Date
CE credits
Exam items
Series
Description
This webinar will address how current technologies are present in the psychotherapy treatment room. Video games used by clients of all ages are rich with metaphors we can use clinically to attune treatment to personality, attachment styles, and defenses. Integration of technology into psychodynamic psychotherapy can facilitate a deeper understanding of our clients, their projections, transference, and our countertransference. Theoretically, these 21st century forms of “play” and “art” can be seen through the lenses of structural theory (drive derivatives and hypnogogic states); ego psychology (metaphors for defenses and functions); object relations (attachment and transitional objects); and self psychology (self-object functions and leading edge transference). Video games are a powerful tool for social-emotional learning and for building bridges for a healing therapeutic relationship. In addition to the positive potential of video games in therapy, clinicians are challenged to determine when and how video gaming is a healthy resource, pathological, or an obstacle to client functioning. Case study material where gaming was an important part of the treatment will illustrate key concepts for integration of technology use in psychodynamic treatment. Interactive use of gaming and its applicability to treatment will be demonstrated.
Learning objectives
- Apply psychodynamic theory to video game-related content as projection, ego-function, transitional phenomenon, lusory attitude, play, and dream states.
- Explain how the topic of technology in psychodynamic therapy can be used to understand the transference and countertransference within the treatment.
- Identify potential risks and opportunities for using technology in treatment and assess when that use is helpful or problematic.
- Demonstrate interactively how video games can be used in treatment.
Presenter
Mike Langlois
Langlois received his BA from Connecticut College in 1991, and his MSW from Smith College School for Social Work in 1994. He has over 25 years of experience counseling adults and families. His work includes treating patients who use video games from a gamer-affirmative stance. His theoretical background combines psychodynamic theory, contemporary cognitive and learning theory with cutting edge technologies. He is currently a teaching associate in psychiatry at Harvard Medical School, where he supervises interns and clinicians.


