Video Games as a Cultural Competence
An introduction to games as a form of clinical cultural competence and why it matters to the people we work with.
Course Description:
More than half of the people in the U.S. play video games and that number rises to 90% when considering only younger demographics. But games aren't just for kids. The average age of a gamer is 34 and gamers over 50 are the fastest-growing consumer demographic. Sixty-seven percent of parents report playing video games with their kids at least once a week, 64% percent of US households own a gaming device, 60% report playing games daily. 45% of gamers in the US are women. For the last several years, the video game industry has generated more revenue than the television and film industries combined. In short, games are a big deal and there is a very high likelihood that any client walking through your door plays video games.
Learning Objectives
Following this presentation, participants will be able to:
See games as a cultural force dating back thousands of years (not just to Pac Man)
Identify and question common moral panic cycles and strategies
Speak with confidence about the importance and role of games in our current culture
Utilize and apply steps for integrating ANY game into their therapeutic practice