Book chapter
The immersive worlds of therapeutic gaming and scanography for art therapy
Materials and Media in Art Therapy, pp 211-224
2026
Abstract
This chapter considers immersive tools and processes used in therapeutic gaming and scanography and their impact as artistic intermediaries. Programs, apps, screens, hardware, and software all influence a client's interpersonal and sensory experiences and require thoughtful consideration. Virtual reality (VR), as one digital tool that can be used for therapeutic gaming, is explored in terms of media benefits, including avatar use for alternate identities, customizable experiences, accessibility, and managing sensory feedback. Scanography, as a digital art form and process, is also discussed in relation to its artistic applications and potential therapeutic approaches. The authors' intention for describing relatively accessible media like scanners and copiers alongside resource-heavy technology like simulated VR environments is to compare their therapeutic possibilities, recommended uses, sensory and interpersonal experiences, practical challenges, and potential outcomes. The authors describe their direct experiences using these media in teaching and therapy applications and provide examples of artworks created using scanography and VR processes.
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Details
- Title
- The immersive worlds of therapeutic gaming and scanography for art therapy
- Creators
- Christina MarreroNatalie Rae Carlton
- Contributors
- Catherine Hyland Moon (Editor)
- Publication Details
- Materials and Media in Art Therapy, pp 211-224
- Publisher
- Routledge
- Edition
- 2
- Resource Type
- Book chapter
- Language
- English
- Academic Unit
- Creative Arts Therapies
- Other Identifier
- 991022155550404721