Literature DB >> 20431107

Star Wars in psychotherapy: video games in the office.

Tolga Atilla Ceranoglu1.   

Abstract

OBJECTIVE: Video games are used in medical practice during psycho-education in chronic disease management, physical therapy, rehabilitation following traumatic brain injury, and as an adjunct in pain management during medical procedures or cancer chemotherapy. In psychiatric practice, video games aid in social skills training of children with developmental delays and in cognitive behavioral therapy (CBT). This most popular children's toy may prove a useful tool in dynamic psychotherapy of youth.
METHODS: The author provides a framework for using video games in psychotherapy by considering the characteristics of video games and describes the ways their use has facilitated various stages of therapeutic process.
RESULTS: Just as other play techniques build a relationship and encourage sharing of emotional themes, sitting together in front of a console and screen facilitates a relationship and allows a safe path for the patient's conflict to emerge.
CONCLUSION: During video game play, the therapist may observe thought processes, impulsivity, temperament, decision-making, and sharing, among other aspects of a child's clinical presentation. Several features inherent to video games require a thoughtful approach as resistance and transference in therapy may be elaborated differently in comparison to more traditional toys. Familiarity with the video game content and its dynamics benefits child mental health clinicians in their efforts to help children and their families.

Entities:  

Mesh:

Year:  2010        PMID: 20431107     DOI: 10.1176/appi.ap.34.3.233

Source DB:  PubMed          Journal:  Acad Psychiatry        ISSN: 1042-9670


  5 in total

1.  Attention problems and pathological gaming: resolving the 'chicken and egg' in a prospective analysis.

Authors:  Christopher J Ferguson; T Atilla Ceranoglu
Journal:  Psychiatr Q       Date:  2014-03

2.  Possible Biases of Researchers' Attitudes Toward Video Games: Publication Trends Analysis of the Medical Literature (1980-2013).

Authors:  Aviv Segev; Mitchell Rovner; David Ian Appel; Aaron W Abrams; Michal Rotem; Yuval Bloch
Journal:  J Med Internet Res       Date:  2016-07-18       Impact factor: 5.428

3.  Characterizing cognitive control abilities in children with 16p11.2 deletion using adaptive 'video game' technology: a pilot study.

Authors:  J A Anguera; A N Brandes-Aitken; C E Rolle; S N Skinner; S S Desai; J D Bower; W E Martucci; W K Chung; E H Sherr; E J Marco
Journal:  Transl Psychiatry       Date:  2016-09-20       Impact factor: 6.222

Review 4.  Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime.

Authors:  Michelle Colder Carras; Antonius J Van Rooij; Donna Spruijt-Metz; Joseph Kvedar; Mark D Griffiths; Yorghos Carabas; Alain Labrique
Journal:  Front Psychiatry       Date:  2018-01-22       Impact factor: 4.157

Review 5.  Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review.

Authors:  Kim Martinez; Maria Isabel Menéndez-Menéndez; Andres Bustillo
Journal:  JMIR Serious Games       Date:  2021-12-16       Impact factor: 4.143

  5 in total

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