Abstract
Working therapeutically with video gamers has almost entirely consisted of an overshadowing addiction perspective. This undoubtedly leads any therapist working with video gamers to assume they are addicted, further guiding treatment into a reduction or complete termination of all video games. To date, there are no known uses of video games in a clinical setting as therapeutic tools. This case study illustrates use of Archetypal and Jungian therapies prescribing video games for a 10-year-old male diagnosed with Posttraumatic Stress Disorder (PTSD). Video games were utilized as a main form of inclusion and immersion playability. He experienced a reported improvement in his symptoms across his environments. Parental involvement, therapist’s knowledge of video game worlds, and using video games’ heroic motifs were critical to the client’s understanding of himself. If an addiction lens had been utilized, the client may not have been successful. Through this comprehensive study, the research will showcase that clinicians should aim to think outside of the addiction lens while working with video gamers. As therapists are presumed to be experts in communication, it makes sense to utilize the language of the video game world to communicate and understand where the client may be presently situated. Utilizing this immersive experience opens the door for a more collaborative therapy, increasing communication about video games, playing, and extrapolating players’ experiences into real life contexts.
Reference53 articles.
1. Adal, J. (2013). Bringing play therapy into the new millennium: Incorporating video game technology into mental health treatment.
2. American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders: DSM-5. Washington, D.C: American Psychiatric Association. https://doi.org/10.1176/appi.books.9780890425596
3. Banks, J. & Bowman, N. D. (2013). Close intimate playthings? Understanding player-avatar relationships as a function of attachment, agency, and intimacy. Selected Papers of Internet Research, 1-4.
4. Bean, A. (2015). Video gamers' personas: A five factor study exploring personality elements of the video gamer (Doctoral Dissertation). Retrieved from ProQuest Digital Dissertations. (AAT 3726481).
5. Bean A. M. (2019). The psychology of zelda : linking our world to the legend of zelda series. Smart Pop.
Cited by
1 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献
1. Відеоігри як Інструмент Відновлення Ментального Здоров’я Після Травматичних Досвідів Війни;Конструктивна Рефлексія Конфронтації і Кооперації: Психологічні Ризики і Ресурси Війни. Матеріали Міжнародної Міжгалузевої Конференції;2023-04-25