Australian and New Zealand Journal of Family Therapy 2018, 39, 5–20 doi: 10.1002/anzf.1282
Video Game Use as a Tool for Assessing and Intervening with Identity Formation and Social Development in Family Therapy Ryan M. Earl The Family Institute at Northwestern University, Evanston, USA Because video games are becoming such an integral part of our culture, modern family therapists are more likely than ever to encounter families with members who play them. It is easy to overlook video game use in terms of its potential as a therapeutic tool, particularly if a therapist possesses only limited knowledge of the medium. Using existing literature and my experience as a lifelong gamer, I provide family therapists with a background of the major video game genres and explain how video games can aid in the assessment of factors such as identity formation and social development. I also provide a systemic case example, recommendations for practice, and a table for quick reference to highlight potential videogame-based family therapy interventions. Keywords: video games, client gamer, identity formation, social development, assessment intervention
Key Points 1 Video games are a growing part of our culture, and family therapists will undoubtedly encounter an increased number of individuals and families who play them. 2 Many family therapists may be unfamiliar with the variety of video game genres and/or how a person’s choice of video games might be clinically relevant. 3 Video game use can be used to assess phenomena such as identity formation and social development. 4 Video game use can be used as an intervention tool or as part of treatment planning for issues related to social development and/or identity formation. 5 A clinician’s increased understanding of the complexity and variety of video games may directly contribute to their ability to join with clients who play video games.
Video games are more popular than ever (Galarneau, 2014). As a result, family therapists will inevitably encounter families with members who play them. According to the Entertainment Software Association (2015), as of early 2015, nearly one-third (115 million) of Americans are playing video games. There is an average of two gamers in a US household; 80% of these households own at least one device that plays video games. Forty-two percent of Americans play video games at least three hours per week. Whether played on a personal computer (PC) or on a console like an Xbox or PlayStation, video games are, for many, a part of everyday family life. Though the popular consensus seems to be that video games exist merely for entertainment purposes, this is not necessarily the case. In fact, video games also serve as an escape from the everyday, as a means of identity formation (Allison, von Wahlde, Shockley, & Gabbard, 2006), connection, community, challenge, competition (Greenberg et al., 2010), and much more (Olson, 2010).
Address for correspondence: rmearl14@gmail.com ª 2018 Australian Association of Family Therapy
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