Psychotherapy Books

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ISBN 10:

0-393-70484-X
ISBN 13:

978-0-393-70484-X
February 2007 / 272 pages / Paperback
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Cyber Rules: What You Really Need to Know about the Internet The Essential Guide for Clinicians, Educators, and Parents

Joanie Farley Gillispie and Jayne Gackenbach

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Overview – Contents

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Contents

Preface

Introduction:

  • Getting It About the Internet
  • How Do We Use Internet Media
  • Cyber Rules for Cyberspace
  • Applying It: Comparing Online Behaviors with Offline Effects

Chapter 1: Online Identities

  • Exploring the Self Online
  • Internet Identities
  • Online Versus Offline Selves
  • Self Expression or Disinhibition Online?
  • Crafting Personality Online
    • Introverts and Extroverts Online
    • Offline Effects of Online Identities
  • Evaluating Online Identities (Exercises)
Chapter 2: Children’s and Teens’ Media Lives
  • How Do Children Use Media?
  • Families Online
  • Interactive Media Effects
    • Does the Internet Help or Hinder Learning?
    • Cell Phone Selves
    • Digital Toys
    • Online Marketing
  • Kid's Media Lives: What’s A Parent To Do?
    • Cyber Rules for Families
    • Effective Discipline and Kids' Media Use
  • Does Julia Have A Problem? (Exercise)
    • Getting It: Comparing Julia’s Online Behaviors with Offline Effects
Chapter 3: Net Relationships: From Fake To Falling In Love
  • Close Encounters
  • Comparing Online and Offline Interactions
  • Relationships Online
    • Looking for Love Online
    • Cyber Rules for a Cyber Affair
  • An Online Relationship and Its Possible Offline Effects (Exercise)
  • Groups Online
    • Form and Function Online
    • Have Groups Will Travel
    • Group Think Online
Chapter 4: Video Games, The Light and Dark Sides of the Force
  • Online Gaming 101
    • What's in an Electronic Game?
    • Who's Playing?
    • Why Play Video Games?
    • Gender and Game Play
    • Virtual Immersion
  • Negative Aspects of Video-Game Play
    • Moderating Variables of Game Play
    • Compulsive Game Playing
    • Other Problems Associated with Video-Game Play
  • The Light Side of the Force
  • Playing Games Makes You Smarter
    • Video-Game Play and Consciousness
    • Playing Games at School and in Therapy
  • Video-Game Play Interventions
  • Win, Play, or Lose: Before You Play, Know the Game (Exercise)

Chapter 5: Hooking Up: Cyber Sex and Youth

    • Cyber Sex Quiz (Exercise)
    • Some Facts for Confused Adults
      • Adolescent Sexuality Offline
      • Adolescent Sexuality Online
    • Sexual Mesages in Media
      • Cyber Sex
      • Cyber Sex Reality Checks
      • Bad Sex
      • Healthy Sexuality
    • Talking Tips for Making Effective Connections with Kids About Cyber Sex (Exercise)

    Chapter 6: Got Health Online?

    • Who's Looking?
      • How to Search
      • Best Search Strategies (Exercise)
      • Barriers to Good Health Online
    • How to Use Online Health Information
      • Consumer Beware
      • Sample Online Treatment Plan (Exercise
      • Some Good News
    • A Short List of Good Health Websites
      • Video-Game Play and Consciousness
      • Playing Games at School and in Therapy
    • Video-Game Play Interventions
    • Win, Play, or Lose: Before You Play, Know the Game (Exercise)

    Chapter 7: Evolving in Cyberspace

    • Cyber Rules for the Future
      • Is Technology Making Us Smarter?
    • Making Sense of It
      • Getting It
      • Cyber Rules
  • References

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    ISBN 10: 0-393-70484-X
    ISBN 13: 978-0-393-70484-X
    February 2007 / 272 pages / Paperback

    Ordering