* This is a video recording of a continuing education session held on March 11, 2022. We are offering this recording at a reduced rate due to lower camera image and audio quality. A copy of the PowerPoint will be e-mailed after purchasing a ticket.
Check with your local licensing board to confirm continuing education compliance.
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Description
Xbox videogaming is a multi-billion-dollar industry that is larger than the movie and music industry combined. In the United States, console videogaming continues to grow in popularity despite competition from the mobile and PC gaming business with adult consumers as well as children. The Xbox continues to be the favored gaming console in the United States (Play Station as second) with the Multiplayer Online First Person Shooter (MOFPS) game type as the top five most popular on all consoles since 2002. Clients who need mental health services are likely to engage in this activity on a regular basis and would benefit from practitioner care that will incorporate this virtual environment as a part of psychotherapy. Ethical considerations for the integration of spirituality as a part of this process is also important given the power of virtual environments and the frequent reference to spiritual concepts in MOFPS play.
Instructor: Carol ZA McGinnis PhD, SIP, BC-TMH, NCC, LCPC
Carol ZA McGinnis is a Spiritually Integrated Psychotherapist (SIP), Licensed Clinical Professional Counselor (LCPC) in the state of Maryland, and Associate Professor/Clinical Mental Health Track Coordinator for the Graduate Counseling Program at Messiah University. Her passion has always been oriented toward the integration of spirituality as a part of the counseling process due to her personal journey of faith and professional education as a pastoral counselor as a part of her PhD program at Loyola University Maryland. Carol is enthusiastic about her work on Xbox videogaming because it has helped to connect professional mental health practitioners with their clients in new ways and welcomes additional discussion about anger, community, addiction, and beliefs. She loves to hear how practitioners may be using the virtual environment to meet client needs and hopes to elicit discussion that is meaningful and inspiring to others.
Learning Objectives:
Obj #1: Learn what the MOFPS XBOX videogaming environment is with potential positive and negative psychospiritual impacts
Obj #2: Learn how traditional psychospiritual interventions can be modified to transition optimal online behaviors offline
Obj #3: Learn how to navigate addictive aspects of MOFPS XBOX videogaming and provide guidelines for nongaming loved ones.
Schedule:
9:30 - 9:45 Introductions (sacred spaces)
9:45 - 10:15 Learning: What is MOFPS XBOX videogaming?
10:15 - 10:30 Small Group Activity (10 minutes): Online Identity 5 minute processing
10:30 – 11:00 Learning: Psychospiritual Interventions
11:00 - 11:15 Break
11:15 - 11:30 MOFPS XBOX Videogamer Case Scenario w/ STAR Matrix Template Review
11:30 – 12:00 Small Group Activity (20 minutes): Psychospiritual Intervention Practice 10 minute processing
12:00 - 12:20 Learning: Guidelines for addiction and nongaming loved ones
12:20 - 12:45 Q & A, Evaluations