Adventures in the Digital Play Room : The Seven Guiding Principles for Using Minecraft in Play Therapy

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Adventures in the Digital Play Room : The Seven Guiding Principles for Using Minecraft in Play Therapy

  • ウェブストア価格 ¥10,473(本体¥9,521)
  • Routledge(2026/07発売)
  • 外貨定価 US$ 47.99
  • 【ウェブストア限定】洋書・洋古書ポイント5倍対象商品(~2/28)
  • ポイント 475pt
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  • 製本 Paperback:紙装版/ペーパーバック版/ページ数 280 p.
  • 言語 ENG
  • 商品コード 9781041014485

Full Description

This book transforms Minecraft from casual screen time into a meaningful therapeutic tool. It demonstrates how clinicians of all skill levels can harness the game's popularity to support children's mental health within an intentional, therapeutic setting.

Drawing on established play therapy modalities and contemporary neuroscience, the book presents a practical, seven-part approach. Through vibrant case vignettes, it details ways to help children work through big emotions, negative self-talk, trauma, and grief—all within the world of Minecraft. The book's seven-part framework also provides strategies for working with parents to navigate screen time and strengthen family bonds. Essential clinical considerations are also discussed, including treatment planning, documentation, privacy, and tips for engaging ADHD and neurodivergent clients.

Adventures in the Digital Play Room provides essential guidance for clinicians, from play therapists to school counselors, linking Minecraft's cultural influence with established clinical theory. It is also an invaluable resource for parents and families seeking to transform conflicts over gaming into opportunities for connection and growth.

Contents

SECTION 1: Introduction 1. Introduction To The Use Of Minecraft In A Clinical Setting 2. The History, Background, And Overview Of Minecraft SECTION 2: The Seven Guiding Principles 3. The Modern Era Of Digital Games: The Author's Journey (Principle 1) 4. The Start: Identity Exploration And Expression (Principle 2) 5. Being In The Game: What Is The Child Showing Us? (Principle 3) 6. The Experience Of The Clinician: Coregulation, Building Interoception, And The Window Of Tolerance (Principle 4) 7. Practicing Positive Endings (Principle 5) 8. Working With Parents, Caregivers, And Families (Principles 6 & 7) 9. Promoting A Healthy Relationship To Screen Time And Game Play SECTION 3: Clinical Applications And Special Focus Populations 10. Working With Emotional Distress And Dysregulation 11. Negative Self-Talk And Building Self-Esteem 12. Grief And Bereavement 13. Minecraft As A Container For Trauma Processing 14. Engaging Neurodivergent Clients 15. Group Applications SECTION 4: Clinical Practice Considerations 16. Case Conceptualization And Treatment Planning (Bringing It All Together) 17. Interpreting Game Play Into Clinical Language 18. Protecting Privacy 19. Disadvantages And When The Game Might Not Be A Good Fit SECTION 5: The Future Of Minecraft Therapy 20. Research, Funding, And Advancing The Application SECTION 6: Appendices Appendix A: The Seven Guiding Principles Appendix B: Coping Skills Glossary Appendix C: Directive Minecraft Interventions Appendix D: Common Questions And Quick Reference For Clinicians And Parents Appendix E: Glossary Of Minecraft Terms Appendix F: Digital Consent Form

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