A CBT-Based Group Therapy Manual for Gaming and Social Media Use Disorders
Git Good, Get Real
- 1st Edition - February 1, 2027
- Latest edition
- Authors: Daniel Illy, Daniel King
- Language: English
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 disord… Read more
Description
Description
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.
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.
Key features
Key features
- Provides step-by-step guidance for group therapy implementation for digital use disorders
- Offers structured modules with reproducible worksheets and section exercises
- Integrates CBT, motivational interviewing, and strategies for managing platform-specific features
- Delivers practical solutions for enhancing participant motivation
Readership
Readership
Training and practicing clinicians and therapists treating gaming and social media use disorders
Table of contents
Table of contents
Section I. Foundations of Digital Behavioral Addictions
1. Symptomatology
2. Epidemiology
3. Diagnostics
4. Comorbidities
5. Prerequisites
Section II. Structured Group Therapy Modules 6.
Module 1: Introduction and Goal Setting 7.
Module 2: Forms of Addiction and Diagnostic Criteria 8.
Module 3: Game Genres, Binding Factors, and Cultural Value 9.
Module 4: The Addiction Cycle 10.
Module 5: Daily Structure and Alternative Activities 11.
Module 6: Causes of Addiction and Comorbidities 12.
Module 7: Family and Caregivers 13.
Module 8: Physical Activity and Leisure 14.
Module 9: Emotions, Cognition, and Behavior Regulation 15.
Module 10: Peer Group, Addiction Substitution, and Maintaining Progress
Section III. Implementation, Outcomes, and Resources
16. Individual Therapy Sessions
17. Caregiver Sessions
18. Effectiveness
19. Worksheets
1. Symptomatology
2. Epidemiology
3. Diagnostics
4. Comorbidities
5. Prerequisites
Section II. Structured Group Therapy Modules 6.
Module 1: Introduction and Goal Setting 7.
Module 2: Forms of Addiction and Diagnostic Criteria 8.
Module 3: Game Genres, Binding Factors, and Cultural Value 9.
Module 4: The Addiction Cycle 10.
Module 5: Daily Structure and Alternative Activities 11.
Module 6: Causes of Addiction and Comorbidities 12.
Module 7: Family and Caregivers 13.
Module 8: Physical Activity and Leisure 14.
Module 9: Emotions, Cognition, and Behavior Regulation 15.
Module 10: Peer Group, Addiction Substitution, and Maintaining Progress
Section III. Implementation, Outcomes, and Resources
16. Individual Therapy Sessions
17. Caregiver Sessions
18. Effectiveness
19. Worksheets
Product details
Product details
- Edition: 1
- Latest edition
- Published: February 1, 2027
- Language: English
About the authors
About the authors
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Daniel Illy
Dr. Daniel Illy is a clinical specialist in psychiatry and psychotherapy as well as in child and adolescent psychiatry and psychotherapy. He completed his medical studies in Mainz, Germany, and South Africa, and holds dual postgraduate qualifications in behavioral therapy for adults, children, and adolescents. Additionally, he has advanced training in clinical hypnosis and group therapy. Since May 2025, he has served as Chief Physician of the Department of Child and Adolescent Psychiatry at Asklepios Specialist Clinic Brandenburg.
Dr. Illy is the author of numerous books in Germany, including therapy manuals on gaming disorder and social media use disorder. His clinical work has led to the creation of three specialized outpatient clinics and the development of structured treatment concepts for digital media addictions.Affiliations and expertise
Klinik für Kinder- und Jugendpsychiatrie, Brandenburg an der Havel, GermanyDK
Daniel King
Dr. Daniel King is a Professor and Clinical Psychologist in the College of Education, Psychology, and Social Work at Flinders University, Australia, and a member of the Flinders University Institute for Mental Health and Wellbeing. He obtained his PhD in Psychology from the University of Adelaide, Australia, and brings two decades of expertise in digital technology-based problems, with a focus on online gaming and simulated gambling. He has provided consultation on gaming and gambling for national and international authorities, including the World Health Organization, and his research informs evidence-based interventions and policies for the prevention and treatment of gaming and gambling disorders.
Affiliations and expertise
College of Education, Psychology, and Social Work, Flinders University, Australia