{"title":"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","authors":"Randall E. Basham","doi":"10.17265/1548-7709/2016.06.001","DOIUrl":null,"url":null,"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.","PeriodicalId":69156,"journal":{"name":"通讯和计算机:中英文版","volume":"13 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2016-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"A Case Review of Selected Popular Computing Games: Therapeutic and Affective Aspects of Gaming and Comparisons to Children’s Literature\",\"authors\":\"Randall E. Basham\",\"doi\":\"10.17265/1548-7709/2016.06.001\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":69156,\"journal\":{\"name\":\"通讯和计算机:中英文版\",\"volume\":\"13 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-06-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"通讯和计算机:中英文版\",\"FirstCategoryId\":\"1093\",\"ListUrlMain\":\"https://doi.org/10.17265/1548-7709/2016.06.001\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"通讯和计算机:中英文版","FirstCategoryId":"1093","ListUrlMain":"https://doi.org/10.17265/1548-7709/2016.06.001","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
A Case Review of Selected Popular Computing Games: Therapeutic and Affective Aspects of Gaming and Comparisons to Children’s Literature
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.