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Architectures of Connection: Technology & Therapeutic Presence in Virtual Worlds.

Updated: Apr 4

Minecraft as the medium – an Introduction to Seven Therapeutic Benefits for Clients in Virtual Play


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Ever-reliant on electronic technologies for relationship contact, we might naturally wonder about the usefulness of our virtual connections. This site is concerned with exactly that: the ways in which we experiment (ideally successfully) using virtual worlds for meaningful connection in therapeutic interactions with those whom we would help and support. Specifically, this site presently explores variations (which are in no way exhaustive) of the benefits offered through the virtual worlds of Minecraft in therapeutic settings.

So far it seems that virtual worlds like those of Minecraft, despite their limitations, can be just as effective as—and in some cases even surpass—in-person therapy sessions for children.

What we already know


Research shows that Minecraft promotes learning, boosts motivation, enhances emotional and cognitive engagement, and encourages calculated risk-taking (Folkins, 2016). Psychotherapists have discovered that Minecraft facilitates structured role-based play, allowing children to express themselves more freely in child-centered play therapy (Castan, 2020; McCormack, 2019; Rozmarin, 2017). Additionally, Minecraft enables children to symbolically recreate their homes, explore their family dynamics (Bloomford, 2020), and express their cultural experiences (Garcia-Fernandez, 2019; Rozmarin, 2017). Notably, Minecraft has proven especially beneficial across all spectrums of neuro-diversity (Zolyomi, 2017). This makes Minecraft an invaluable tool for therapeutic interventions during the pandemic and beyond.

This site explores the extensive benefits of using Minecraft in therapy, presenting seven therapeutic uses and eleven preliminary guidelines for psychotherapists who want to incorporate this interactive play tool for clients of all ages.


...continued in part 1: Standing Together Entirely in the Clients’ Worlds







 
 
 

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