当前位置: X-MOL 学术Int. J. Psychoanal. › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Psychotherapy mediated by videogames
The International Journal of Psychoanalysis ( IF 0.929 ) Pub Date : 2021-04-26 , DOI: 10.1080/00207578.2020.1847601
Johann Jung 1 , Guillaume Gillet 2
Affiliation  

ABSTRACT

Our purpose in this article is to propose an overview of the specificities of therapeutic mediation through video games. We analyse the clinical implications of using a video game interface and its different functionalities. The use of the video game set-up involves requirements, like adjustment between the subject, the machine and the virtual environment. With the computer game interface, we are interested in the creation and use of an avatar. From a clinical case, we show how the avatar can be invested as an interface of communication with the other and with oneself. Another specificity of digital mediation by video games concerns what is called gameplay, that is to say, the set of internal rules of the software. The description of its different functions gives points of reference to how the processes of “symbolization”, according to Roussillon, can be mobilized in the video game worlds. Then we describe the specific forms of transfer in the use of the video game medium, based on the technical aspects of the medium and its immersive properties. The description of the different components of the video game set-up highlights the therapeutic potential of this type of medium.



中文翻译:

由电子游戏介导的心理治疗

摘要

我们在本文中的目的是通过视频游戏对治疗性调解的特殊性进行概述。我们分析了使用视频游戏界面及其不同功能的临床意义。视频游戏设置的使用涉及诸如主体、机器和虚拟环境之间的调整等要求。通过电脑游戏界面,我们对创建和使用头像感兴趣。从一个临床案例中,我们展示了如何将化身投资为与他人和自己交流的界面。视频游戏的数字中介的另一个特殊性涉及所谓的游戏玩法,即软件的内部规则集。根据 Roussillon 的说法,对其不同功能的描述给出了“符号化”过程如何的参考点,可以在电子游戏世界中调动。然后,我们根据媒体的技术方面及其沉浸式特性,描述了使用视频游戏媒体的具体传输形式。视频游戏设置的不同组成部分的描述突出了这种媒体的治疗潜力。

更新日期:2021-04-26
down
wechat
bug