Therapeutic Use of Video Games in the Treatment of Posttraumatic Stress Disorder (PTSD): A Case Study of an Immersed 10-Year-Old Boy

Anthony M. Bean
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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.
电子游戏在创伤后应激障碍(PTSD)治疗中的应用:一个沉浸式10岁男孩的案例研究
对电子游戏玩家进行治疗几乎完全是一种掩盖成瘾的观点。毫无疑问,这导致任何治疗电子游戏玩家的治疗师都认为他们是上瘾的,从而进一步引导治疗减少或完全终止所有电子游戏。到目前为止,还没有将电子游戏作为临床治疗工具的案例。这个案例研究说明了原型疗法和荣格疗法对一名被诊断患有创伤后应激障碍(PTSD)的10岁男性的电子游戏处方的使用。电子游戏被用作包容性和沉浸式可玩性的主要形式。据报告,他的症状在整个环境中都有所改善。父母的参与、治疗师对电子游戏世界的了解,以及使用电子游戏的英雄主题,对来访者理解自己至关重要。如果使用了成瘾透镜,客户可能不会成功。通过这项全面的研究,这项研究将表明,临床医生在治疗电子游戏玩家时,应该跳出成瘾的视角来思考问题。因为治疗师被认为是沟通方面的专家,所以利用电子游戏世界的语言来沟通和理解客户目前的处境是有意义的。利用这种沉浸式体验为更具协作性的治疗打开了大门,增加了关于电子游戏、玩游戏的交流,并将玩家的体验推断到现实生活中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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