Using video games in clinical intervention A useful resource for recovering subjectivity

Main Article Content

Kristian Avilloni
Luca Leone
Denis Mejdiaj

Abstract

This article explores new ways to build and develop relationships using video games as a tool to foster the ability to discuss emotions with clients. It aims to treat the experience of video gaming as a resource, offering an alternative to the portrayal of the gamer as a solitary consumer in need of reintegration into society. Interest in video games can be shared as a "third thing" in relationships with others, facilitating the emergence of experiences. The intervention aims to recover the gamer's subjectivity and allow these experiences to be considered as an alternative to violent behavior in relationships. The article presents reports of work carried out in various contexts (home services, schools, training contexts).

Article Details

Section

Experiences

How to Cite

Avilloni, K., Leone, L., & Mejdiaj, D. (2025). Using video games in clinical intervention: A useful resource for recovering subjectivity. Quaderni Di Psicologia Clinica, 13(2), 110-120. https://doi.org/10.82037/qpc.2025.1444

References

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