Gametherapy: Playing Computer and Mobile Games for Problem Solving

Noruzi, Alireza Gametherapy: Playing Computer and Mobile Games for Problem Solving. Webology, 2019, vol. 16, n. 1, pp. 1-15. [Journal article (Paginated)]

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English abstract

The purpose of this theoretical study is to indicate that when gametherapy or game play therapy is applied, it can be of benefit to game players in giving them insight into their problems, resulting in a change of behavior or attitude. Gametherapy is a developmentally responsive intervention used by psychotherapists, psychologists, counselors, child therapists, medical and rehabilitation professionals, health care practitioners, and often parents as well; but often criticized for lacking an adequate research base to support its growing practice. Game play therapy can appear equally effective across age, gender, and presenting issue. Gametherapy, which can be conducted with individuals or groups, refers to the use of computer and mobile games to assist clients (especially children and young adults) in their healing process. It may be defined as the use of computer and mobile games to help others gain additional insight and to help them cope with everyday life. Most people have probably use games to determine how others have approached a delicate issue. This study suggests that gametherapy is a potentially powerful method for psychologists, counselors, librarians, school teachers, and parents to use on many levels. It begins with various definitions of gametherapy, continues with a discussion of some approaches to gametherapy (developmental, clinical, and interactive), then addresses the four basic stages of gametherapy (identification, selection, presentation, and follow-up), and finally discusses the benefits and limitations of gametherapy.

Item type: Journal article (Paginated)
Keywords: Computer game therapy; Mobile games; Children and young adults; Gametherapy; Game play therapy; Self-therapy; Mental health services
Subjects: C. Users, literacy and reading. > CF. Reading and story telling.
H. Information sources, supports, channels. > HZ. None of these, but in this section.
Depositing user: Dr. Alireza Noruzi
Date deposited: 03 Oct 2019 17:15
Last modified: 03 Oct 2019 17:15
URI: http://hdl.handle.net/10760/39054

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