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LATEST TRAINING SEE BELOW
Using Gaming and Technology IN Therapy practice.
APRIL 03RD 2021 ONLINE
How to utilise today and tomorrows tech to meet your client safely, ethically and lawfully where they are. using Gaming, AR, VR and other forms of technology such as biofeedback and tracking tech.
As a gaming therapist using these methods for over a decade, I will introduce you to aspects of using digital technology, computer games and why in the UK we have many issues to consider when thinking about using these forms of connection online. It's not as simple as plug and play! Understanding the digital environment is the. most important factor of ethical practice, as well as learning how to make this fun, challenging and engaging for our clients.
Landlines may soon be in the landfill, iPhones, iPads, Smartphones, Smartwatches and Smart TV’s may soon follow? But, for now, this is where we live and how we exist/communicate. From tech that tracks, monitors and controls every aspect of your health, life, house and persona to the systems you use to conduct your work. Clients and patients bring this tech to your clinic, where in turn you also have/had/use this too. How do we move from the corporeal to the synthesis of virtual with our current knowledge and approach? How do we implement tech into and beyond therapy?
What can you do when the tech itself becomes your office or replaces it, and the likelihood of seeing clients face to face is changing? Given the CV-19 outbreak, it is all too well known of late how the new place of therapy may well be virtual as well as corporeal.
How we may now recognise that we have been unconsciously incompetent in terms of technology or the challenges that go with this, yet be avid users of this, and yet still there is a mountain to climb, perhaps?
Where will we ‘see’ our clients and patients in the future and what tech can help us to assist our clients/patients in their healing journey?
A day of exploring tech, gaming interventions, what it is, how it works in the everyday life of a client/patient and how we can harness this as practitioners to work deeply with those who seek our help?
From video games, apps, and platforms, from devices to life interventions. How can we utilise technology to provide a relational other when we are not present? How can we implement new approaches and upskill ourselves to provide the new normal when it comes to tech, for the benefit of our clients patients and ourselves?
Where, when and how if the future is already here?
To learn about computer games, safeguarding and data protection issues of this spectacular intervention and to do this lawfully.
How to use technology such as computer games to create a deeper connection with clients and see their life story through metaphor and gamification.
To learn about technology and what this actually means, and how it can be of help to ourselves and our clients
To distinguish between technology to be used within the practice and that outside of sessions eg Virtual Sandtray versus a mediation app on a smartphone
To learn about the risks associated with technology and how this can be harnessed for data mining and privacy/cybersecurity issues (eg Covid track and trace)
To increase knowledge around Virtual Reality (VR) and how this is a new way to increase depth work.
How to apply technological interventions into practice and how this can increase relational depth, autonomy and agency.
How to create an environment the client can take into everyday life to overcome their issues such as anxiety, fear and trauma
Utilise technology for the clients benefit, from macro to micro and the personal power this brings (testing through technology, from biofeedback to DNA sequencing)-----This section is always considered on the day as the rest of the course may take up most of our time as this is a ONE day course only!
Online Harms and Online Safeguarding: Working with Cybertrauma in the therapy room; What is this and why/how and when does this differ from corporeal (real-life) trauma? What is the impact on the child or adult?
A simple bio/psycho/social model of attachment and polyvagal approaches to device/game use in children and adults.
Infant and child development in a world of screens and devices.
The day will cover the Online harms children and young people face, the cybertraumas they may encounter and how to work with this in therapy.
What questions do you need to ask and how do you start conversations with a child about their online life if you are not familiar with e-safety issues? What can you say to a parent/carer and what can you advise them? What should you look out for?
What language can you use and how do you facilitate a deep therapeutic space for an infinite arena of choice and foreverness?
Social media and gaming. What to look out for, what are the dangers and myths?
Screen time and mental health; is there a real link?
Addiction to social media; is it really pathological?
Can gaming be an addiction, is it really a disorder, what is the evidence?
Cyberbullying. Definitions/typology, impact and treatment
Online abuse, harms and dangers. How to assess risk and safeguard
Managing use of devices, gaming and screen time
Digital parenting: why this is a new paradigm
Body image and the influence of Instagram/Snapchat on the developing young person
What can I do as a therapist/practitioner, what questions should I ask? What interventions should I use?
1) To upskill your knowledge of virtual and cyber related trauma
2)To develop a deeper understanding of the impact of this new area of cyberpsychology/psychotherapy
3) To learn how to hear your client’s digital story alongside their corporeal
4) To identify potential safeguarding issues related to internet use
5) To work in practice with issues related to the internet and family/work/school life
6) To establish deep rapport with your client about the impact of online harms, cyber abuse and cyberbullying
7) To develop and harness skills in the digital and online therapeutic relationship (these being different aspects that clients bring into therapy
8) To work with a team around the client to prevent extreme issues related to online life (radicalisation, exploitation, extreme material)
Cybertrauma is any trauma that a person suffers through or via digital devices or online spaces. For young people the prevalence of online abuse and harm is increasing alongside the complexities of the issues they face. Often the parents/carers of and professionals working with these young people are unaware of these issues or feel their children know more about technology than they do and this course can help you gain the knowledge needed to close that gap. The children of today are the adults of tomorrow in practice and as such there is a 20 year digital life history waiting to surface in a therapeutic setting.
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