William Alanson White Institute of Psychiatry, Psychoanalysis & Psychology, USA.
J Clin Psychol. 2012 Nov;68(11):1175-84. doi: 10.1002/jclp.21917. Epub 2012 Sep 13.
Many today suffer from an imbalance between life and life on the screen. When extreme, such as excessive gaming, clinicians retreat to familiar explanations, such as "Internet addiction." But the addiction concept is of limited value, limiting both research and treatment options. This article discusses an alternative. Pathological overuse is seen as a failed solution in which people become entrapped by technology's promise of delivering that which only life can offer, such as the grand adventure simulated in World of Warcraft. A two-part treatment approach of such "simulation entrapment" is described in which both the original problem and the entrapment are treated, the former by traditional psychodynamic psychotherapy and the later by highlighting differences between the technologically mediated experience and traditional experiences of being bodies together. The case of a college student suffering from pathological shame with excessive gaming as the failed solution is offered as an illustration.
如今,许多人都面临着生活和屏幕生活之间的失衡。当这种失衡达到极端程度,比如过度沉迷于游戏时,临床医生就会退回到熟悉的解释,比如“网络成瘾”。但是,成瘾的概念价值有限,它限制了研究和治疗方案的选择。本文探讨了一种替代方法。病理性过度使用被视为一种失败的解决方案,在这种方案中,人们被技术所承诺的东西所困,而这些东西只有生活才能提供,比如在《魔兽世界》中模拟的宏大冒险。本文描述了一种针对这种“模拟困境”的两部分治疗方法,既治疗了最初的问题,也治疗了困境本身,前者通过传统的心理动力学心理治疗,后者则通过突出技术介导的体验与传统的共同身体体验之间的差异。作为一个例子,本文提供了一个患有病理性羞耻和过度游戏的大学生案例。