Objectives: Adolescence involves a number of developmental processes, as well as unique psychological characteristics and behaviors. An increased rate of internet and game addictions, school violence, and suicide may either represent aspects of adolescence or a psychopathological phenomenon. There is an urgent need to develop software programs that can prevent and resolve adolescent behavioral problems. We applied the mentalization theory to interpret and find solutions for problems faced by adolescent characters in literature. Methods: In Joan Rowling's novel "Casual Vacancy, " Sukhvinder is a girl with problems representative of those encountered by modern adolescents; she is a victim of bullying and engages in self-mutilation. We targeted her problematic behaviors as representative of a prementalized state. Results: Born into an upper-class English family with Pakistani origins, Sukhvinder, unlike her siblings, fails her parents' expectations. Whenever she faces a psychological crisis, she regresses into the teleological mode (the most primitive pre-mentalization stage) and regains her sense of self by cutting herself. After her friend's suicide, however, she begins to communicate with her parents and moves toward mentalization. Conclusion: By analyzing Sukhvinder's behavior, we assessed patterns of attachment, empathy, and mentalization, and identified corrective approaches for problematic behaviors. We believe that the presented interpretation may serve as a foundation for the development of models for understanding adolescent deviant behaviors.
경희대학교 의학전문대학원 정신건강의학교실 5Play therapy, developed by child psychologists, has evolved into a variety of forms. Despite its long history, play therapy is still a valuable therapeutic method for resolving psychosocial challenges. It is used throughout the world and applicable for both youths and infants. Playing itself has both diagnostic and therapeutic values. The toys and patterns of play can manifest the underlying psychological status of children and function as the mediators between therapists and patients. The crucial issue here is that the face-to-face interaction between the therapists and the children is the key to play therapy. Modern society is overloaded with smart technology, such as smartphones, tablet PCs, iPads, and social networking services (SNS). Given the advances in information technology (IT), far beyond what we could have imagined, the current generation is more familiar with iPads or smartphones than with rattle toys or television. Traditional face-to-face interaction has been replaced by SNS communication. This study explores whether the IT environment of computers, smartphones, SNS, or online games can be adapted as a new modality of play therapy and how it could be applied in real treatment settings.
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