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.
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1 | (8) |
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7 | (2) |
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9 | (16) |
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10 | (1) |
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Developing and Playing a Character |
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11 | (3) |
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Understanding the Point of View |
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14 | (1) |
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15 | (2) |
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Meaningful and Emotional Experiences |
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17 | (3) |
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20 | (2) |
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22 | (3) |
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25 | (24) |
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History of Video Game Genres |
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26 | (4) |
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30 | (1) |
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31 | (1) |
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32 | (1) |
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32 | (1) |
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33 | (1) |
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34 | (1) |
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35 | (1) |
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36 | (1) |
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Motivational Factors of Play |
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36 | (5) |
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Personality Profiles within the Genres |
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41 | (5) |
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46 | (3) |
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4 Video Games, Relationships, and Online Interpersonal Communication |
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49 | (20) |
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50 | (3) |
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Computer Mediated Communication |
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53 | (1) |
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Communicative Deficits: Do They Exist? |
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54 | (3) |
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57 | (1) |
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Social Cues and Video Gamer Interpersonal Relationships |
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58 | (2) |
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60 | (2) |
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62 | (1) |
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Avatars and Object Relations(hips) |
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63 | (3) |
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66 | (3) |
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5 Society and Video Games |
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69 | (16) |
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The Video Game Violence Debate |
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70 | (3) |
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73 | (4) |
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77 | (1) |
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Columbine High School Massacre |
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78 | (1) |
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79 | (1) |
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Does Playing Monopoly Make You a Millionaire? |
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80 | (1) |
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81 | (4) |
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85 | (20) |
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85 | (1) |
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Epistemology of Archetypes |
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86 | (3) |
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89 | (1) |
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90 | (4) |
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The Heroic Journey and Archetype |
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94 | (3) |
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Video Games and Archetypes |
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97 | (2) |
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99 | (3) |
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102 | (3) |
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105 | (26) |
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106 | (3) |
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109 | (3) |
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112 | (2) |
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114 | (3) |
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117 | (2) |
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The Spellcaster Archetype |
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119 | (3) |
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122 | (2) |
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124 | (2) |
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126 | (2) |
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128 | (3) |
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8 The Importance of Play and Imagination |
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131 | (14) |
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132 | (2) |
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134 | (4) |
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138 | (1) |
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139 | (3) |
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142 | (3) |
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9 Understanding Video Gaming as Immersive |
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145 | (16) |
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Internet Gaming Disorder: APA's Definition |
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147 | (1) |
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Gaming Disorder: World Health Organization's (WHO) Definition |
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148 | (1) |
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The Importance of Clinical Diagnoses |
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149 | (1) |
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Research and Therapeutic Concerns of Gaming Disorder |
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150 | (2) |
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152 | (2) |
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154 | (3) |
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157 | (4) |
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10 Working Therapeutically with Video Gamers |
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161 | (8) |
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Understanding Virtual Worlds |
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162 | (1) |
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163 | (2) |
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Meaningful Imaginative Play |
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165 | (1) |
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166 | (1) |
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167 | (1) |
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168 | (1) |
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11 For the Families! Guiding Ideas and Resources for Therapists and Families |
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169 | (16) |
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Resources for Parents and Clinicians |
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174 | (7) |
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Tools for Anxiety and Depression |
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181 | (4) |
Glossary of Video Game Terms |
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185 | (8) |
Index |
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193 | |
Anthony M. Bean, PhD, is a licensed psychologist and executive director at The Telos Project, a nonprofit mental health clinic in Fort Worth, Texas, and an adjunct professor at Framingham State University in Massachusetts. He specializes in the therapeutic implications of video games and gaming, working with children and adolescents, and the use of video-game character identification as a therapeutic technique.