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从战场到游乐场:电子游戏角色作为跨性别患者的过渡现象。

From Battleground to Playground: The Video Game Avatar as Transitional Phenomenon for a Transgender Patient.

出版信息

J Am Psychoanal Assoc. 2022 Jun;70(3):485-510. doi: 10.1177/00030651221104487.

Abstract

The language and theories of Winnicott offer a lens for examining the importance of play in the development of the queer, transgender, and/or gender-nonconforming patient and the safety that virtual spaces-specifically, video games-provide for this play. While much of the literature posits the primary therapeutic value of virtual space as the site of psychic battle, interaction with a video game avatar can also be understood as an act of queerness-as-play, a potential cornerstone of healthy identity formation that may otherwise be precluded. An example of this paradigm is given in the case report of a twenty-year-year-old transwoman who used her video game avatar as a tool in her therapeutic progress during her medical transition. For effective psychotherapy to take place, both patient and clinician must have a capacity to play. With this in mind, the clinician might best visualize the virtual space not as a battleground, but as a playground.

摘要

温尼科特的语言和理论为研究游戏在培养同性恋、跨性别和/或性别不一致患者中的重要性提供了一个视角,同时也为虚拟空间(特别是视频游戏)为这种游戏提供的安全性提供了一个视角。虽然大部分文献都假设虚拟空间的主要治疗价值在于其作为精神斗争的场所,但与视频游戏头像的互动也可以被理解为一种游戏行为——一种健康身份形成的潜在基石,否则可能会被排除在外。一个例子是一个 20 岁的跨性别女性的案例报告,她在接受医疗过渡期间,将她的视频游戏头像用作治疗进展的工具。为了使有效的心理治疗得以进行,患者和临床医生都必须具备游戏的能力。考虑到这一点,临床医生最好将虚拟空间想象成一个游乐场,而不是战场。

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