title: Star Wars in psychotherapy: video games in the office.
abstract: OBJECTIVE
  Video games are used in medical practice during psycho-education in chronic disease management, physical therapy, rehabilitation following traumatic brain injury, and as an adjunct in pain management during medical procedures or cancer chemotherapy. In psychiatric practice, video games aid in social skills training of children with developmental delays and in cognitive behavioral therapy (CBT). This most popular children's toy may prove a useful tool in dynamic psychotherapy of youth.
  
  
  METHODS
  The author provides a framework for using video games in psychotherapy by considering the characteristics of video games and describes the ways their use has facilitated various stages of therapeutic process.
  
  
  RESULTS
  Just as other play techniques build a relationship and encourage sharing of emotional themes, sitting together in front of a console and screen facilitates a relationship and allows a safe path for the patient's conflict to emerge.
  
  
  CONCLUSIONS
  During video game play, the therapist may observe thought processes, impulsivity, temperament, decision-making, and sharing, among other aspects of a child's clinical presentation. Several features inherent to video games require a thoughtful approach as resistance and transference in therapy may be elaborated differently in comparison to more traditional toys. Familiarity with the video game content and its dynamics benefits child mental health clinicians in their efforts to help children and their families.
authors.affiliation: Department of Psychiatry, Massachusetts General Hospital, 55 Fruit St., Boston, MA 02114, USA. aceranoglu@partners.org
authors.forename: Tolga Atilla
authors.initials: TA
authors.lastname: Ceranoglu
mesh_terms: D015928:Cognitive Behavioral Therapy / Q000193:education*; D006801:Humans; D001523:Mental Disorders / Q000628:therapy*; D010818:Practice Patterns, Physicians' / Q000458:organization & administration*; D018910:Video Games