ABSTRACT
This article discusses online gaming in the twenty-first century, describes online gaming, considers negative and positive aspects of gaming, and proposes several possible research, practice, and educational strategies for subsequent development of this genre into a useful tool for human service interventions. Positive characteristics of online gaming environments such as high levels of social interaction and the potential for transformative experiences strongly suggest that many clients will be utilizing such environments. In addition, practitioners must not only learn to assess client use of gaming but also develop the necessary knowledge and skills to utilize online games as therapeutic tools.
The authors wish to thank Glenn Stutzsky (MSU School of Social Work) and Carrie Heeter, Andy Detskas, and Jiatyan Chen (Virtual University Design and Technology, MSU) for their collaboration in an earlier version of some of the content that has appeared in a collective work. We also wish to thank two anonymous reviewers for their suggestions.