Going from Casual to Leet: Gamifying the Counseling Process
A presentation by Dr. Steve Kuniak (He/him) , Brittany Riffle BA (She|Her) and Peyton Phillips BS (She|Her)
About this Event
Gamification is a common term used in the field of education. Teachers will develop methods to make their classroom activities more palatable to students to increase engagement and retention. The core principles that make up active engagement in games, lend themselves to the classroom setting. However, as we analyze theories of learning, we see that these same core principles apply to mental health treatment. This presentation will explore gamification as a concept, and then identify practical methods to bring this into practice. Presenters will discuss clinical assessment, treatment planning, and application of interventions. Attendees will be encouraged to consider methods of developing their own interventions using their favorite fandoms within geek and gaming culture.
Learning Objectives:
1. Describe gamification, its connection to education, and applicability to mental health treatment.
2. Explore counseling assessments and interventions that rely on geek and gaming themes.
3. Recommend creative counseling interventions that center on gamified interventions.
Note: Handouts can be found here - https://www.experiencepts.org/resources.html