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.
Technology for Physical Educators Health Educators and Coaches
"This book guides instructors and coaches in taking advantage of current technology to enhance their instruction, assessment, management, communication, professional development, and advocacy. Practical examples of how to use technological tools are included for different settings and age groups. Readers will learn about the effective use of technology in physical education, health education, and coaching"--
The Psychology of Final Fantasy Surpassing the Limit Break
From its initial release in 1987, Final Fantasy has gone on to become one of the most beloved series of role-playing games in history. With narratives revolving around grandiose stories of good versus evil, Final Fantasy has allowed us, as players, to witness heroic battles, experience hard-won victories, and create treasured friendships for almost 40 years. The Psychology of Final Fantasy guides gamers on a real-world quest of self-discovery so that they can surpass their own limit break. Think you know Final Fantasy? The Psychology of Final Fantasy explores how the game resonates with a player's psychological drive toward an emotional sense of wholeness, bonding, and completion as they take part in this epic quest.
This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of “geek therapy.” This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.
The rapid growth in popularity of computer and video games, particularly among children and teenagers, has given rise to public concern about the effects they might have on youngsters. The violent themes of many of these games, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value. There are also positive signs that playing these games can enhance particular mental competencies in children. This book provides an up-to-date review and critique of research evidence from around the world in an attempt to put the issue of video game effects into perspective.
Official Gazette of the United States Patent and Trademark Office
Are videogames bad for us? It’s the question on everyone’s mind, given teenagers’ captive attention to videogames and the media’s tendency to scapegoat them. It’s also—if you ask clinical psychologist Alexander Kriss—the wrong question. In his therapy office, Kriss looks at videogames as a window into the mind. Is his patient Liz really “addicted” to Candy Crush—or is she evading a deeper problem? Why would aspiring model Patricia craft a hideous avatar named “Pat”? And when Jack immerses himself in Mass Effect, is he eroding his social skills—or honing them via relationship-building gameplay? Weaving together Kriss’s personal history, patients’ experiences, and professional insight—and without shying away from complex subjects, such as online harassment—The Gaming Mind disrupts our assumptions about “gamers” and explores how gaming can be good for us. It offers guidance for parents, clinicians, and the rest of us to better understand the gaming mind. Like any mode of play, at their best, videogames reveal who we are—and what we want from our lives.
How can philosophy guide our understanding of and approach to counseling ethics and techniques? Moving beyond the standard review of ethical issues and basic problem solving, this highly engaging new text for counseling professionals features innovative, experiential activities and case studies that promote in-depth thinking about the ethical, moral, and legal issues often confronted by counseling professionals. The book is designed to help counselors develop an appreciation for and confidence in their preferred set of philosophical ethics and become ethically autonomous professionals. To this end, it examines a full range of philosophical approaches to ethics, such as the well-known concepts of ethics codes and laws, as well as the less familiar ideas of existential phenomenology, care ethics, and virtues. Featuring contributions from leading counselor educators and practitioners representing a wide range of expertise in counseling specialties and ethical practice, this text presents ethical practice from a positive, proactive point of view rather than from a reactive or fear-based stance. It provides a solid foundation in ethical decision making, critical thinking, and best practices that will enable counseling professionals to navigate the maze of ethical codes and standards of care, while confidently practicing in a consistently ethical manner. The accompanying Instructorís Manual offers step-by-step guidance on how to facilitate classroom activities and case study discussions, as well as a sample syllabus and a selection of quiz and essay questions to enhance studentsí understanding of each chapter. The text is congruent with relevant ethical codes and CACREP curriculum standards. Key Features: Provides activity-based learning regarding all the ethical standards and legal issues counselors will face Promotes in-depth critical thinking and a proactive, postitive approach to ethical and moral dilemmas Includes examples across all counseling settings and specialties Offers students multiple case examples that make ethical issues realistic and engaging Features Instructorís Manual offering sample syllabus and resources for course activities