The value of using computer games as therapeutic tools with young people in residential child care has received very little attention, despite indications of their potential for engaging young people in therapeutic work. This study addresses this research gap by exploring the use of a computer game as a therapeutic tool in three children's homes in Northern Ireland. A therapeutic intervention was developed, which incorporated a commercially available computer game (The SIMS Life Stories TM) and emotion regulation skills coaching, and residential social workers were recruited and trained to deliver it to young people in the homes. The research was framed as an exploratory case study, designed to identify the factors which impacted on the int...
Background: Video game has become the preferred form of play among youth. Substantial research has m...
In emergency contexts such as the COVID-19 pandemic, mental health risk factors affect children and ...
Background: There has been research on the use of offl ine video games for therapeutic purposes but ...
The need to provide effective mental health treatments for adolescents has been described as a ‘glob...
Abstract. Computer and video games for children have gained negative publicity due to reported assoc...
Computer and video games for children have gained negative publicity due to reported associations be...
The purpose of this study is to examine the effectiveness of computer/video games as a play therapy ...
This paper describes the naturalistic deployment of Pesky gNATs, a computer game designed to support...
Mental health problems among adolescents are growing throughout the world today.In recent years, ma...
Aims. To examine the effectiveness of therapeutic play, using virtual reality computer games, in min...
The integration of games into therapy provides an innovative therapeutic tool that may potentially e...
The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI Play 2017), Amsterdam, Th...
Introduction: As current Interactive Computer Play (ICP) therapies lack skill transferability, my re...
Importance/backgroundMovement-controlled video games have potential to promote home-based practice o...
International audienceImportance/BackgroundMovement-controlled video games have potential to promote...
Background: Video game has become the preferred form of play among youth. Substantial research has m...
In emergency contexts such as the COVID-19 pandemic, mental health risk factors affect children and ...
Background: There has been research on the use of offl ine video games for therapeutic purposes but ...
The need to provide effective mental health treatments for adolescents has been described as a ‘glob...
Abstract. Computer and video games for children have gained negative publicity due to reported assoc...
Computer and video games for children have gained negative publicity due to reported associations be...
The purpose of this study is to examine the effectiveness of computer/video games as a play therapy ...
This paper describes the naturalistic deployment of Pesky gNATs, a computer game designed to support...
Mental health problems among adolescents are growing throughout the world today.In recent years, ma...
Aims. To examine the effectiveness of therapeutic play, using virtual reality computer games, in min...
The integration of games into therapy provides an innovative therapeutic tool that may potentially e...
The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI Play 2017), Amsterdam, Th...
Introduction: As current Interactive Computer Play (ICP) therapies lack skill transferability, my re...
Importance/backgroundMovement-controlled video games have potential to promote home-based practice o...
International audienceImportance/BackgroundMovement-controlled video games have potential to promote...
Background: Video game has become the preferred form of play among youth. Substantial research has m...
In emergency contexts such as the COVID-19 pandemic, mental health risk factors affect children and ...
Background: There has been research on the use of offl ine video games for therapeutic purposes but ...