000 | 01491cam a2200253 4500500 | ||
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005 | 20250121050814.0 | ||
041 | _afre | ||
042 | _adc | ||
100 | 1 | 0 |
_aDuris, Olivier _eauthor |
245 | 0 | 0 | _aVideo games as facilitators of intersubjective encounters with asd adolescents |
260 | _c2022. | ||
500 | _a3 | ||
520 | _aVideo games are now recognised by many clinicians and researchers as highly relevant tools in care for children and adolescents. The present article aims to follow up on this work by focusing on the interest of the videogame medium in the context of encounters with young people with asd. Thus, through the account of the beginning of individual psychotherapeutic care of an adolescent with high functioning autism, we seek to explain how the video game emerges as a therapeutic mediation tool accompanying the asd subject towards boosting interactions with the therapist. The autistic subject is thus availed of an opportunity to facilitate the establishment of relations with another person, accompanying them towards a possible intersubjective meeting. | ||
690 | _atherapeutic mediation | ||
690 | _aadolescent | ||
690 | _aencounter | ||
690 | _avideo games | ||
690 | _atherapeutic mediation | ||
690 | _aadolescent | ||
690 | _aencounter | ||
690 | _avideo games | ||
786 | 0 | _nDialogue | o 236 | 2 | 2022-06-27 | p. 85-103 | 0242-8962 | |
856 | 4 | 1 | _uhttps://shs.cairn.info/journal-dialogue-2022-2-page-85?lang=en&redirect-ssocas=7080 |
999 |
_c463719 _d463719 |