Clinical Use of Video Games

Clinical Use of Video Games

ISBN13: 9781522522553|ISBN10: 1522522557|EISBN13: 9781522522560
DOI: 10.4018/978-1-5225-2255-3.ch284
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MLA

Tran, Ben. "Clinical Use of Video Games." Encyclopedia of Information Science and Technology, Fourth Edition, edited by Mehdi Khosrow-Pour, D.B.A., IGI Global, 2018, pp. 3260-3272. https://doi.org/10.4018/978-1-5225-2255-3.ch284

APA

Tran, B. (2018). Clinical Use of Video Games. In M. Khosrow-Pour, D.B.A. (Ed.), Encyclopedia of Information Science and Technology, Fourth Edition (pp. 3260-3272). IGI Global. https://doi.org/10.4018/978-1-5225-2255-3.ch284

Chicago

Tran, Ben. "Clinical Use of Video Games." In Encyclopedia of Information Science and Technology, Fourth Edition, edited by Mehdi Khosrow-Pour, D.B.A., 3260-3272. Hershey, PA: IGI Global, 2018. https://doi.org/10.4018/978-1-5225-2255-3.ch284

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Abstract

In the United, despite the extreme popularity of video games among adolescents, however, researchers in the fields of developmental and social psychology examining video game have focused mainly on the association between video game use and negative outcomes, while research on positive outcomes is more limited. Video game, and the usage of video games, in (adolescent) therapy and (adolescent) psychotherapy is any but ubiquitous. The research and clinical potential for combining video games and the communicative possibilities of the internet are immense. Hence, the purpose of this chapter is on video game and their usages in (adolescent) therapy and psychotherapy. This chapter will cover the history of video games, video games in psychotherapy, and the different types of video games and their usages in psychotherapy.

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