Video Gaming Therapies Pocket Book: A Guide for Practitioners Working with Young People

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Bol Developed by clinicians at the Atrium Clinic and Therapy Centre, and tested with over sixty young people, the approach to gaming therapies advocated for within this book has produced clinical outcomes exceeding typical community expectations. Developed by clinicians at the Atrium Clinic and Therapy Centre, and tested with over 60 young people, the approach to gaming therapies advocated for within this book has produced clinical outcomes exceeding typical community expectations.Readers are guided through different types of games and their potential applications for specific therapeutic goals, bridging virtual environments with more effective functioning in the real world for young people, including support for individuals and groups experiencing anxiety, low mood, trauma, and challenges related to neurodivergence. With chapters supported by case studies, this book provides structured guidance for practitioners, covering assessment, suitability, and ethical considerations, alongside clearly defined session‑by‑session templates. It also emphasises the importance of the therapeutic alliance, involving parents, caregivers, educators, and other stakeholders to ensure continuity of support across settings.An essential read for any therapist, counsellor, psychologist, social worker, and youth worker, this book proposes an alternative approach that is particularly impactful for young people who may be resistant to traditional talking therapies. It may also be compelling for mental health, allied health, and education practitioners more broadly.

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Developed by clinicians at the Atrium Clinic and Therapy Centre, and tested with over sixty young people, the approach to gaming therapies advocated for within this book has produced clinical outcomes exceeding typical community expectations. Developed by clinicians at the Atrium Clinic and Therapy Centre, and tested with over 60 young people, the approach to gaming therapies advocated for within this book has produced clinical outcomes exceeding typical community expectations.Readers are guided through different types of games and their potential applications for specific therapeutic goals, bridging virtual environments with more effective functioning in the real world for young people, including support for individuals and groups experiencing anxiety, low mood, trauma, and challenges related to neurodivergence. With chapters supported by case studies, this book provides structured guidance for practitioners, covering assessment, suitability, and ethical considerations, alongside clearly defined session‑by‑session templates. It also emphasises the importance of the therapeutic alliance, involving parents, caregivers, educators, and other stakeholders to ensure continuity of support across settings.An essential read for any therapist, counsellor, psychologist, social worker, and youth worker, this book proposes an alternative approach that is particularly impactful for young people who may be resistant to traditional talking therapies. It may also be compelling for mental health, allied health, and education practitioners more broadly.


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Merk Routledge
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  • 9781041342465
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