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On Video Games, Culture, and Therapy

机译:关于视频游戏,文化和治疗

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摘要

The increasing presence of video games in modern culture requires psychoanalysts' attention not only to better understand the world their clients live in, but to also directly aid their patients in their difficulties. Many of the real world symptoms with which a person presents to the office may be reflected in the virtual worlds in which they play, grow, or take refuge. Understanding and inquiring into these worlds and their patients' experience of them allows analysts to help them recognize their potentials as transitional spaces. By viewing video games as virtual spaces and patients' own unique methods of using them, psychoanalysts see the game worlds as having a capacity for either harnessing or hindering various paths and aspects of development.View full textDownload full textRelated var addthis_config = { ui_cobrand: "Taylor & Francis Online", services_compact: "citeulike,netvibes,twitter,technorati,delicious,linkedin,facebook,stumbleupon,digg,google,more", pubid: "ra-4dff56cd6bb1830b" }; Add to shortlist Link Permalink http://dx.doi.org/10.1080/07351690.2012.703586
机译:电子游戏在现代文化中的日益普及要求心理分析人员不仅要更好地了解他们的客户所生活的世界,而且还应直接帮助他们的患者渡过难关。一个人向办公室展示的许多现实世界症状可能反映在他们玩耍,成长或寻求庇护的虚拟世界中。了解和探究这些世界及其患者对它们的经历,可以使分析人员帮助他们认识到其作为过渡空间的潜力。通过将视频游戏视为虚拟空间以及患者自己独特的使用方式,心理分析家认为游戏世界具有利用或阻碍各种发展路径和方面的能力。查看全文下载全文相关的var addthis_config = {ui_cobrand:“泰勒和弗朗西斯在线”,services_compact:“ citeulike,netvibes,twitter,technorati,delicious,linkedin,facebook,stumbleupon,digg,google,更多”,发布号:“ ra-4dff56cd6bb1830b”};添加到候选列表链接永久链接http://dx.doi.org/10.1080/07351690.2012.703586

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