The use of interactive games and playful activities in systemic family therapy has been established as a form of implementing non-verbal communication among family members, particularly with families of children and adolescents. The exclusive use of verbal code might sometimes hinder the therapeutic dialogue in family settings, while using analogic means can effectively engage all members and address central family issues. Moreover, computerized games are familiar to most young individuals, creating an endeavor where they feel competent. Serious games and gamification refer to the use of video game elements for increasing user’s engagement in non-game contexts. In the field of mental health, various approaches have implemented gamification to increase adherence to therapy, but gamification presents critical aspects. Introducing digital serious games in online systemic therapy can have a positive function by encouraging cooperative and collaborative attitudes and involving adults and children at the same level. The chapter describes some digital serious games—the Nivalis Games—designed and developed in Milan, Italy, for online therapy, the modality of their utilization through clinical examples, and the new possibilities offered by these tools to exploring the relational dimension.

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Let’s Play! The Use of Online Games in Systemic Family Therapy

  • Jacopo Dalai,
  • Giulia Campaioli,
  • Valeria Pomini

摘要

The use of interactive games and playful activities in systemic family therapy has been established as a form of implementing non-verbal communication among family members, particularly with families of children and adolescents. The exclusive use of verbal code might sometimes hinder the therapeutic dialogue in family settings, while using analogic means can effectively engage all members and address central family issues. Moreover, computerized games are familiar to most young individuals, creating an endeavor where they feel competent. Serious games and gamification refer to the use of video game elements for increasing user’s engagement in non-game contexts. In the field of mental health, various approaches have implemented gamification to increase adherence to therapy, but gamification presents critical aspects. Introducing digital serious games in online systemic therapy can have a positive function by encouraging cooperative and collaborative attitudes and involving adults and children at the same level. The chapter describes some digital serious games—the Nivalis Games—designed and developed in Milan, Italy, for online therapy, the modality of their utilization through clinical examples, and the new possibilities offered by these tools to exploring the relational dimension.