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Narrative Therapy for Treating Video Game Addiction

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Abstract

Video game addiction is increasingly prevalent and treatment modalities have ignored the unique aspects of this particular process addiction. This article reviews the construct of video game addiction and posits utilizing narrative therapy in a manner tailored to the video game culture. By focusing upon the skills inherent in being a successful gamer, clients can translate those skills from online to offline and make substantial changes in their lives. Also, an appendix with commonly used terms in the video game culture is provided.

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Correspondence to Joseph M. Graham Jr..

Appendix

Appendix

Commonly Used Terms by Video Game Players

Achievement: Awards that often times come with virtual trophies

Anime: Japanese cartoon drawing style typified by short characters with large eyes

Cheats: Special codes that allow the player to bypass the normal limitations of a game

Cheated Death: A term used to describe miraculously surviving a hopeless situation

Combo: In many fighting games this is a string of moves that can be executed in rapid succession

Easter Eggs: Undocumented objects or features hidden inside of video games

Farming: The practice of killing weak monsters or enemies in large numbers in a bid to gain easy experience and/or money

Grind: Jargon for boring recurring movements with the goal of continuing the game

Hack: Gamer who attempts to control the game by illegal procedures resulting in ban or prosecution

Invisible Wall: In 3D games, the player is confined to an area and pushing a boundary that cannot be seen

Noob, N00b, or nub: An inexperienced player

Pwned: Owned, beaten, defeated

Respawn: Associated with first-person shooters to describe the act of returning to the field of play after being killed

W00t (We Owned Other Team): Expression of excitement or joy

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M. Graham, J. Narrative Therapy for Treating Video Game Addiction. Int J Ment Health Addiction 12, 701–707 (2014). https://doi.org/10.1007/s11469-014-9491-4

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