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1.
Although a great deal of media attention has been given to the negative effects of playing video games, relatively less attention has been paid to the positive effects of engaging in this activity. Video games in health care provide ample examples of innovative ways to use existing commercial games for health improvement or surgical training. Tailor-made games help patients be more adherent to treatment regimens and train doctors how to manage patients in different clinical situations. In this review, examples in the scientific literature of commercially available and tailor-made games used for education and training with patients and medical students and doctors are summarized. There is a history of using video games with patients from the early days of gaming in the 1980s, and this has evolved into a focus on making tailor-made games for different disease groups, which have been evaluated in scientific trials more recently. Commercial video games have been of interest regarding their impact on surgical skill. More recently, some basic computer games have been developed and evaluated that train doctors in clinical skills. The studies presented in this article represent a body of work outlining positive effects of playing video games in the area of health care. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

2.
Past research provided abundant evidence that exposure to violent video games increases aggressive tendencies and decreases prosocial tendencies. In contrast, research on the effects of exposure to prosocial video games has been relatively sparse. The present research found support for the hypothesis that exposure to prosocial video games is positively related to prosocial affect and negatively related to antisocial affect. More specifically, two studies revealed that playing a prosocial (relative to a neutral) video game increased interpersonal empathy and decreased reported pleasure at another's misfortune (i.e., schadenfreude). These results lend further credence to the predictive validity of the General Learning Model (Buckley & Anderson, 2006) for the effects of media exposure on social tendencies. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

3.
The therapeutic alliance has a long history in the child and adolescent psychotherapy literature. This article examines prominent views on the alliance with youth and considers a number of issues that distinguish youth alliance from its adult counterpart. A meta-analysis of alliance–outcome associations in individual youth therapy is presented. In order to provide a direct comparison with the adult literature, the review included only prospective studies of individual youth therapy that used an explicit measure of alliance. Results from 16 studies revealed consistency with the adult literature with a weighted mean correlation of .22 (k = 16, n = 1306, p  相似文献   

4.
The practice of indiscriminate food giving to children in psychotherapy is questioned. A theoretical position in opposition to such a practice is established and discussed. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

5.
Over the past half century the mass media, including video games, have become important socializers of children. Observational learning theory has evolved into social–cognitive information processing models that explain that what a child observes in any venue has both short-term and long-term influences on the child’s behaviors and cognitions. C. A. Anderson et al.’s (2010) extensive meta-analysis of the effects of violent video games confirms what these theories predict and what prior research about other violent mass media has found: that violent video games stimulate aggression in the players in the short run and increase the risk for aggressive behaviors by the players later in life. The effects occur for males and females and for children growing up in Eastern or Western cultures. The effects are strongest for the best studies. Contrary to some critics’ assertions, the meta-analysis of C. A. Anderson et al. is methodologically sound and comprehensive. Yet the results of meta-analyses are unlikely to change the critics’ views or the public’s perception that the issue is undecided because some studies have yielded null effects, because many people are concerned that the implications of the research threaten freedom of expression, and because many people have their identities or self-interests closely tied to violent video games. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

6.
This study tested the hypothesis that violent video games are especially likely to increase aggression when players identify with violent game characters. Dutch adolescent boys with low education ability (N=112) were randomly assigned to play a realistic or fantasy violent or nonviolent video game. Next, they competed with an ostensible partner on a reaction time task in which the winner could blast the loser with loud noise through headphones (the aggression measure). Participants were told that high noise levels could cause permanent hearing damage. Habitual video game exposure, trait aggressiveness, and sensation seeking were controlled for. As expected, the most aggressive participants were those who played a violent game and wished they were like a violent character in the game. These participants used noise levels loud enough to cause permanent hearing damage to their partners, even though their partners had not provoked them. These results show that identifying with violent video game characters makes players more aggressive. Players were especially likely to identify with violent characters in realistic games and with games they felt immersed in. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

7.
Video game enthusiasts spend many hours at play, and this intense activity has the potential to alter both brain and behavior. We review studies that investigate the ability of video games to modify processes in spatial cognition. We outline the initial stages of research into the underlying mechanisms of learning, and we also consider possible applications of this new knowledge. Several experiments have shown that playing action games induces changes in a number of sensory, perceptual, and attentional abilities that are important for many tasks in spatial cognition. These basic capacities include contrast sensitivity, spatial resolution, the attentional visual field, enumeration, multiple object tracking, and visuomotor coordination and speed. In addition to altering performance on basic tasks, playing action video games has a beneficial effect on more complex spatial tasks such as mental rotation, thus demonstrating that learning generalizes far beyond the training activities in the game. Far transfer of this sort is generally elusive in learning, and we discuss some early attempts to elucidate the brain functions that are responsible. Finally, we suggest that studying video games may contribute not only to an improved understanding of the mechanisms of learning but may also offer new approaches to teaching spatial skills. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

8.
In the course of responding to Elliott's (2008) provocative article, the authors tour some precincts of the intellectual foundations of psychotherapy. In particular the authors review the philosophical underpinnings of contemporary research on psychotherapy and provide a context that allows for an examination and critique of Elliott's proposals for new research methods and new approaches to conceptualizing the data of psychotherapy research. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

9.
This article addresses issues faced by independent practicing child and adolescent psychotherapists in small-town settings. A community approach to delivering services is stressed. Personal, professional and ethical dilemmas are explored. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

10.
The child diagnosis/assessment literature has traditionally emphasized the importance of data collection and integration as a prelude to treatment. The clinician, however, must also be concurrently engaged in a distinct and phenomenologically different task: that of initiating an intersubjective discourse with the child to enhance the unwinding of the narrative account. Because the assessment process is often geared toward the cultivation and synthesis of "data," historical truths become an important source of validation for clinical hypotheses and sometimes a near-exclusive referent of the assessment process. Failure to consider the importance of the child's narrative, however, will always restrict the flow and content of the intersubjective discourse between child and clinician and inevitably lead to unsatisfactory therapeutic results. Utilizing children's autogenic stories as vehicles for narrative expression is discussed and illustrated through clinical example, and the role of the story-metaphor as an instrument of therapeutic communication is also described. (PsycINFO Database Record (c) 2011 APA, all rights reserved)  相似文献   

11.
Previous research has documented that playing violent video games has various negative effects on social behavior in that it causes an increase in aggressive behavior and a decrease in prosocial behavior. In contrast, there has been much less evidence on the effects of prosocial video games. In the present research, 4 experiments examined the hypothesis that playing a prosocial (relative to a neutral) video game increases helping behavior. In fact, participants who had played a prosocial video game were more likely to help after a mishap, were more willing (and devoted more time) to assist in further experiments, and intervened more often in a harassment situation. Results further showed that exposure to prosocial video games activated the accessibility of prosocial thoughts, which in turn promoted prosocial behavior. Thus, depending on the content of the video game, playing video games not only has negative effects on social behavior but has positive effects as well. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

12.
The advent of readily accessible, inexpensive Web-conferencing applications has opened the door for distance psychotherapy supervision, using video recordings of treated clients. Although relatively new, this method of supervision is advantageous given the ease of use and low cost of various Internet applications. This method allows periodic supervision from point to point around the world, with no travel costs and no long gaps between direct training contacts. Web-conferencing permits face-to-face training so that the learner and supervisor can read each other's emotional responses while reviewing case material. It allows group learning from direct supervision to complement local peer-to-peer learning methods. In this article, we describe the relevant literature on this type of learning method, the practical points in its utilization, its limitations, and its benefits. (PsycINFO Database Record (c) 2011 APA, all rights reserved)  相似文献   

13.
Reviews the book, Beyond the reflection: The role of the mirror paradigm in clinical practice by Paulina Kernberg, Bernadette Buhl-Nielsen, and Lina Normandin (see record 2007-00911-000). This modestly presented volume overflows with insight and new ways of looking at the mirroring experience for children and adolescents. Kernberg and her collaborators present the rich history of the image, metaphor, and pervasive role of the mirror in human experience; they carefully describe the "subjective experience of wonder, admiration, and an objective dimension of truth" in the mirror paradigm (2006, p. xv). For the psychotherapist, Kernberg's work provides a rich resource; the review of past and current research and theorizing about the mirroring function of mothers and primary caregivers is thorough and up-to-date with the most recent advances in neuroscience, attachment theory, and infant research. From Freud to Lacan, from Winnicott to Stern, and from Schore to Gergely, Kernberg presents a sweeping exposition of the various images of the mirror. This volume is worthwhile if only for its presentation of this body of recent research. But there is so much more to be found here. While this is not the first time that Kernberg has presented us with her work with mirror observation and interviews (Kernberg, 1984, 1987), this volume integrates the research about early mother- child experience, and the mirroring paradigm in the psychoanalytic theories about child development, with the phenomenology of child and adolescent psychotherapy. The clinician will find a useful application of the theory to clinical practice and diagnosis that is hard to find in the literature. Beebe and Lachmann (2002) have accomplished this integration between infant research and adult treatment, but Kernberg's application of her research and the demonstrated correlation between the findings of mirror experience, attachment histories, and clinical experience is a rare and welcome addition to the literature. There are also valuable links made between the findings around mirror experience and children's trauma histories. This reader came away feeling that a tremendous debt is owed to the authors for helping to ground clinical theory and practice in substantial current research. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

14.
This article reports on a research synthesis of the relation between alliance and the outcomes of individual psychotherapy. Included were over 200 research reports based on 190 independent data sources, covering more than 14,000 treatments. Research involving 5 or more adult participants receiving genuine (as opposed to analogue) treatments, where the author(s) referred to one of the independent variables as “alliance,” “therapeutic alliance,” “helping alliance,” or “working alliance” were the inclusion criteria. All analyses were done using the assumptions of a random model. The overall aggregate relation between the alliance and treatment outcome (adjusted for sample size and non independence of outcome measures) was r = .275 (k = 190); the 95% confidence interval for this value was .25–.30. The statistical probability associated with the aggregated relation between alliance and outcome is p  相似文献   

15.
There is substantial literature documenting the process factors that lead to effective psychotherapy. Similarly, there is now a wealth of data attesting to the effectiveness of several psychotherapy brands. Little is known about the elements that facilitate learning how to be an effective clinician. One important step, after reading about a treatment model and seeing techniques demonstrated, is having the chance to practice the approach and receiving feedback and coaching from an experienced, knowledgeable supervisor. To accomplish this efficiently, most programs rely not only on trainee accounts of what went on in their therapy sessions, but also on recordings and videos of therapeutic encounters. This article describes our experience over a 5-year period in developing the use of Webcams for training psychology interns and psychiatric residents in the delivery of psychotherapy services. Pragmatic and technical details are given about how we went about establishing a recording system that is easy to use and provides secure, confidential storage of information at a reasonable cost. Discussion addresses both the weighing of choices that need to be made and overcoming the hesitation of trainees to reveal their work during treatment sessions. (PsycINFO Database Record (c) 2011 APA, all rights reserved)  相似文献   

16.
Video games are fast becoming one of the most popular media of choice among children and young adults. They are one of the newest media forms to find themselves under scientific scrutiny. To date, much of the attention has been negative, focusing on potential harm related to addiction, aggression, and lowered school performance. Scientists increasingly are examining the potential to use this immensely popular media for positive purposes, in education, in health, for students with disabilities, and to foster visuospatial cognition. This special issue concerns itself mainly with these issues: refocusing the discussion of video games away from fears that may have been exaggerated in the past, to examining whether video games may be put to some good use or are just games in the end. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

17.
Reviews the book, Play in child development and psychotherapy: Toward empirically supported practice by Sandra Russ (see record 2003-88219-000). Clinical child psychologists have used play as a vehicle for psychotherapy for over 75 years. However, current demands of managed care systems emphasize the need for time limited and empirically supported treatments. Although play techniques are commonly incorporated by psychologists of various theoretical orientations, Sandra Russ points out in this book the disparity between the theoretical role of play in psychotherapy and the actual evidence supporting these techniques. The first four chapters of the book provide literature reviews of the history, theory, and research on pretend play, considering both normative and clinical populations. The next three chapters focus more specifically on the current developments in understanding play from research and practice perspectives. Finally, Russ considers future objectives for researchers and practitioners who seek to expand and enhance the utility of play techniques in child psychotherapy. Russ's book clearly provides a basis for understanding the current state of the child play therapy field while strongly emphasizing the need for additional research. This book may be useful for practitioners who strive to provide empirically supported treatments because it provides theoretical and available research perspectives. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

18.
Comments on M. D. Dunnette's (see record 1966-10566-001) article on some unspoken but common attitudes among psychologists and suggests 3 categories of "games" or procedures to which many psychologists subscribe. These are (1) "How to Get into Journals" (i.e., how to get one's article published); (2) "No Controls," in which a psychologist conducts a disastrous research project; and (3) "Dear God," which involves falsification of research data. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

19.
The author presents an overview of an emerging field that looks at the impact of video games on civic engagement. Some video games have explicit civics-related content and engage players in simulations of civically related projects, but most others do not. However, research has shown that video game playing engages players in civically oriented experiences that previous research has found to promote civic outcomes in classroom-based programs. These include helping and guiding others; learning about problems in society; exploring social, moral, or ethical issues; organizing groups; and making decisions about how a community, city, or nation should be run. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

20.
This article describes an existentially informed approach to conducting psychotherapy with individuals living with the human immunodeficiency virus (HIV) and acquired immune deficiency syndrome (AIDS). Uses of existential concepts to guide a holistic conceptualization of the individual and illuminate core existential concerns and dilemmas in confronting HIV-related challenges are delineated. Applications of existential ideas regarding psychotherapy process and technique in HIV-related psychotherapy also are illustrated. It is concluded that existential psychotherapy offers a conceptual framework that is especially well suited to the work of psychotherapy with individuals living with HIV disease, although the approach has received only limited attention in the HIV-related psychotherapy literature. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

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