On Video Games, Culture, and Therapy

被引:10
|
作者
Dini, Kourosh [1 ,2 ,3 ]
机构
[1] Univ Illinois, Chicago, IL USA
[2] Univ Chicago, Chicago, IL 60637 USA
[3] Chicago Inst Psychoanal, Chicago, IL USA
关键词
D O I
10.1080/07351690.2012.703586
中图分类号
B84-0 [心理学理论];
学科分类号
040201 ;
摘要
The increasing presence of video games in modern culture requires psychoanalysts' attention not only to better understand the world their clients live in, but to also directly aid their patients in their difficulties. Many of the real world symptoms with which a person presents to the office may be reflected in the virtual worlds in which they play, grow, or take refuge. Understanding and inquiring into these worlds and their patients' experience of them allows analysts to help them recognize their potentials as transitional spaces. By viewing video games as virtual spaces and patients' own unique methods of using them, psychoanalysts see the game worlds as having a capacity for either harnessing or hindering various paths and aspects of development.
引用
收藏
页码:496 / 505
页数:10
相关论文
共 50 条
  • [31] VIDEO GAMES
    WALKER, J
    FORTUNE, 1982, 106 (12) : 21 - 21
  • [32] Video games
    Gallagher, L
    FORBES, 2001, 168 (04): : 98 - 100
  • [34] The video games
    Belli, Simone
    Olive, Sara
    ATHENEA DIGITAL, 2008, (13): : 285 - 290
  • [35] Video games
    Newcomb, P
    FORBES, 1996, 157 (09): : 45 - 45
  • [36] Video Games
    Roman Kierst
    The World of Chinese, 2024, (02) : 98
  • [38] VIDEO GAMES
    FOX, B
    ELECTRONICS WORLD & WIRELESS WORLD, 1995, (1707): : 91 - 91
  • [39] 'VIDEO GAMES'
    RANDALL, J
    KENYON REVIEW, 1984, 6 (02): : 74 - 75
  • [40] Didactic use of video games: an approach to the violent video games
    Medinaa, Antonio
    Dominguez, M. Concepcion
    Medina, C.
    JOURNAL OF EDUCATIONAL SCIENCES & PSYCHOLOGY, 2012, 2 (02): : 51 - 62