2021
DOI: 10.1080/00207578.2020.1847601
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Psychotherapy mediated by videogames

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Cited by 4 publications
(3 citation statements)
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“…The therapist should tune into the patient’s emotional experiences and system of representations, but it is equally important to listen when players speak through their in-game actions. For instance, a case study reported a teenager referred to psychotherapy for learning disabilities and relationship problems [ 105 ]. Interestingly, his style of play was heavily characterized by control and insistence on hygiene-related themes, revealing much more about the boy’s inner thoughts than initially reported.…”
Section: Therapeutic Process In Video Game Therapy and Toolsmentioning
confidence: 99%
See 1 more Smart Citation
“…The therapist should tune into the patient’s emotional experiences and system of representations, but it is equally important to listen when players speak through their in-game actions. For instance, a case study reported a teenager referred to psychotherapy for learning disabilities and relationship problems [ 105 ]. Interestingly, his style of play was heavily characterized by control and insistence on hygiene-related themes, revealing much more about the boy’s inner thoughts than initially reported.…”
Section: Therapeutic Process In Video Game Therapy and Toolsmentioning
confidence: 99%
“…Interestingly, his style of play was heavily characterized by control and insistence on hygiene-related themes, revealing much more about the boy’s inner thoughts than initially reported. For this reason, in-game actions represent an essential compass toward the patient’s symbolization of their lives into a storytelling approach [ 105 ]. The therapist can more effectively recognize such a creative and childlike narration by temporarily abandoning adult mental structures and rationality and rediscovering the traces of childish thinking still present within them, radicated on an emotional and fantastic level.…”
Section: Therapeutic Process In Video Game Therapy and Toolsmentioning
confidence: 99%
“…Video games developed as an extension of the entertainment industry (De Schutter & Brown, 2016) but are now valued as a tool that positively impacts fields as diverse as education (Granic et al, 2014), healthcare (Jung & Gillet, 2021), military training (Rayner, 2012), disaster management (Weyrich, 2021), business marketing (Borowy, 2013; Reitman et al, 2020), corporate management (Kumar & Raghavendran, 2015), and tourism (Shaheer, 2022). Digital games have a style, format, and visual richness that is only matched by the diversity of experiences they provide to their users, such as fun, immersion, and challenge (Cairns et al, 2014; Gee, 2008).…”
Section: Introductionmentioning
confidence: 99%