![]() Current technology provides therapists with many new opportunities of intervening with our clients. ![]() Recent estimates of the prevalence of computer and video game play in America range from 59 % to 63 %. Almost simultaneously, health and mental health care providers started using computer and video games as part of therapy and others began developing EGs for psychotherapy (EGP). The first commercially successful electronic games (EG) were developed in the 1970s for entertainment and played in arcades, but they soon found their way into homes.
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