ABSTRACT

By asking questions and requesting attention be placed in certain areas, an individual can learn more about themselves, their video game habits, and why they play certain roles. The different experiences via playing the video game can be further discussed in therapeutic sessions increasing rapport, engagement, and greater understanding of the habits of the client. The point of using archetypes, video games, and virtual worlds together is to work with video gamers based upon their experience and the clinician's aptitude. As research has shown in the area of video games and elder clinicians, they tend to be biased against video games and video gamers. When video gamers engage in their choice of play they are creating a meaningful experience. Creating a more holistic understanding for the video gamer balanced with psychology, clinical ability, and appropriate background in video games brings about improvement across many environments.