For clinicians looking to understand their clients’ relationships with video games or to use games as a therapeutic resource in their own practice, this is a thoughtful, comprehensive, and timely resource.
Author: Anthony M. Bean
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. Chapters examine the factors that compel individual gamers to select and identify with particular games and characters, as well as the different play styles, genres, and archetypes common in video games. For clinicians looking to understand their clients’ relationships with video games or to use games as a therapeutic resource in their own practice, this is a thoughtful, comprehensive, and timely resource.
Yet others primarily enjoy the camaraderie and connection with others through working together on teams and a ing during (and outside of ) play. ... Working with video gamers and games in therapy: A clinician's guide. Routledge.
Author: Jessica Stone
The newly updated Digital Play Therapy focuses on the responsible integration of technology into play therapy during and after the COVID-19 pandemic. With respect for the many different modalities and approaches under the play therapy umbrella, this book incorporates therapist fundamentals, play therapy tenets, and practical information for the responsible integration of digital tools into play therapy treatment. All chapters have been updated, and new chapters discuss strategies for using teletherapy effectively during and beyond the pandemic. This revised edition provides a solid grounding both for clinicians who are brand new to the incorporation of digital tools as well as for those who have already begun to witness digital play therapy’s power.
Bean, A. M. (2018) Working with video gamers and games in therapy: A clinician's guide. New York, NY: Routledge. Bean, A. M. (2019). The archetypal attraction. Dallas; TX, BenBella Berger, K. S. (2014). Invitation to the life span.
Author: Jessica Stone
Integrating Technology into Modern Therapies provides clinicians with an innovative, research-based foundation for incorporating technology into clinical practice. It offers an overview of current technological developments in therapy, such as the use of therapeutic texting, virtual reality programs, tablet apps, and online games. Chapters examine therapeutic applications of technology for those who have experienced trauma and a variety of conditions including autism spectrum disorder, ADHD, and speech concerns. The book also offers suggestions for how technology can be used in hospitals, as well as with migrant, refugee, and homeless populations. Combining theory and research with a wealth of case studies and practical resources, this book will be relevant to all mental health, speech and language, and child life specialists.
He specializes in the therapeutic implications of video games and gaming, working with children and adolescents, ... has authored multiple book chapters and the book Working with Video Gamers and Games in Therapy: A Clinician's Guide.
Author: Anthony Bean
Publisher: BenBella Books
It's dangerous to go alone! Take this (book). For more than 30 years, The Legend of Zelda—which immerses players in a courageous struggle against the shadowy forces of evil in a world of high fantasy—has spanned more than 30 different installments, selling over 75 million copies. Today, it is one of the most beloved video game franchises around the globe. Video game sales as a whole have continued to grow, now raking in twice as much money per year as the entire film industry, and countless psychologists have turned their attention to the effects gaming has on us: our confidence, our identity, and our personal growth. The Psychology of Zelda applies the latest psychological findings, plus insights from classic psychology theory, to Link, Zelda, Hyrule, and the players who choose to wield the Master Sword. In The Psychology of Zelda, psychologists who love the games ask: • How do Link's battles in Ocarina of Time against Dark Link, his monstrous doppelganger, mirror the difficulty of confronting our personal demons and the tendency to be our own worst enemies? • What lessons about pursuing life's greater meaning can we take away from Link's quests through Hyrule and beyond the stereotypical video game scenario of rescuing a Princess (Zelda)? • What do we experience as players when we hear that familiar royal lullaby on the ocarina, Saria's spirited melody in the Lost Woods, or the iconic main theme on the title screen? • How do the obstacles throughout Majora's Mask represent the Five Stages of Grief? • What can Link's journey to overcome the loss of the fairy Navi teach us about understanding our own grief and depression? • Why are we psychologically drawn to the game each and every time a new version becomes available even when they all have a similar storyline? Think you've completed the quest? The Psychology of Zelda gives you new, thrilling dungeons to explore and even more puzzles to solve.
Working with video gamers and games in therapy: a clinician's guide. New York, NY: Routledge. Bean, A. M., Nielsen, R. K., Rooij, A.J., & Ferguson, C.J. (2017). Video game addiction: the push to pathologize video games.
Author: Jessica Stone
Publisher: John Wiley & Sons
The essential guide to game play therapy for mental health practitioners The revised and updated third edition of Game Play Therapy offers psychologists and psychiatrists a guide to game play therapy’s theoretical foundations and contains the practical applications that are appropriate for children and adolescents. Game playing has proven to invoke more goal-directed behavior, has the benefit of interpersonal interaction, and can perform a significant role in the adaptation to one's environment. With contributions from noted experts in the field, the third edition contains information on the time-tested, classic games and the most recent innovations and advances in game play approaches. Game Play Therapy’s revised third edition (like the previous editions) continues to fill a gap in the literature by offering mental health practitioners the information needed to understand why and how to use this intervention effectively. The contributors offer advice for choosing the most useful games from the more than 700 now available and describe the fundamentals of administering the games. This important updated book: Contains material on the recent advances in the field including information on electronic games and disorder-specific games Includes illustrative case studies that explore the process of game therapy Reviews the basics of the underlying principles and applications of game therapy Offers a wide-range of games with empirical evidence of the effectiveness of game therapy Written for psychologists, psychiatrists, and other mental health clinicians, the revised third edition of Game Play Therapy offers a guide that shows how to apply game therapy techniques to promote socialization, encourage the development of identity and self-esteem, and help individuals master anxiety.
proficiency in gaming. Clients who identify as serious gamers are likely to benefit from this approa , whi was developed with the help of hundreds of ... Working with video gamers and games in therapy: A clinician's guide. Routledge.
Author: Robert Rice
Publisher: Taylor & Francis
Category: Games & Activities
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.
Working with video gamers and games in therapy: A clinician's guide. Routledge. Brown, S. & Vaughn, C. (2009). Play: How it shapes the brain, opens the imagination, and invigorates the soul. Penguin Group. Chen, W., & Adler, J. (2019).
Author: Robert Jason Grant
This book explores the multitude of thoughts, theories, opinions, methods, and approaches to play therapy in order to highlight the unity and diversity of theory and perspective in the field. Each chapter is a common question related to play therapy to which ten established and experienced play therapists share their thoughts, theoretical perspectives, and opinions. The key characteristics of a well-trained play therapist, the role of technology in play therapy, the importance of speaking the client’s language, and many more frequently asked play therapy questions and topics are explored. The reader will learn about the umbrella of play therapy thought and practice and connect with perspectives that might align with their own theoretical preferences. This book will be of interest to a wide range of mental health professionals working with children and adolescents. Those new to play therapy and those who are seasoned veterans will appreciate, value, and hopefully be challenged by the differing viewpoints surrounding many play therapy topics.
Working with video gamers and games in therapy: A clinician's guide. New York: Routledge. Beasley, B., & Collins Standley, T. (2002). Shirts vs. skins: Clothing as an indicator of gender role stereotyping in video games.
Author: Gayle S. Stever
Understanding Media Psychology is the perfect introductory textbook to the growing field of media psychology and its importance in society, summarizing key concepts and theories to provide an overview of topics in the field. Media is present in almost every area of life today, and is an area of study that will only increase in importance as the world becomes ever more interconnected. Written by a team of expert authors, this book will help readers to understand the structures, influences, and theories around media psychology. Covering core areas such as positive media psychology, the effects of gaming, violence, advertising, and pornography, the authors critically engage with contemporary discussions around propaganda, fake news, deepfakes, and the ways media have informed the COVID-19 pandemic. Particular care is also given to addressing the interaction between issues of social justice and the media, as well as the effects media has on both the members of marginalized groups and the way those groups are perceived. A final chapter addresses the nature of the field moving forward, and how it will continue to interact with closely related areas of study. Containing a range of pedagogical features throughout to aid teaching and student learning, including vocabulary and key terms, discussion questions, and boxed examples, this is an essential resource for media psychology courses at the undergraduate and introductory master’s level globally.
Implementing Simple and Effective Dreamwork Leslie Ellis. head home for the holidays. She dreamt that she and some of her ... She is also a video game player and her dream demonstrates the affinity between gaming and lucidity in dreams.
Author: Leslie Ellis
A Clinician’s Guide to Dream Therapy demystifies the process of working with dreams by providing both a grounding in the current science of dreaming as well as a simple, practical approach to clinical dream work. In addition to a survey of the current science and neuroscience of dreaming, this book includes clinical examples of specific techniques with detailed transcripts and follow-up commentary. Chapters cover how to work with PTSD nightmares and how to use experiential dreamwork techniques drawn from current neuroscience to engender lasting change. Readers will be able to discuss their clients’ dream material with confidence, armed with an approach that helps them collaboratively tap into the inherent power for change found in every dream. Backed by research, common factors analysis and neuroscience, the approaches described in this book provide a clear map for clinicians and others interested in unlocking the healing power inherent in dreams.
Revisiting the Physical, Social, and Psychological Effects of Video Games Rachel Kowert, Thorsten Quandt. Dudley, D. (2018, December). ... Board game play therapy. ... Digital play therapy: A clinician's guide to comfort and competence.
Author: Rachel Kowert
Category: Social Science
This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.