This work presents in a concrete way the practice of the use of video games, virtual reality, and robots in psychotherapy.
Each of the three parts addresses the question:
- of the framework (eg what framework to put in place when using Virtual Reality in the clinic?),
- of the technique (eg what technique with video games?),
- of the dynamics of the relationship with the therapist and transference (eg what types of transference in Robotherapy?)
The main currents of practice are represented (psychodynamics, cognitive-behavioral, hypnotherapy, etc.).
All 25 chapters include a "summary" section so that the practitioner and the student can quickly find the essentials of what they need to remember.
In addition, many clinical vignettes illustrate the therapeutic practice with these technologies, in an institutional or liberal context.