A Case Review of Selected Popular Computing Games: Therapeutic and Affective Aspects of Gaming and Comparisons to Children’s Literature

Randall E. Basham
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Abstract

A series of seven computing and online games was reviewed following a criterion based selection process. The games were reviewed relative to their capacity to incorporate elements of gaming comparable to content or themes evident in children’s literature including, type of game, genre, elements of violence, disturbing scenes, gender of key protagonists or heroes, location and relative time frame, as well as major themes, evidence of trauma or PTSD components and elements of grief or loss. Selected games demonstrate some capacity for use in virtual narrative therapy and as virtual methods for facilitating maturing processes, and to some extent may interface with moral development as appropriate for age and level of development. Games also show capacity for modifying affect positively based on themes, but will need additional evaluation or research.
精选流行电脑游戏的案例回顾:游戏的治疗和情感方面以及与儿童文学的比较
一系列的七款电脑和网络游戏是根据一个基于标准的选择过程进行审查的。对这些游戏进行审查的标准是,它们是否具备与儿童文学中明显的内容或主题相媲美的游戏元素,包括游戏类型、类型、暴力元素、令人不安的场景、主要主角或英雄的性别、地点和相对时间框架,以及主要主题、创伤或创伤后应激障碍成分的证据以及悲伤或失去的元素。选定的游戏展示了在虚拟叙事治疗和促进成熟过程的虚拟方法中使用的一些能力,并且在某种程度上可能与适合年龄和发展水平的道德发展相结合。游戏也显示出基于主题而积极改变影响的能力,但这需要额外的评估或研究。
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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