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Digital mediation with children and adolescents: an exploration of family archaic experiences?

Par : Contributeur(s) : Type de matériel : TexteTexteLangue : français Détails de publication : 2022. Sujet(s) : Ressources en ligne : Abrégé : Based on a clinical activity where video games are brought into sessions to provide therapeutic mediation, as inspired by Brun et al (2016), the authors introduce some innovative approaches and consider the issues at stake. More specifically, they consider several clinical cases of children and adolescents to illustrate how video games can provide some insights into unconscious issues through sensorimotor and narrative associations and then go on to explore the analogies between the child/screen relationship and the mother/baby dyad. Thus, the transitional issues in the relationship with a “good enough screen” (Winnicott, 1956) are clearly manifested, frequently leading to parental guilt and aggressiveness. These elements led the therapists to rethink therapeutic provisions to also make room for parents and the whole family in digital mediation.
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Based on a clinical activity where video games are brought into sessions to provide therapeutic mediation, as inspired by Brun et al (2016), the authors introduce some innovative approaches and consider the issues at stake. More specifically, they consider several clinical cases of children and adolescents to illustrate how video games can provide some insights into unconscious issues through sensorimotor and narrative associations and then go on to explore the analogies between the child/screen relationship and the mother/baby dyad. Thus, the transitional issues in the relationship with a “good enough screen” (Winnicott, 1956) are clearly manifested, frequently leading to parental guilt and aggressiveness. These elements led the therapists to rethink therapeutic provisions to also make room for parents and the whole family in digital mediation.

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