000 01694cam a2200289 4500500
005 20250121050811.0
041 _afre
042 _adc
100 1 0 _aHaza, Marion
_eauthor
700 1 0 _a Hung, Milan
_eauthor
245 0 0 _aDigital mediation with children and adolescents: an exploration of family archaic experiences?
260 _c2022.
500 _a4
520 _aBased 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.
690 _adigital mediation
690 _aparenthood
690 _afamily
690 _avirtual
690 _aMother-baby dyad
690 _adigital mediation
690 _aparenthood
690 _afamily
690 _avirtual
690 _aMother-baby dyad
786 0 _nDialogue | o 236 | 2 | 2022-06-27 | p. 105-122 | 0242-8962
856 4 1 _uhttps://shs.cairn.info/journal-dialogue-2022-2-page-105?lang=en&redirect-ssocas=7080
999 _c463703
_d463703