Video Game Workshop as a Sharing Device in Mental Health Care

The gaming culture produces questions to the standards through which health and education organize experiences for children and youth. In this paper we discuss the use of video games in workshops held with children and adolescents in a mental health service in Brazil. In this work we emphasize the sharing effects promoted by video game workshops in three levels: between game and players, between the participants, and between the video game culture.
 

PDF Articles
/sites/default/files/articles/Proceedings%20Articles/92.Video%20Game%20Workshop%20as%20a%20Sharing%20Device%20in%20Mental%20Health%20Care.pdf
Download Count
159
Update DOI
Off
DOI / Citations
https://doi.org/10.1184/R1/6686786.v1