“The virtual therapy” an article written by Lea Winerman about the benefits of virtual worlds and how it is applied to assist patients with certain phobias in conquering their fears by engaging the patient through virtual games that allows the patient to confront their disquiets. It is the perfect example of how game playing and health care systems work to benefit both patients and medical professionals. Thither are many games available online which give medical professionals the opportunity to practice medical skills that will be necessary for the clinical settings. My experience in playing virtual games was quite interesting as the information was a bit difficult to understand. But then it was easily understood as I played the virtual games. The different virtual games exposed me to several different aspects of nursing. You're bloody wrong! Was the first statement I encountered when playing the virtual blood typing game. This game tests your knowledge about the dissimilar types of blood and the Rhesus factor as well. This game was very exciting and interesting as I was tested on giving the blood transfusion and matching the correct blood to the patient. Blood typing was one of the …show more content…
With these games, the user was allowed to move into different facets of health care. The games tested your knowledge about many aspects in caring for your patient. The list ranged from Anatomy and Physiology, Abdominal pain, Blood factors, body fluid disorders and even end of lifetime care and henceforth. For example, if you chose body fluid disorders you were asked short questions and were granted a multiple option to serve in a thirty seconds. After serving about 15 questions, your percentage was made allowing you to decide your degree of knowledge of the
They have created a game called “gNAtenboroughs Island” which is played by the youngster alongside a therapist. Each session introduces another core CBT concept to the young person, such as the connection between thoughts, feelings and behaviours. These are presented in a non-threatening way and also a way that may be more engaging to this age group.
Have you ever wondered how so many people can play video games for hours? Or how gamers can connect to people in the “virtual world” and learn life lessons? In the book, Reality Is Broken: Why Games Make Us Better and How They Can Change the World and the article “Becoming Part of Something Bigger Than ourselves” by Jane McGonigal says “the single best way to add meaning to our lives is to connect our daily actions to something bigger than ourselves and the bigger, the better” (446). In 2009, McGonigal’s best video game, SuperBetter, went viral. The popularity from the video game increased gamers to battle health challenges like depression and anxiety. Mcgonigal's video game also increased better communication skills between friends, family,
Video games were created to provide a unique, interactive experience for the user. This “experience” is something we can define as being fun, engaging, and interesting. This was the mindset of Dr. Frankenstein in Mary Shelley’s Frankenstein; he was extremely engaged and interested in his work regarding the monster. However, MMORPG’s represent the bad side to video games; in the same way that Frankenstein’s monster was the hellish subject that interested him, MMORPG’s still interest some users despite their lack of true video game “experience”. In fact, MMORPG’s cause addiction, separate families, lead to depression, and separate the user from real life, indicating that they are virtual “animals” that need to be tamed.
My family has always been one that talks about how problems and emotions openly. My dad taught me that no problem is too big or too small for your family to fix. While I believed him and usually went to my parents and sister with my problems, sometimes it felt too difficult to ask them for help. It was around the same time I realized my family couldn’t fix everything that a few of my friends began to talk to me about their own experience with therapy. The idea was then implanted in my mind that there was some sort of mystical woman sitting in a pant suit in a comfortable office that would be able to cure me of my woes and solve every issue I was facing. My mom, however, had a pretty negative experience with psychologists and psychology in general, and was quite apprehensive about letting me go and talk to a professional. My dad urged her to take me to an appointment, and it has been from that very first appointment that I have been greatly interested in the psychoanalytics and therapy.
The first major reason that demonstrates that video games can help people in their lives is that video games help us medically. The game “surgery simulator” is a noticeable example that some people took the inspiration of to turn it into a project to help in a medical environment. A study that the Paris Descartes University worked on and used a video game concept. The work is done by Dr. Thomas Gregory , and he took similar concept to “surgery simulator” and tried something called “Oculus Rift” and it is virtual reality device at the concept of it is that the doctor will put a camera on his forehead and it will record at 360 degree while the doctor do the surgery. In the end they will put the video in the Oculus Rift and student or the doctor
Most parts of the writing recommends that it was not up to this point be that as it may, that virtual restoration had been recognized as a genuinely viable strategy for treatment. This leap forward did not go the distance years of innovative work then again, however through late presentations of minimal effort computer game frameworks, for example, the Nintendo Wii. It was then that advisors observed computer games capacities to empower and divert patients, as well as to occupy them, enhancing agony administration, and inspire them to perform restorative errands
Years after the spread of Psychotherapy, changes in the late twentieth century influenced the field of counseling. The shift in the late twentieth century was the expansion of diversity within the mental health field. Due to this expansion, the counseling profession was established in schools/colleges, substance abuse, elderly, minimal mental health services, and businesses. In regards to counselors working with different age/populations, there was a demand for standardized trainings and credentials for professional counselors. For this demand, CACREP was created to illustrate the standards for counselors. these standards were created for master programs such as clinical mental health counselling; marriage, couple, and family counseling; addiction/substance abuse counseling; career counseling; and school counseling/student affairs and college
On one hand, you have Reality therapists who are very directive, assertive and teaches choices and behaviors that are congruent to the client’s end goals in meeting their five basic needs. In Reality theory the client is very much responsible for their actions, choices, thoughts and behaviors while being guided by the counseling process to meet a goal or need. Although client centered therapy places much responsibility on the client as well, it is more in the form of a trusting bond or belief that the client knows what they need best and can come to this conclusion when the therapist creates a loving encouraging relationship and environment for the process to flourish. The counselor must view the world around them as though they were using
The therapy consists of eight sessions in eight weeks. Individuals who participate will get access to worksheets in each session, and to a personal therapist who will monitor every aspect of the individual’s online therapy program. Individuals will receive daily feedback and access to live chats with a
Medical practitioners can also use the same virtual environments as an assessment tool, observing patients doing a variety of real-world complex tasks and identifying areas of memory loss, reduced attention or the patients’ difficulty with decision-making.
I am intrigued by the possibility of using a game to bring forth healing solutions. So far story telling has been one of the few ways of reaching the masses. Computers and smart phones another. The time for virtual reality may well have arrived. I have never played such a game; my exposure is limited to Sci-Fi
Multiple studies have been done and are still being done today on the effectiveness of virtual therapy. Computer crafts are different than ordinary crafts and can often be motivating for clients to engage in as opposed to traditional crafts used in therapy. It can be used for physical impairments such as strength or range of motion, cognitive such as memory and psychological such as socialization. Although it may not be actual interaction to the environment, it is still therapeutic and can improve an individual’s
Imagination is abysmal (abyss abysmal, not Donald Trump twitter rant abysmal); it uses a wide spectrum of creativity. It takes you on perfect journeys that have never happened and never will (until virtual reality catches up). Virtual reality is something that many people love. Its ability to immerse someone into another world is unfathomable and is useful in many fields other than gaming. The medical profession is something that could always be improving, and I believe that virtual reality is the key to bring the medical field to a new level. Virtual reality has potential to help education and training, medical prototyping, rehabilitation and physical therapy, treatment of psychiatric disorders, and pain management.
The intended purpose of this article is to promote that virtual-reality can help people manage their pain. The writer begins the article with her experience using virtual-reality, "Snowflakes fall around me as I float above a river, weaving through an icy wonderland. I toss a fish to an otter, and it shivers with glee. Then, as I exit a cave full of colorful rocks, I flow into a bright
I too began to consider ways online methods of therapy may be a better fit than face to face meetings for individuals in real life situations. It turns out there are many examples of people in my life who would benefit from online therapy versus traditional face to face sessions. For instance, my husband is moderately to profoundly deaf and found counseling after the death of his first wife to be uncomfortable and a “communication nightmare.” Under normal circumstances, he is able to read lips and communicate effectively, however when he is stressed or upset he is unable to process what is being said. Another example is my son who has high functioning autism. Face to face conversations with him are difficult, but when he texts he is able to “talk” about his emotions in a way that is unimaginable in a typical conversation. The final example I have is a friend who is prominent in our community. He is deeply troubled and desperately needs the support of a counselor right now however he is uncomfortable getting help near home and is driving to another town almost an hour away for counseling and is still terrified someone locally will find out.