2014
DOI: 10.1016/j.childyouth.2014.10.012
|View full text |Cite
|
Sign up to set email alerts
|

Utilising a computer game as a therapeutic intervention for youth in residential care: Some preliminary findings on use and acceptability

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
24
0

Year Published

2016
2016
2023
2023

Publication Types

Select...
7
1

Relationship

0
8

Authors

Journals

citations
Cited by 16 publications
(24 citation statements)
references
References 32 publications
0
24
0
Order By: Relevance
“…Subsequent research should also look at why a significant percentage of youngsters in TRC receive no treatment. The nonreferral to treatment in this group may be due to the fact that the programme itself is considered sufficient to address their therapeutic needs, or that the educators do not consider treatment necessary, or that the youngsters refuse to go to therapy (Aventin et al, ; Lambert et al, ).…”
Section: Resultsmentioning
confidence: 99%
See 2 more Smart Citations
“…Subsequent research should also look at why a significant percentage of youngsters in TRC receive no treatment. The nonreferral to treatment in this group may be due to the fact that the programme itself is considered sufficient to address their therapeutic needs, or that the educators do not consider treatment necessary, or that the youngsters refuse to go to therapy (Aventin et al, ; Lambert et al, ).…”
Section: Resultsmentioning
confidence: 99%
“…The fact that around 30% of the cases referred to TRC do not receive any kind therapeutic care is surprising, to say at least. A possible explanation could be that many of the cases referred to these specialized centres arrive with a prior history of therapeutic failures, which leads them to refuse any intervention of this type (Aventin et al, ; Lambert et al, ). However, also taking into account the variables that increase the probability of being referred to TRC (placement changes and drug abuse), these centres may be being used as tools for restraint and control, at least initially, with the intention of achieving stabilization so as to be able to start therapeutic intervention (Soenen et al, ).…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Game designer and researchers have studied the practicality of commercial games or known as ‗‗casual games'' for mental health treatment. Games such as ‗‗Lock-On: Modern Air Combat'', ‗‗Tetris'' were found to decrease traumatic flashbacks [24−26] and ‗‗The Sims Life Stories' enable engagement and emotion regulation among adolescents [27].…”
Section: *Author For Correspondencementioning
confidence: 99%
“…6 Many play VGs specifically for the purpose of mood repair/enhancement 7 and certain commercial VGs may have the potential for mood repair. 8 Some practitioners have investigated the usefulness of commercial games or ''casual games'' for mental health intervention, such as ''Lock-On: Modern Air Combat'' 8 for mood, ''Tetris'' 9,10 for decreasing traumatic flashbacks, ''The Sims Life Stories'' 11 to engage adolescents in emotion regulation, ''Left 4 Dead'' (b 2008 Valve, USA) 12 for stress management, exergames (e.g., Nintendo Ò Wii Ô ) [13][14][15] for depression and attention deficit and hyperactivity disorder (ADHD), or MMORPGs (e.g., ''World of Warcraft'') [16][17][18] for depressive symptoms. Even simple puzzle games such as ''Bookworm Adventure,'' ''Peggle,'' and ''Bejeweled'' lead to improved mood and anxiety on self-report measures.…”
Section: Introductionmentioning
confidence: 99%