Addiction and Technology Conference at Pepperdine

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addiction technology

Pepperdine University, Wilburn Auditorium
Drescher Graduate Campus

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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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