Abstract
Objective
Video games are used in medical practice during psycho-education in chronic disease management, physical therapy, rehabilitation following traumatic brain injury, and as an adjunct in pain management during medical procedures or cancer chemotherapy. In psychiatric practice, video games aid in social skills training of children with developmental delays and in cognitive behavioral therapy (CBT). This most popular children’s toy may prove a useful tool in dynamic psychotherapy of youth.
Methods
The author provides a framework for using video games in psychotherapy by considering the characteristics of video games and describes the ways their use has facilitated various stages of therapeutic process.
Results
Just as other play techniques build a relationship and encourage sharing of emotional themes, sitting together in front of a console and screen facilitates a relationship and allows a safe path for the patient’s conflict to emerge.
Conclusion
During video game play, the therapist may observe thought processes, impulsivity, temperament, decision-making, and sharing, among other aspects of a child’s clinical presentation. Several features inherent to video games require a thoughtful approach as resistance and transference in therapy may be elaborated differently in comparison to more traditional toys. Familiarity with the video game content and its dynamics benefits child mental health clinicians in their efforts to help children and their families.
Similar content being viewed by others
References
Freud S: Jokes and Their Relation to the Unconscious. The Standard Edition. New York, Norton, 1908
Lenhart A, Kahne J, Middaugh E, et al: Teens, Video Games, and Civics. Pew Internet & American Life Project, Sept 16, 2008. Available at www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx
Yoon SL, Godwin A: Enhancing self-management in children with sickle cell disease through playing a CD-ROM educational game: a pilot study. Pediatr Nurs. 2007; 33:60–63, 72
Jannink MJ, van der Wilden GJ, Navis DW, et al: A low-cost video game applied for training of upper extremity function in children with cerebral palsy: a pilot study. Cyberpsychol Behav 2008; 11:27–32
Das DA, Grimmer KA, Sparnon AL, et al: The efficacy of playing a virtual reality game in modulating pain for children with acute burn injuries: a randomized controlled trial [IS-RCTN87413556]. BMC Pediatr 2005; 5:1
Gold JI, Kim SH, Kant AJ, et al: Effectiveness of virtual reality for pediatric pain distraction during IV placement. Cyberpsychol Behav 2006; 9:207–212
Redd WH, Jacobsen PB, Die-Trill M, et al: Cognitive/attentional distraction in the control of conditioned nausea in pediatric cancer patients receiving chemotherapy. J Consult Clin Psychol 1987; 55:391–395
Kato PM, Cole SW, Bradlyn AS, et al: A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial. Pediatrics 2008; 122:e305–17
Mineo BA, Ziegler W, Gill S, et al: Engagement with electronic screen media among students with autism spectrum disorders. J Autism Dev Disord 2009; 39:172–187
Brezinka V: Treasure hunt: a serious game to support psychotherapeutic treatment of children. Stud Health Technol Inform 2008; 136:71–76
Olson CK: Media violence research and youth violence data: why do they conflict? Acad Psychiatry 2004; 28:144–150
Kutner LA, Olson CK, Warner DE, et al: Parents’ and sons’ perspectives on video game play: a qualitative study. J Adolescent Res 2008; 23:76–96
Koch-Mohr R: [Computer in child psychotherapy-on the use of computer games in child guidance counseling.] Prax Kinderpsychol Kinderpsychiatr 1998; 47:416–425 (German)
Zelnick L: The computer as an object of play in child treatment. J Infant Child Adolesc Psychother 2005; 4:209–217
Entertainment Software Rating Board: Game Ratings and Descriptor Guide. 2005. Available at www.esrb.org/ratings/ratings_guide.jsp
Winnicott DW: Playing and reality. New York, Routledge, 2005
Traveller’s Tales: Lego Star Wars II. Lucas Arts, TT Games, 2000
Klein M: The psycho-analytic play technique: its history and significance, in The Writings of Melanie Klein, vol 3. New York, Free Press, 1955, pp 122–141
Lionhead Studios: Fable. Microsoft Corporation, 2004
Sony: Ico. Sony Computer Entertainment, 2001
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
About this article
Cite this article
Ceranoglu, T.A. Star Wars in Psychotherapy: Video Games in the Office. Acad Psychiatry 34, 233–236 (2010). https://doi.org/10.1176/appi.ap.34.3.233
Received:
Revised:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1176/appi.ap.34.3.233