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Virtuelle verdener, virkelige bånd: Videospill i klinisk psykoterapi, en systematisk litteraturgjennomgang

Authors: Getz, Tal;

Virtuelle verdener, virkelige bånd: Videospill i klinisk psykoterapi, en systematisk litteraturgjennomgang

Abstract

Videospill er en av de mest populære fritidsaktivitetene blant barn og unge i dag, og det vokser stadig. Terapeuter begynte å bruke videospill i psykologisk behandling allerede på 1980-tallet, men det er ikke den mest brukte terapeutiske intervensjonen i dag. Leketerapi har en lang tradisjon innen psykoterapi, og lekens teoretiske rammeverk kan brukes til å illustrere potensialet for bruk av videospill i terapi. Videospill har vist seg å forbedre mental helse i mange forskjellige settinger, og denne oppgaven har som mål å vise hvordan psykologer kan bruke det i klinisk behandling. Metode: Et systematisk litteratursøk ble utført for å finne relevant forskning på videospill som et terapeutisk verktøy, der ulike ikke-kliniske applikasjoner ble ekskludert. Resultater: Basert på et endelig utvalg av 21 studier ble det vist at videospill kan brukes av terapeuten for: a) å bygge den terapeutiske relasjonen til barne- og ungdomspasienter; b) som et verktøy for å observere barnets atferds- og affektive mønstre; c) å utforske metaforer fra VS-intervensjoner som en bro mellom spill og virkelighet; d) å modernisere tradisjonell leketerapi. I likhet med andre alternative behandlingsverktøy gir videospill psykologer muligheten til å imøtekomme sine pasienter på en utradisjonell og innovativ måte, som igjen vil senke terskelen for behandling for målgruppen. Video games are among the most popular leisure activities for children and adolescents today, with their popularity growing rapidly. Therapists began incorporating video games into psychological treatment as early as the 1980s, although they are not currently the most widely used therapeutic intervention. Play therapy has a long-standing tradition in psychotherapy, and its theoretical framework provides a valuable lens for illustrating the potential of video games in psychotherapy. Research has demonstrated that video games can improve mental health in various settings. This paper aims to explore how clinical psychologists can utilize video games in clinical treatment. Method: A systematic literature search was conducted to identify research on video games as a therapeutic tool, excluding studies focusing on non-clinical applications. Results: The findings, drawn from a total of 21 studies, suggest that therapists can use video games in several ways: a) to build a therapeutic relationship with child and adolescent patients; b) as a tool for observing the behavioral and emotional patterns; c) to use metaphors from video game interventions as a bridge between games and real-life experiences, and d) to modernize traditional play therapy. Compared to other alternative treatments, video games provide psychologists with a non-traditional and innovative way to engage with their patients, potentially lowering the threshold for seeking and staying in treatment. Hovedoppgave psykologprogrammet PROPSY317 PRPSYK

Country
Norway
Related Organizations
Keywords

Terapeutens rolle, Psykoterapi, 150, 736102, Videospill, Videospill-intervensjoner

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
0
Average
Average
Average
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