Video Games in Psychotherapy
Seiten
2022
Routledge (Verlag)
978-1-032-11917-5 (ISBN)
Routledge (Verlag)
978-1-032-11917-5 (ISBN)
Video Games in Psychotherapy provides the reader with a practical session-by-session framework for using video games, interactive media, and gaming metaphors to help make the process of psychotherapy more engaging for today’s youth.
Using concepts from narrative, collaborative, cognitive behavioral, and other evidenced-based approaches to psychotherapy, the book gives examples of possible therapist questions, responses, and activities involving language and concepts that are appealing to young gamers. Addressing issues with psychophysiological self-regulation, anxiety disorders, and autism spectrum disorders, among others, this book uses multiple case examples to demonstrate each idea and is written in a way that is understandable for all mental health providers, regardless of their own familiarity with gaming. A review of over 40 popular video games with specific ideas for their use in psychotherapy is provided, allowing mental health providers to easily individualize therapy based on client goals and gaming preferences. Concepts for individual and group psychotherapy using games and interactive media, ranging from Pac Man to virtual reality, are also covered.
Providing the reader with useful templates, worksheets, and other therapy resources, this book is a must-have for mental health providers working with children, adolescents, and transition-age youth.
Using concepts from narrative, collaborative, cognitive behavioral, and other evidenced-based approaches to psychotherapy, the book gives examples of possible therapist questions, responses, and activities involving language and concepts that are appealing to young gamers. Addressing issues with psychophysiological self-regulation, anxiety disorders, and autism spectrum disorders, among others, this book uses multiple case examples to demonstrate each idea and is written in a way that is understandable for all mental health providers, regardless of their own familiarity with gaming. A review of over 40 popular video games with specific ideas for their use in psychotherapy is provided, allowing mental health providers to easily individualize therapy based on client goals and gaming preferences. Concepts for individual and group psychotherapy using games and interactive media, ranging from Pac Man to virtual reality, are also covered.
Providing the reader with useful templates, worksheets, and other therapy resources, this book is a must-have for mental health providers working with children, adolescents, and transition-age youth.
Dr. Rice is an associate professor at St. John Fisher College in Rochester, NY and co-founder of MindFit Mental Health, specializing in integrating video games and interactive media into psychotherapy for young people.
1. Why Video Games? 2. An Integrated Approach to Gaming in Psychotherapy 3. Metaphors Be With You 4. Using Video Games for Self-Regulation Training 5. Using Video Games for Anxiety Disorders 6. Autism and Video Games (and Anime) 7. Gamer Groups 8. YouTube and Let’s Plays in Psychotherapy 9. Serious Games and Games for Health 10. Virtual Reality in Psychotherapy 11. Avoiding Nature Deficit Disorder Part 2. Video Game Directory with Ideas for Use in Psychotherapy with Young People
Erscheinungsdatum | 17.08.2022 |
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Zusatzinfo | 10 Tables, black and white; 7 Line drawings, black and white; 3 Halftones, color; 21 Halftones, black and white; 31 Illustrations, black and white |
Verlagsort | London |
Sprache | englisch |
Maße | 152 x 229 mm |
Gewicht | 453 g |
Themenwelt | Kunst / Musik / Theater |
Sachbuch/Ratgeber ► Freizeit / Hobby | |
Geisteswissenschaften ► Psychologie | |
Medizin / Pharmazie ► Medizinische Fachgebiete ► Psychiatrie / Psychotherapie | |
Sozialwissenschaften ► Kommunikation / Medien ► Medienwissenschaft | |
ISBN-10 | 1-032-11917-9 / 1032119179 |
ISBN-13 | 978-1-032-11917-5 / 9781032119175 |
Zustand | Neuware |
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