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Video Gaming as a Bridge to the Real Self

From Avoidance and Disorder to Connection and Intimacy

Datos Bibliográficos

ID20177579
AutoresClaire Bowers (Private Practice, Liverpool; Academic Tutor, Psychotherapy Institute, autor de correspondencia)
Año2025
Volumen55
Número1
Páginas62-76
Fecha de publicación2025-01-02
Peer ReviewedSí
Open AccessNo
TipoARTICLE
RevistaTransactional Analysis Journal (JOURNAL)
Identificadores de la revistaISSN: 0362-1537 • E-ISSN: 2329-5244
EditorialInforma UK Limited (PUBLISHER • GB)
DOI10.1080/03621537.2025.2438521
OpenAlexW4407235909
IdiomaEN
Citas recibidas1
Referencias citadas29

This paper explores the integration of play and video gaming into psychotherapy, emphasizing the unique transitional space cocreated between therapists and clients who are gamers. The author highlights the importance of understanding the gaming world as a bridge to clients’ internal worlds or “secret gardens.” The author draws from Winnicottian concepts to emphasize paradoxes in play and the transition from isolated gaming spaces to realms of connection in the therapeutic relationship and in clients’ real lives. Case vignettes illustrate the therapeutic journey, showcasing video gaming as a tool for expressing unspoken traumas, supporting deconfusion, and fostering deeper intimacy. The therapeutic alliance is strengthened by validating clients’ gaming experiences and bridging the gap between the language of transactional analysis and that of gaming. When therapists embrace games and play in therapy, transformative possibilities become available to their clients. Overall, the paper explores these possibilities

Digital Games and Media · Engineering · Impact of Technology on Adolescents · Psychology · Sexuality, Behavior, and Technology · Social Psychology

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Obras citantes distintas1
Citas por año1
Intervalo de citas2026 - 2026 (1)
Velocidad de citacióncurrent
Altamente citadoNo
Tipos de citaNeutras: 1
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