiction technology

Pepperdine University, Wilburn Auditorium
Drescher Graduate Campus


This conference will focus on promoting best clinical practices and increasing the awareness of clinical providers around issues related to advances in technology.
Presentations by four renowned experts, include:

  • Closer Together: Further Apart – The Effect of Digital Technology on Addiction, Psychotherapy and our Daily Lives
    Robert Weiss, LCSW, CSAT-S
    Elements Behavioral Health – Sr. Vice President of Clinical Development
  • Put That Down and Talk to Me: How Digital Drama is Redefining Mind and Body Wellness in Psychotherapy
    Pamela Peeke, MD, MPH, FACP
    Elements Behavioral Health – Senior Science Advisor
  • Teens Online: What Should we (not) be concerned about? 
    Jaana Juvonen, PhD
    UCLA, Professor of Psychology
  • Problematic and Addictive Computer/ Video Gaming: Assessment and Treatment
    Kenneth Woog, PsyD
    Pepperdine University, Associate Director – PRYDE Program

Cost: $99 General Admission / $79 for Students – Includes lunch and snacks throughout the day.

Conference Learning Objectives:

  • Discuss a multigenerational view of technological change
  • Discuss alternate views of ‘life online’ beyond addiction and pathology
  • List 2-3 new emerging technologies helpful toward improving treatment outcomes
  • Identify the seminal studies outlining potentially destructive behaviors that occur as a consequence of inappropriate use of digital technology
  • List five self-destructive behaviors which can occur as a result of the misuse of digital technology
  • Discuss specific limits and boundaries that could be applied to the use of digital technology in the client and mental health professional’s daily life to promote health
  • Identify risks associated with electronic communication among teens.
  • Identify the impact of problematic and addictive computer/video gaming the health, academic, occupational and social functioning of adolescents and young adults.
  • Identify methods of assessing and treating problematic and addictive computer/video gaming.



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