Putting the Gaming Experience at the Center of the Therapy—The Video Game Therapy® Approach
Abstract
:Simple Summary
Abstract
1. Introduction
- Engagement: Video games are designed to be engaging and immersive, which can make them effective at keeping individuals focused and motivated during therapy sessions.
- Interactivity: Video games are interactive, allowing individuals to actively participate in therapy. This can be especially beneficial for individuals with difficulty in verbalizing their thoughts and feelings.
- Visual and auditory feedback: Video games can provide visual and auditory feedback, which can be used to reinforce positive behaviors and provide instant feedback on progress.
- Customization: Video games can be customized to suit the specific needs and goals of the individual. This can include tailoring the difficulty level, the type of game, and the session length.
- Variety: Video games offer a wide range of options, from action games to puzzles and simulations, which can help individuals find a type of game that they enjoy and are motivated to play.
- Accessibility: Video games can be accessed remotely, making the therapy more convenient for individuals who may have difficulty traveling to a therapy office.
- Assessment: Video games can be used to assess an individual’s cognitive abilities, such as memory, attention, and decision-making skills.
- Virtual Reality: Video games can be used in virtual reality environments, allowing individuals to experience immersive and realistic simulations of real-world scenarios. This can be particularly beneficial for individuals with phobias or other anxiety disorders.
2. Video Game Therapy—Putting Video Games Together with Therapy
- Promoting emotional experimentation with the other (therapist), activating emphatic processes, through activating the emotional and affective sphere.
- Promoting emotional literacy;
- Encouraging awareness of the primary emotion of “discovery”, as compensation for an inferiority complex;
- Promoting a social feeling, the game becomes a tool for mutual cooperation and sharing of internal dynamics;
- Promoting awareness of one’s role or identity at a given moment in life, thanks to the correlation between the real-life lifestyle of the game and the protagonist’s avatar or a character in the virtual story;
- Activating cognitive processes of imagery, ideomotor training, and self-regulation;
- Reactivating the state of Flow, promoting concentration and mental processes related to attention, as well as problem solving, critical thinking, team building, proactivity, and decision making.
- Facilitating communication of parts of the Self.
3. Therapeutic Process in Video Game Therapy and Tools
3.1. The Different Phases of the Process
3.2. Assessment and Play
3.3. Gaming and Flow State
- Clear goals: Subjects identify precise short-, medium-, and long-term goals and plan how to achieve them.
- Total concentration on the task: A high degree of engagement in a limited field of attention on the present. Attention is entirely focused on the action.
- Loss of self-awareness: The subject is so absorbed in the activity that they are unaware of it. They are aware of their actions, but it is as if they are not aware of this awareness.
- Distortion of the sense of time: Time perception is altered as one is completely absorbed in the experience and unaware of the passing of time.
- Direct and unambiguous feedback: The effect of the action is perceived by the subject immediately and clearly, providing unequivocal feedback.
- Balance between challenge and skill: The activity is proportionate to one’s abilities (therefore, there is no boredom or anxiety).
- Sense of control: A perception of complete control and ability to dominate the situation.
- Intrinsic pleasure: The action provides intrinsic satisfaction, which is an experience that is highly rewarding and satisfying, so much so that expressions such as “addicted to victory” or “addicted to success” are used.
- Integration between action and awareness: Concentration and effort encourage individuals to practice that activity, learn to understand their sensations better, and rediscover the maximum connection between mind and body.
3.4. Insight Phase
3.4.1. Knowledge of Feelings of Inferiority
3.4.2. Catharsis and Video Games
3.4.3. Desensitization
3.4.4. Exposition to Stimuli
3.5. Reorientation
Storytelling and Imaginative Techniques
4. The Foundation of the Individual Psychoanalytic Therapy Applied to Video Game Therapy
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
VGT® | Video Game Therapy® |
MBTI | Myers Briggs Type Indicator |
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Personality Typology | Game |
---|---|
Analysts | |
Architect—INTJ | Tetris;Monument Valley2; Thomas Was Alone; Inscryption |
Logician—INTP | Dorfromantik; Don’t Starve Together; Security Booth: Director’s Cut; Green Heel |
Commander—ENTJ | Valiant Hearths: The Great War; 35MM; Saturnalia; This War Of Mine |
Debater—ENTP | The Last Campfire; Syberia: The World Before; How Fish Is Made; Mothered |
Diplomats | |
Advocate—INFJ | Tiny Lands; House Flipper; Townscraper; Death Stranding |
Mediator—INFP | Night In The Woods; Coffee Talk; Life Is Strange; Detroit: Become Human |
Protagonist—ENFJ | Overcooked: All You Can Eat; Among Us; Cult Of The Lamb; The Walking Dead: The Talltale Series |
Campaigner—ENFP | Feather; Penguins Can Fly; Minecraft; My Summer Car |
Sentinels | |
Logistician—ISTJ | We Were Here Together; Pentiment; For Goodness Sake; She Sees Red: Interactive Thriller |
Defender—ISFJ | ICO; Stray; It Takes Two; Little Misfortune |
Executive—ESTJ | Oxygen Not Included; Yes, Your Grace; Papers, Please; Not For Broadcast |
Consul—ESFJ | Animal Crossing: New Horizons; Hokko Life; The Last Guardian; A Normal Lost Phone |
Explorers | |
Virtuoso—ISTP | Freud’s Bones; Road96; Fear To Fathom: Home Alone; Scorn |
Adventurer—ISFP | Tunic; Little Orpheus; Epystory—Typing Chronicles; The Pathless |
Entrepreneur—ESTP | Horizon Chase 2; Getting Over It With Bennett Foddy; Cuphead; The Binding Of Isaac |
Entertainer—ESFP | Untitled Goose Game; Crypt Of The Necromancer; Find The Murderer 2; Dude Simulator 3 |
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Bocci, F.; Ferrari, A.; Sarini, M. Putting the Gaming Experience at the Center of the Therapy—The Video Game Therapy® Approach. Healthcare 2023, 11, 1767. https://doi.org/10.3390/healthcare11121767
Bocci F, Ferrari A, Sarini M. Putting the Gaming Experience at the Center of the Therapy—The Video Game Therapy® Approach. Healthcare. 2023; 11(12):1767. https://doi.org/10.3390/healthcare11121767
Chicago/Turabian StyleBocci, Francesco, Ambra Ferrari, and Marcello Sarini. 2023. "Putting the Gaming Experience at the Center of the Therapy—The Video Game Therapy® Approach" Healthcare 11, no. 12: 1767. https://doi.org/10.3390/healthcare11121767