Working with Video Gamers and Games in Therapy: A Clinician's Guide
Working with Video Gamers and Games in Therapy: A Clinician's Guide
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Working with Video Gamers and Games in Therapy moves beyond stereotypes about video game addiction and violence to consider the role that games play in psychological experiences and mental health.
Format: Paperback / softback
Length: 198 pages
Publication date: 13 June 2018
Publisher: Taylor & Francis Ltd
Working with Video Gamers and Games in Therapy delves into the realm of video games, challenging prevailing stereotypes about addiction and violence. It explores the profound impact that games can have on psychological experiences and mental well-being. The book examines the factors that drive individual gamers to choose and connect with specific games and characters, as well as the diverse range of play styles, genres, and archetypes prevalent in the video game world. This comprehensive and timely resource is invaluable for clinicians seeking to understand their clients' relationships with video games or to incorporate games as therapeutic tools in their own practices.
Chapter 1: Introduction
Video games have become an integral part of modern society, captivating millions of players worldwide. While they have been celebrated for their entertainment value and social connections, they have also been subjected to criticism for their potential negative effects, such as addiction and violence. This book aims to bridge the gap between these two perspectives by exploring the role of video games in psychological experiences and mental health.
Chapter 2: Factors Influencing Video Game Choice
Individual gamers are driven by a multitude of factors when selecting and identifying with particular games and characters. These factors include personal preferences, cultural background, social connections, and psychological needs. For example, a young adult who enjoys playing first-person shooter games may be drawn to these games due to their fast-paced action and competitive nature, while a person with anxiety may seek solace in immersive role-playing games that allow them to escape into different worlds.
Chapter 3: Play Styles and Genres in Video Games
Video games offer a wide range of play styles and genres, each with its unique characteristics and appeal. Action games, for instance, involve intense physical challenges and fast-paced gameplay, while role-playing games allow players to assume the roles of fictional characters and engage in immersive storytelling. Strategy games require players to plan and execute their actions strategically, while puzzle games challenge players to solve complex problems using logical reasoning.
Chapter 4: Archetypes and Narratives in Video Games
Video games often feature archetypal characters and narratives that resonate with players on a personal level. These characters and narratives can evoke emotions, create empathy, and provide a sense of belonging. For example, the hero's journey archetype, which is prevalent in many video games, involves a protagonist who faces challenges and overcomes them to achieve a noble goal.
Chapter 5: Therapeutic Potential of Video Games
While video games have been primarily viewed as recreational activities, they can also have therapeutic benefits. Games can be used as a tool for therapy to address a wide range of mental health issues, such as anxiety, depression, post-traumatic stress disorder (PTSD), and addiction. For example, cognitive-behavioral therapy (CBT) games can help individuals learn and practice coping skills for managing anxiety and depression.
Chapter 6: Challenges and Ethical Considerations
While video games can be a valuable therapeutic resource, there are also challenges and ethical considerations that need to be addressed. One of the main concerns is the potential for addiction and excessive gaming, which can have negative effects on physical and mental health. Additionally, there are concerns about the portrayal of women and minorities in video games, which can perpetuate harmful stereotypes and discrimination.
Chapter 7: Conclusion
In conclusion, Working with Video Gamers and Games in Therapy provides a comprehensive and timely exploration of the role of video games in psychological experiences and mental health. By challenging stereotypes and examining the factors that influence video game choice, play styles, genres, and archetypes, the book offers valuable insights for clinicians seeking to understand their clients' relationships with video games or to use games as therapeutic resources in their own practices. As video games continue to evolve and become more immersive and interactive, it is important to continue to explore their potential benefits and challenges to ensure that they are used in a responsible and beneficial manner way way
Working with Video Gamers and Games in Therapy
Introduction
Video games have become an integral part of modern society, captivating millions of players worldwide. While they have been celebrated for their entertainment value and social connections, they have also been subjected to criticism for their potential negative effects, such as addiction and violence. This book aims to bridge the gap between these two perspectives by exploring the role of video games in psychological experiences and mental health.
Chapter 2: Factors Influencing Video Game Choice
Individual gamers are driven by a multitude of factors when selecting and identifying with particular games and characters. These factors include personal preferences, cultural background, social connections, and psychological needs. For example, a young adult who enjoys playing first-person shooter games may be drawn to these games due to their fast-paced action and competitive nature, while a person with anxiety may seek solace in immersive role-playing games that allow them to escape into different worlds.
Chapter 3: Play Styles and Genres in Video Games
Video games offer a wide range of play styles and genres, each with its unique characteristics and appeal. Action games, for instance, involve intense physical challenges and fast-paced gameplay, while role-playing games allow players to assume the roles of fictional characters and engage in immersive storytelling. Strategy games require players to plan and execute their actions strategically, while puzzle games challenge players to solve complex problems using logical reasoning.
Chapter 4: Archetypes and Narratives in Video Games
Video games often feature archetypal characters and narratives that resonate with players on a personal level. These characters and narratives can evoke emotions, create empathy, and provide a sense of belonging. For example, the hero's journey archetype, which is prevalent in many video games, involves a protagonist who faces challenges and overcomes them to achieve a noble goal.
Chapter 5: Therapeutic Potential of Video Games
While video games have been primarily viewed as recreational activities, they can also have therapeutic benefits. Games can be used as a tool for therapy to address a wide range of mental health issues, such as anxiety, depression, post-traumatic stress disorder (PTSD), and addiction. For example, cognitive-behavioral therapy (CBT) games can help individuals learn and practice coping skills for managing anxiety and depression.
Chapter 6: Challenges and Ethical Considerations
While video games can be a valuable therapeutic resource, there are also challenges and ethical considerations that need to be addressed. One of the main concerns is the potential for addiction and excessive gaming, which can have negative effects on physical and mental health. Additionally, there are concerns about the portrayal of women and minorities in video games, which can perpetuate harmful stereotypes and discrimination.
Chapter 7: Conclusion
In conclusion, Working with Video Gamers and Games in Therapy provides a comprehensive and timely exploration of the role of video games in psychological experiences and mental health. By challenging stereotypes and examining the factors that influence video game choice, play styles, genres, and archetypes, the book offers valuable insights for clinicians seeking to understand their clients' relationships with video games or to use games as therapeutic resources in their own practices. As video games continue to evolve and become more immersive and interactive, it is important to continue to explore their potential benefits and challenges to ensure that they are used in a responsible and beneficial manner.
Weight: 306g
Dimension: 226 x 146 x 12 (mm)
ISBN-13: 9781138747142
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