Leveling Up Therapy: Integrating Video Games and Play Therapy into Practice
Leveling Up Therapy: Integrating Video Games and Play Therapy into Practice
Presented By
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Shawn Morton, M. Ed., NCC, LCMHCS, RPT-SMore Info
Brought to You By
Recorded On
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Location
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On DemandSessions will be available On-Demand
Many mental health clinicians have not yet embraced video gaming as a therapeutic tool, but with 3 billion worldwide gamers, it can be a highly engaging and effective strategy. From classic console games like The Legend of Zelda and Mario Kart to online multiplayer worlds like Fortnite and Minecraft, video games have both power and potential. Join us for a dynamic 1-hour session where we will explore how to use gaming and technology to enhance therapeutic rapport, increase client engagement, and bolster client resilience. Attendees will learn creative techniques, understand ethical considerations, and gain insight into how clinicians can navigate the video gaming landscape. Regardless of your clinical background, this training will provide a unique opportunity to explore real-world techniques that bridge the worlds of play, video games, and traditional “talk therapy.” Come level up your knowledge and skills, and let’s harness the power of play for both young minds and the young at heart!
The educational goal of this workshop is to help attendees learn how to incorporate Digital Play Therapy interventions to build rapport, facilitate communication, and address treatment areas.
At the end of this course, participants will be able to:
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Identify 3 ways professionals can incorporate video games into clinical practice.
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Describe 3 ethical considerations for using video games with clients.
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Identify which populations can benefit from integrating video games into therapy sessions and those for which it is contraindicated.
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Identify and describe 2 video gaming interventions that facilitate communication, promote self-expression, and enhance therapeutic rapport with clients.
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Stone, J. (2020). Digital play therapy: A clinician's guide to comfort and competence. Routledge.
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Kottman, T. (2011). Play therapy: Basics and beyond (2nd ed.). American Counseling Association.
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Holmes, E. A., James, E. L., Kilford, E. J., & Deeprose, C. (2010a). Key steps in developing a cognitive vaccine against traumatic flashbacks: Visuospatial Tetris Versus verbal pub quiz. PLoS ONE, 5(11). https://doi.org/10.1371/journal.pone.0013706
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Orben A, Przybylski AK. The association between adolescent well-being and digital technology use. Nat Hum Behav. 2019 Feb;3(2):173-182. doi: 10.1038/s41562-018-0506-1. Epub 2019 Jan 14. PMID: 30944443
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Sussman, N., DeJong, S.M. Ethical Considerations for Mental Health Clinicians Working with Adolescents in the Digital Age. Curr Psychiatry Rep 20, 113 (2018). https://doi.org/10.1007/s11920-018-0974-z