scholarly journals Screening Process on Children’s Emotional and Behavioral Well-being Using the Play Therapy Approach

Author(s):  
Ku Suhaila Ku Johari ◽  
Mohamad Isa Amat ◽  
Zuria Mahmud ◽  
Salleh Amat
Author(s):  
Debra Leigh Walls Rosenstein

Play is the most powerful, the purest, and the most effective form of communication language and self-expression available (walls, 1982). The concept of therapy through play was derived from Melanie Klein (1921) and Anna Freud (1952). Unfortunately, play is a rapidly declining art due in large part to our ever-changing, fast paced and technologically driven society where recesses are being cut and children often turn to video games instead of the outdoors. With this in mind, incorporating play into the daily academic life of children is critical and vital for their total well being – physically, socially and intellectually. The focus of this chapter is to explain the importance of play, provide a review of the literature, and discuss the theoretical framework, techniques and current trends. Special attention will be focused on how educators can utilize play therapy to enhance self-esteem, social, interpersonal and problem solving skills and reduce the everyday stress that surrounds our children today.


2019 ◽  
Vol 7 ◽  
Author(s):  
Ilaria Chirico ◽  
Federica Andrei ◽  
Paola Salvatori ◽  
Irene Malaguti ◽  
Elena Trombini

2019 ◽  
Vol 50 (7) ◽  
pp. 2116-2134
Author(s):  
Gloria Hongyee Chan

Abstract Based on the view that hidden youth suffer from disempowerment in society due to their inability to meet mainstream expectations, this study explores an alternative intervention approach for hidden youth by using an online gaming platform to provide Play Therapy. This empowered them and coincides with their culture and interests. The evaluative study of the effectiveness of the intervention involved 502 hidden youth in Hong Kong aged twelve to twenty-one years, of whom more than 70 per cent spent at least ten hours online per day. Correlation analysis and hierarchical regression analysis were conducted to measure the effectiveness of Play Therapy in terms of the empowerment effect, as well as participants’ sense of well-being and coping abilities (psychological capital). Results showed that the three variables were significantly related. Also, while Play Therapy significantly predicted psychological capital in the Level 2 regression model, this relationship was replaced by empowerment in the Level 3 model. This suggests that empowerment is an essential element in Play Therapy for enhancing psychological capital. The implication for social work practice is, rather than re-integrating youth into disempowering mainstream society, practitioners can advocate empowering, localised intervention which unfolds youth’s subjugated strengths and nurtures their self-preferred development to fulfil their developmental needs.


10.2196/13717 ◽  
2019 ◽  
Vol 6 (6) ◽  
pp. e13717 ◽  
Author(s):  
Vanessa Wan Sze Cheng ◽  
Tracey Davenport ◽  
Daniel Johnson ◽  
Kellie Vella ◽  
Ian B Hickie

BackgroundThere is little research on the application of gamification to mental health and well-being. Furthermore, usage of gamification-related terminology is inconsistent. Current applications of gamification for health and well-being have also been critiqued for adopting a behaviorist approach that relies on positive reinforcement and extrinsic motivators.ObjectiveThis study aimed to analyze current applications of gamification for mental health and well-being by answering 3 research questions (RQs). RQ1: which gamification elements are most commonly applied to apps and technologies for improving mental health and well-being? RQ2: which mental health and well-being domains are most commonly targeted by these gamified apps and technologies? RQ3: what reasons do researchers give for applying gamification to these apps and technologies? A systematic review of the literature was conducted to answer these questions.MethodsWe searched ACM Digital Library, CINAHL, Cochrane Library, EMBASE, IEEE Explore, JMIR, MEDLINE, PsycINFO, PubMed, ScienceDirect, Scopus, and Web of Science for qualifying papers published between the years 2013 and 2018. To answer RQ1 and RQ2, papers were coded for gamification elements and mental health and well-being domains according to existing taxonomies in the game studies and medical literature. During the coding process, it was necessary to adapt our coding frame and revise these taxonomies. Thematic analysis was conducted to answer RQ3.ResultsThe search and screening process identified 70 qualifying papers that collectively reported on 50 apps and technologies. The most commonly observed gamification elements were levels or progress feedback, points or scoring, rewards or prizes, narrative or theme, personalization, and customization; the least commonly observed elements were artificial assistance, unlockable content, social cooperation, exploratory or open-world approach, artificial challenge, and randomness. The most commonly observed mental health and well-being domains were anxiety disorders and well-being, whereas the least commonly observed domains were conduct disorder and bipolar disorders. Researchers’ justification for applying gamification to improving mental health and well-being was coded in 59% (41/70) of the papers and was broadly divided into 2 themes: (1) promoting engagement and (2) enhancing an intervention’s intended effects.ConclusionsOur findings suggest that the current application of gamification to apps and technologies for improving mental health and well-being does not align with the trend of positive reinforcement critiqued in the greater health and well-being literature. We also observed overlap between the most commonly used gamification techniques and existing behavior change frameworks. Results also suggest that the application of gamification is not driven by health behavior change theory, and that many researchers may treat gamification as a black box without consideration for its underlying mechanisms. We call for the inclusion of more comprehensive and explicit descriptions of how gamification is applied and the standardization of applied games terminology within and across fields.


2021 ◽  
Vol 9 (01) ◽  
pp. 116-121
Author(s):  
Lilian Chemutai Kimaiyo ◽  

Psychotherapy is the use of psychological methods through regular interactions (counselling sessions) with clients to help them change behaviour and overcome problems with the aim of improving their well being and mental health. Psychotherapists may be psychiatrists, psychologists, clinical social workers or professional counsellors. This paper examines Behaviour Therapy approach which is one form of psychotherapy available for use by practitioners. It outlines the key ideas of behavior therapy, recent developments in the field and contributions in the field of behavior medicine.


2021 ◽  
Author(s):  
◽  
Retts van Dam

<p>Abstract  This project explores how the family-whānau centred music therapy approach was demonstrated, by a student music therapist on clinical placement, within a rehabilitation centre for adults with traumatic brain injuries. Parallel links between the Samoan fale tele metaphor of health and family-whānau centred approaches within music therapy perspectives - were enabled in this mahi, due to the work of Carolyn Kenny. Having developed an INDIGENOUS theory in music therapy, Carolyn Kenny emphasises the role of connectedness of each aspect and idea of sacred “space” and “place” within the music therapy session, (Kenny, (1989, 2006), Music and Life - In The Field of Play).  My own personal identity as a respectful PASIFIKA woman, and child migrant who learnt Te Reo Māori, history of Tāngata Whenua, Māoritanga, and kapa hāka on Whaiora Marāe, Otara South Auckland, 1970s - enabled the incorporation of the framework of the fale tele metaphor to represent the “personhood of the Client” and their relationships with aiga/family-whānau, medical teams/staff, community workers, as well as myself - in order to illustrate my findings. These showed that clients invariably somehow communicated and expressed a yearning for their home, had strong emotions of displacement away from home; seemed highly motivated to participate and “join in” musicking sessions due to the presence of their kin; or because they had a clear personal goal during sessions to reach a recovery stage that would facilitate their return as soon as possible to a spouse, parent, siblings, children, or to the space and place that represented “home.”  Data was collected from clinical notes, assessment reviews, client reports, reflective journal. Deductive secondary analysis was used for coding from which five key themes emerged as being important in the FWCMT, and are further described in the music therapy methods, strategies and activities in a clinical vignette.  Of the eight clients, the 167 music therapy sessions which I facilitated, only 43 sessions included the physical presence of family-whānau.  Findings are listed as:  (1) The spiritual, psychotherapeutic, physiological health and well-being of the client;  (2) The internal space – of the participant;  (3) Maintaining the dignity of all – participants, family-whānau;  (4) Boundaries: The collaborative external space – visiting family-whānau, the interdisciplinary teams and staff carers who became the ‘institutional family-whānau,’ or extended whānau of the client;  (5) The rhythmic foundation of the client – innate musical self, external structures, influences and rhythm found in whenua and cosmos which supports the rhythmical structures of the musical, cultural self.</p>


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