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E-raamat: Working with Video Gamers and Games in Therapy: A Clinician's Guide

(Telos Project, Texas, USA)
  • Formaat: 208 pages
  • Ilmumisaeg: 18-Jun-2018
  • Kirjastus: Routledge
  • Keel: eng
  • ISBN-13: 9781351700689
  • Formaat - PDF+DRM
  • Hind: 50,69 €*
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  • Formaat: 208 pages
  • Ilmumisaeg: 18-Jun-2018
  • Kirjastus: Routledge
  • Keel: eng
  • ISBN-13: 9781351700689

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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.

Arvustused

"Maligned and misunderstood for decades, video games have needed a data-based book stripped of moral advocacy. They finally find it in Anthony Bean's Working with Video Gamers and Games in Therapy. This book is essential reading for anyone who works with kids or young adults, and it provides excellent resources for how to integrate video games into therapeutic environments."

Christopher Ferguson, PhD, professor of psychology at Stetson University and coauthor of Moral Combat: Why the War on Violent Video Games is Wrong

"Dr. Bean's work offers a refreshing creative, scholarly, and applied contribution to exploring how the gaming experience, like all other human endeavors, reflects multiple dimensions of human development as well as emotional or relational life. The book offers insights for many audiencesfor scholars, seeking to understand the impact of interactive technologies; for clinicians, working with today's kids and adults; and for parents, who are bombarded with confusing and pathologizing messages about gaming."

Oksana Yakushko, PhD, chair of the clinical psychology program at the Pacifica Graduate Institute

"A groundbreaking and important book for clinicians who want to harness the pixelated power of video games in their therapy."

Patrick M. Markey, PhD, professor of psychology at Villanova University and coauthor of Moral Combat: Why the War on Violent Video Games Is Wrong

1 Introduction
1(8)
References
7(2)
2 What Are Video Games?
9(16)
A Brief Overview
10(1)
Developing and Playing a Character
11(3)
Understanding the Point of View
14(1)
Ludology
15(2)
Meaningful and Emotional Experiences
17(3)
Case in Point: Amy
20(2)
References
22(3)
3 Video Game Genres
25(24)
History of Video Game Genres
26(4)
Video Game Genres
30(1)
Action
31(1)
Adventure
32(1)
Action-Adventure
32(1)
Role-Playing
33(1)
Simulation
34(1)
Strategy
35(1)
Other
36(1)
Motivational Factors of Play
36(5)
Personality Profiles within the Genres
41(5)
References
46(3)
4 Video Games, Relationships, and Online Interpersonal Communication
49(20)
Communication
50(3)
Computer Mediated Communication
53(1)
Communicative Deficits: Do They Exist?
54(3)
Video Game Communication
57(1)
Social Cues and Video Gamer Interpersonal Relationships
58(2)
Clinical Case
60(2)
Technology Avatars
62(1)
Avatars and Object Relations(hips)
63(3)
References
66(3)
5 Society and Video Games
69(16)
The Video Game Violence Debate
70(3)
Moral Panic
73(4)
Pinball
77(1)
Columbine High School Massacre
78(1)
Sandy Hook Massacre
79(1)
Does Playing Monopoly Make You a Millionaire?
80(1)
References
81(4)
6 Archetypes
85(20)
What Are Archetypes?
85(1)
Epistemology of Archetypes
86(3)
Jung and Archetypes
89(1)
Archetypes in Culture
90(4)
The Heroic Journey and Archetype
94(3)
Video Games and Archetypes
97(2)
Greg---A Case Study
99(3)
References
102(3)
7 Video Game Archetypes
105(26)
The Orphan Archetype
106(3)
The Warrior Archetype
109(3)
The Healer Archetype
112(2)
The Ranger Archetype
114(3)
The Rogue Archetype
117(2)
The Spellcaster Archetype
119(3)
The Engineer Archetype
122(2)
The Athlete Archetype
124(2)
The Villain Archetype
126(2)
References
128(3)
8 The Importance of Play and Imagination
131(14)
Fantasy and Make-Believe
132(2)
Playing Around
134(4)
The Power Within
138(1)
What Video Games Offer
139(3)
References
142(3)
9 Understanding Video Gaming as Immersive
145(16)
Internet Gaming Disorder: APA's Definition
147(1)
Gaming Disorder: World Health Organization's (WHO) Definition
148(1)
The Importance of Clinical Diagnoses
149(1)
Research and Therapeutic Concerns of Gaming Disorder
150(2)
Flow
152(2)
The Case for Immersion
154(3)
References
157(4)
10 Working Therapeutically with Video Gamers
161(8)
Understanding Virtual Worlds
162(1)
Acknowledging Biases
163(2)
Meaningful Imaginative Play
165(1)
Archetypal Play
166(1)
Do Not Be Discouraged
167(1)
References
168(1)
11 For the Families! Guiding Ideas and Resources for Therapists and Families
169(16)
Resources for Parents and Clinicians
174(7)
Tools for Anxiety and Depression
181(4)
Glossary of Video Game Terms 185(8)
Index 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.