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Minecraft : Getting lost in diversity

After the rather technical articles explaining the game and describing the therapeutic framework around the practice of Minecraft, this is the first article built around ‘an effect’ observed during the session. There are several of them and I mainly spot them when I rework my notes of video game sessions with clients in the aftermath. These effects that emerge during the therapeutic practice fuel questions about the client’s problems, but also in a broader way about this or that aspect that the video game will help to shed light on. It is these reflections and questions that I would like …

Minecraft : the Community Mode

As my independent activity only consists of individual therapy, it is not possible for me to work with the dynamics of a therapeutic group. Frankly, the question did not arise with the use of Sims which is not made to be used other than by an individual, but Minecraft lends itself particularly well to participation by several people. By staying only in an individual mode I lost access to one of the game’s richest potential assets in the context of its use in therapy: the live relational dynamics which allow access to verbal exchanges, postures, and particular attitudes generating a …

Minecraft : Survival and Creative

The first article on Minecraft showed how this video game came into the practice, ideas and impressions associated with the practice of this video game in therapy. To go further in the presentation and the reflection that Minecraft brings to therapeutic practice, I first need to present it in a more precise way so that the uninitiated can get an idea of it in order to understand what happens next and so that the initiated can perceive more accurately the technical subtleties in the use of this game. As I wrote previously, Minecraft is one of the so-called “sandbox” video …

Minecraft : the sandbox

Minecraft is the second video game to appear at the firm as a therapeutic mediator, fifteen months after The Sims 3, in February 2013. With the practice of this exercise being now well established, it was time to complete the toolbox in order to offer clients another game that solicits other issues, thereby  proposing the use of other psychological processes. I had already discovered Minecraft several months before, but I had been put off by its cubic graphics, which I found not very engaging, and the relative complexity of the game. Then the Minecraft phenomenon took off—a lot—as I heard …