Working with Video Gamers and Games in Therapy moves beyond stereotypes about video game addiction and violence to consider the role that games play in psychological experiences and mental health. Chapters examine the factors that compel individual gamers to select and identify with particular games and characters, as well as the different play styles, genres, and archetypes common in video games. For clinicians looking to understand their clients' relationships with video games or to use games as a therapeutic resource in their own practice, this is a thoughtful, comprehensive, and timely resource.

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1
Introduction
Video games have emerged as the number one pastime activity for the past decade, or even longer for some, overtaking extracurricular, reading, and other less pleasurable activities by storm for all ages. Everyone has heard about video games and usually is, on a basic level, familiar with the different types of video games available. With the younger generations playing for fun, the middle-aged playing for a break or passing time at home or work, and the elderly playing to keep their minds sharp to stave off dementia; video games have become a distinct part of every culture and age range. The evolving state of virtual worlds and video games creates a future where the imagination is the only limitation. The virtual worlds themselves can be exciting or have disastrous consequences, both for the real life of the video gamer or the avatar being controlled. This book discusses video gamers, and the worlds they play in, through an experiential and academic viewpoint. Most of the time, researchers, politicians, families, therapists, and society view video gaming as detrimental to the human population (Anderson & Bushman, 2001; Dill & Dill, 1998). These accusations are usually created upon unfounded and biased statements with little factual data bolstering the claims (Ferguson, 2007). However, the allegations continue to exist and video gamers are portrayed in a negative light due to these stereotypes. This negative framework is not necessarily or inherently bad, but is only a small percentage, at best, of understanding why people are attracted to these experiences and most definitely not fully attributable to the video gamer population. This information makes it seem as if society and culture completely misunderstands what constitutes and comprises a video gamer, suggesting a review of our own biases, preconceived notions, and attitudes to an activity which most of us participate in every day (Granic et al., 2014).
This book focuses on understanding video games, video gamers, the virtual worlds, and current research which may not be as prevalent as the current video game violence debate found in social media, the nightly news, and news articles (Bean et al., 2017; Ferguson, 2013). Furthermore, it proceeds to understand the video gamer from a different viewpoint, enriching the narrative of the video gamer itself. The primary theoretical framework employed within this book is of a Humanistic and Jungian/Archetypal paradigm of thought, but is academic in nature. For individuals not familiar with these paradigms, it is not necessary to have more than a basic conceptualization of the theories. This lens and framework coupled with experience as a psychologist creates a new and improved way of viewing video gamers, their habits, and how to understand them in multiple settings, differing from an addiction perspective, which is currently held in fascination by many therapists and mental health workers.
As of the current DSM-5 it is listed as a possible disorder stemming from addictive behaviors, cognitions, and lack of social adjustments (APA, 2013). Even more recently, the World Health Organization (WHO) has prematurely labeled video gaming as an addictive disorder (WHO, 2016a; 2016b). This perspective is exceptionally limited in scope because it stems from a primary behavioral perspective based off of criteria of substance abuse which is significantly different than what video gamers are experiencing (Aarseth et al., 2016; Bean et al., 2017). This book places an importance on viewing the video gamer and the different realms as a different space in which to grow, fantasize, and explore, without the general stereotypes to follow through an academic and therapeutic lens, allowing a deeper and more holistic understanding of the video gamer to unfold.
Use of video games has been continuously growing across the world; every year more and more people play video games. Some scholars and advocates may say individuals play video games because they are âaddicted to technologyâ or âenjoy the violence.â Others retort the importance of the imaginative experiences pursued within these digital environments. Still more see little to no harm in playing video games, while others believe them to cause aggressive tendencies within individuals (Anderson & Bushman, 2001; Anderson & Dill, 2000). The experiences found within the video games themselves and imparted upon the video gamer contain numerous and various virtual worlds which are abundant and expansive in their design and play. Some video gamers prefer to participate in one capacity or play in the virtual world while otherâs play for other motives or incentives. Every conceived virtual world has a story to tell, a life to experience, and controls to master. With the continual induction of video games, virtual worlds, and augmented reality into our general lives, one may say it would be difficult to imagine a life without them. Thinking of the current growing generation, most children these days are brought up with technology and have a much greater versatility than their parents, or even half a generation before them. Technology continues to grow, expand, and explore new concepts and expand the fringes of imagination; this includes video games.
While the video games industry views video games as entertainmentâand they are correct in this manner that video games do provide a form of entertainmentâscholars, such as myself, purport the idea that video games can be important, provide emotional experiences, social activity, and interaction while stimulating the senses socially (Granic et al., 2014; Bean et al., 2017). By playing the video game and participating in the virtual world, someone is in fact playing around in anotherâs imagination. The video game itself is the work of usually dozens of peopleâs imaginations, working in harmonious sync with one another, that the video gamer has the opportunity to play through. Through this imaginative play, a person connects with the characters, the authors of the video game, and participates in something meaningful outside of the usual confined space of an individualâs immediate world. Furthermore, this evocative experience in which one is actively participating in is also being shared across thousands of other individuals. Other people playing the same video game are additionally experiencing the same mechanisms, literacy, and development as the current player while fostering different styles of game play; and all of this is happening without interaction between people!
As such, it is easy to wonder about the influence video games have upon an individualâs psyche or state of mind. Substantial research has continually poured into this new area. As games continue to be imagined, created, and consumed, researchers and parents worry about the possible effects video gamers incur, while other researchers explore what video games have to offer. While some researchers have suggested an observational effect on the video gamer creating aggression and aggressive tendencies for those who play, there is not much evidence for this conclusion at this point (Ferguson, 2007; 2013). Others still suggest playing video games can be cathartic, or provide psychological relief through the expression of characters, actions within the video games, and strong emotions (Granic et al, 2014). And yet, others are discussing video games and internet play as unhealthy, socially deviant, and addictive while others discuss the importance of flow and immersion from the video game and virtual worlds; of what can be accomplished, felt, and experienced through the virtual worlds (Huesmann; 2007; Vasterling et al., 1993).
While these ideas are important to explore further, they appear to only touch the surface of what video games can offer to people. This is mainly because of the conception of this research being strongly based upon observational research with little distinction between behavior and intrapsy-chic processes, or cognitions, conscientiousness, parental upbringing, predisposition to aggression, engagement with others, and more. There is little discussion about the internal makeup of video gamers and how they view the games themselves. As a result, we know very little about the psychological temperament of a video gamer, yet we all are part of this experience in some fashion. In fact, common definitions and terminology of the constitution of a video gamer are primarily socially constructed and furthered by media, but based off of speculation and thoughts with no datum as proof. In essence, opinions have been taken as mainstream fact, without any concrete evidence to back these sentiments or views. Furthermore, this constitutes to self-confirmation bias by the media only presenting video gamers in one fashion: socially deviant from the rest of the populace. In return, the general population then internalizes these stereotypes and further uses the biased and unfounded terminology to discuss their lives or lives of people they know. It turns into a vicious cycle all created off of information that has very little or no proof behind it. Ironically, with the explosion of video games across multiple platforms (e.g. smart phones, tablets, consoles, computers, etc.) everyone these days could be considered a video gamer.
What talk or discussion is there of the relational experience gamers can have with their characters, their in-game experience, and conclusions they draw from playing the video game itself? Very little, at best, I am afraid. In fact, in an observational approach, which is what a good portion of the data is comprised of, we do not ask these questions, but primarily discuss the problematic use of gaming, lack of âreal world relationships,â and superficially condemn the video gamer population. This in turn has created stereotypes of what a video gamer may be like, someone living with his/her parents in their basement, another individual who may end up attacking an educational institution, while others still are considered to be losers, misanthropes, schizoid, having Aspergerâs, or socially deviant (Kowert, 2016). As humans are social creatures and rely upon social identity, video gamers have begun to cognitively think and believe their gaming habits are socially deviant even when they are not. This in turn reflects opinions which may not constitute actual feelings of the video gamers themselves!
However, with some reflexivity, attempting to view how your opinions and experiences bias your viewpoint or results, this error can be adjusted and sometimes completely fixed to a degree where the bias will not influence the research results. Most researchers do not stop and take time to see this, believing their research is immune to it, but as it is inherent in that we study what we are interested in, it is difficult to say we do not begin or complete research without believing a certain effect already exists.
While this book does not offer purely statistical evidence in a confirmation or statement of fact, it provides a different view of virtual worlds and a possible unconscious impact of playing them. More specifically, it addresses the research found within video games, attempting to bring the current research together to provide factual data upon the contentious topic.
It is important not to condemn the playing of video games based on rating, time spent, or games played, but to see through the playing into what the player is experiencing or the video gamerâs experience of the virtualized world. This may require an observer to participate in the virtual world in order to fully comprehend its abilities, draws, and engagement. It is my suggestion that we should not be as concerned with the action itself (i.e. playing the video game), but the relationship between the video game and the person playing it. Play itself is not inherently negative or bad as some individuals suggest, but it allows the creativity of the individual to shine through with utilization of imagination.
This is just one of the possibilities and examples of âseeing throughâ the behavioral actions psychology sometimes gets caught up with. By conducting ourselves in this manner, it allows a deeper and more meaningful understanding to unfold about the game played, character or avatar chosen, and the person playing. However, in order to view the video gamerâs experience, one must be familiar with the culture and the specific video game played. This generally means having more than a cursory glance of information about the video game and the created world. As a psychologist, I would not pretend to know how to conduct neurological surgery or make assumptions about the procedures used to conduct the surgery; because I am not trained or completely familiar with the topic. This is what current mental health professionals are resorting to with regard to video games, possibly because they do not understand or take the time to research deeper into the topic. In order to talk about a subject proficiently, an individual must understand the nature of the characters or avatars being played, have a sense of the storyline, meaning, and/or play of the video game, and be open to asking about a video gamerâs experience while playing specific video games.
I do want to be clear, I am a doctor and psychologist first and a video gamer second. I grew up playing video games my entire life and wholly believe there are emotional experiences to be found, lessons learned, and lives lived within each video game. I use them in my therapy with clients, where discussing emerging themes and characters played to great success. I have used them in bringing families closer together and rekindling family structure. Furthermore, I have worked with video gamers on relationships through video gaming and how they interact, share their inner-most secrets, and generally behave in different contexts. I am surely called a âpro-gamerâ and âsympathizerâ for the video game industry. Again, these are just labels thrown around similar to the stereotypes we have for the video gamer population. I leave them behind and willingly acknowledge I am viewing this topic as a psychologically minded video gamer. I truly believe in order to understand the virtual worlds, expansive universes, and reasons why we play video games, you need to step into the arena and virtual worlds to experience what they can do and personally mean for you.
This is not to say everyone should play video games and they are what we need to solely focus on. However, if someone is going to conduct research, talk about, or conduct therapy with individuals who play video games, one should at least be familiar with the topic past a mainstream idea found so prevalent in our society today. By familiar I mean having actually played the game, watched it on a YouTube video, or at least be open minded to what video games can offer. Obviously playing the video game will give the best indication of the engagement one may feel when playing within the virtual realm, but with other means of exploration of the virtual realms at least some indication can be gathered from watching. Although, case examples and theoretical orientations will be brought forth later in the book as examples of using video games, their characters, and the gamer his or herself in therapeutic and/or family manners.
The format of this book is to offer a general idea of video game research. The following chapters will provide in-depth detail on the subjects covered and will try to be as comprehensive in nature as possible due to the expansive and ever changing nature of research. As such, one should always look to the people mentioned, the research discussed, and continue researching the areas of interest as everything known or researched will not be able to be covered. Use your own judgment and insight on the topical research, and enjoy the bookâs content and journey. The research mentioned and discussed is specifically chosen as the authors sited are leaders and experts in the field.
The chapters are broken up into the different areas as they are important and diverse topics being handled through mainstream research and media, therefore providing increasing relevance to the general research population. Topics will include video game addiction, immersion, personalities of the video gamer, video games as meaningful and emotional experiences, the changing genre field, archetypes of video games, therapeutic implications, and much more.
This book should be considered a starting point in understanding the video gamer on a more sophisticated level. It is not an endpoint of the knowledge in the field, although it will give the reader more than basic information of the video gamer. It is an attempt at being a doorway into the realm of the video gamers from a different point of assessment, based on their experience of the different and various video game worlds and characters available. Instead of primarily looking at video gamers as a different societal entity, I believe it to be of high importance to discuss the experience of the game itself. It should make the reader think differently about the topic. What brings video gamers to that specific game? Why do they like one video game franchise over another? What characters do they like to play more? Is there a specific genre they prefer over others? Why one genre over another? What keeps them coming back to the video game and playing? Do they like to play with others or prefer exploring a video gameâs world alone? Why did they choose one action over another? Is there a story behind their character? These are just some of the questions we should be asking in an attempt to understand the experience video games can provide us. Let us begin with an overview of what video games are.
References
Aarseth, E., Bean, A. M., Boonen, H., Carras, M. C., Coulson, M., Das, D.,⌠Van Rooij, A. J. (2016). Scholarsâ Open Debate paper on the World Health Organization ICD-11 Gaming Disorder proposal. Journal of Behavioral Addictions, 6(3), 267â270.
American Psychiatric Association (APA). (2013). Diagnostic and statistical manual of mental disorders: DSMâ5. Washington, DC: American Psychiatric Association.
Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353â359.
Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772â790.
Bean, A. M., Nielsen, R. K. L., van Rooij, A. J., & Ferguson, C. J. (2017). Video game addiction: The push to pathologize video games. Professional Psychology: Research and Practice. Advance online publication. http://dx.doi.org/10.1037/pro0000150.
Dill, K. E., & Dill, J. C. (1998). Video game violence: A review of the empirical literature. Aggression and Violent Behavior, 3(4), 407â428.
Ferguson, C. J. (2007). Evidence for publication bias in video game violence affects literature: A meta-analytic review. Aggression and Violent Behavior, 12, 470â482.
Ferguson, C. J. (2013). Violent video games and the Supreme Court: Lesson for the scientific community in the wake of the Brown v. Enter...
Table of contents
- Cover
- Title
- Copyright
- Dedication
- Contents
- 1 Introduction
- 2 What Are Video Games?
- 3 Video Game Genres
- 4 Video Games, Relationships, and Online Interpersonal Communication
- 5 Society and Video Games
- 6 Archetypes
- 7 Video Game Archetypes
- 8 The Importance of Play and Imagination
- 9 Understanding Video Gaming as Immersive
- 10 Working Therapeutically with Video
- 11 For the Families! Guiding Ideas and Resources for Therapists and Families
- Glossary of Video Game Terms
- Index
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Yes, you can access Working with Video Gamers and Games in Therapy by Anthony M. Bean in PDF and/or ePUB format, as well as other popular books in Computer Science & Addiction in Psychology. We have over 1.5 million books available in our catalogue for you to explore.