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HKSYU Library

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    LEADER 02728cam a22003738i 4500
    001
    991008273362007546
    005
    20250321123955.0
    008
    220311s2023 nyua b 001 0 eng d
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    a| 2022003917
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    a| 9781032119151 q| (paperback)
    020
     
     
    z| 9781032119175 q| (hardback)
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    z| 9781003222132 q| (ebook)
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    a| DLC b| eng e| rda c| DLC d| HK-SYU
    042
     
     
    a| pcc
    050
    0
    0
    a| GV1469.34.P79 b| R53 2023
    082
    0
    0
    a| 794.801/9 2| 23/eng/20220321
    092
    0
     
    a| 794.8019 b| RIC 2023
    100
    1
     
    a| Rice, Robert c| (Psychologist), e| author.
    245
    1
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    a| Video games in psychotherapy / c| Robert Rice.
    264
     
    1
    a| New York, NY ; a| Abingdon, Oxon : b| Routledge, c| 2023.
    264
     
    4
    c| ©2023
    300
     
     
    a| xvii, 223 pages : b| illustrations (some color) ; c| 23 cm
    336
     
     
    a| text b| txt 2| rdacontent
    337
     
     
    a| unmediated b| n 2| rdamedia
    338
     
     
    a| volume b| nc 2| rdacarrier
    504
     
     
    a| Includes bibliographical references and index.
    520
     
     
    a| "Video Games in Psychotherapy provides the reader with a practical session-by-session framework for using video games, interactive media, and gaming metaphors to help make the process of psychotherapy more engaging for today's youth. Using concepts from narrative, collaborative, cognitive behavioral, and other evidenced-based approaches to psychotherapy, the book gives examples of possible therapist questions, responses, and activities involving language and concepts that are appealing to young gamers. Addressing issues with psychophysiological self-regulation, anxiety disorders, and autism spectrum disorders, among others, this book uses multiple case examples to demonstrate each idea and is written in a way that is understandable for all mental health providers, regardless of their own familiarity with gaming. A review of over 40 popular video games with specific ideas for their use in psychotherapy is provided, allowing mental health providers to easily individualize therapy based on client goals and gaming preferences. Concepts for individual and group psychotherapy using games and interactive media, ranging from Pac Man to virtual reality, are also covered. Providing the reader with useful templates, worksheets, and other therapy resources, this book is a must-have for mental health providers working with children, adolescents, and transition-age youth"-- c| Provided by publisher.
    650
     
    0
    a| Video games x| Psychological aspects.
    650
     
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    a| Video games x| Therapeutic use.
    650
     
    0
    a| Psychotherapy.
    910
     
     
    a| nlw b| kkl c| wsl
    998
     
     
    a| book b| 21-03-25
    945
     
     
    h| Supplement l| location i| barcode y| id f| bookplate a| callnoa b| callnob n| SW527
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    h| Principal h| Supplement l| location i| barcode y| id f| bookplate a| callnoa b| callnob n| DSA315