Using Video Games in Therapy

Video games have evolved from a niche hobby to a diverse pop culture phenomenon that permeates modern society. As gaming’s influence has grown, therapists have taken notice of its impact and potential utility as a counseling tool. Integrating appropriate games into mental health treatment (see Geek Therapy) can enhance the therapeutic alliance, provide symbolic starting points for discussion, and motivate alternative paths for growth across diagnostic categories.

Background

Attempts to use video games therapeutically emerged in the early 1980s as pioneering therapists recognized resonances between game narrative themes and concepts from psychology traditions. Initial exploration focused on text-based computer games due to technology limitations. As gaming advanced into expansive 3D worlds, practitioners expanded the contexts video games could be integrated from individual counseling for adolescents to family sessions to group skill building with veterans.

Purpose

The core purpose of incorporating video games or gaming principles into clinical spaces is to meet clients from a position of genuine interest, cultural-competence and lateral rapport. Finding flowing intersections between therapy and gaming gives clinicians metaphorical starting points for harder discussions by speaking a client’s native language. Games also have built-in succeed/fail dynamics that can illustrate principles of Cognitive Behavioral Therapy in illustrative ways. 

Growth and Accessibility

Initially, utilizing games therapeutically required systems and software exclusively available to therapists. However, the ubiquity of gaming via consoles, computers, and mobile devices now allows providers to leverage the storytelling and virtual worlds already integrated into many clients’ lives. Growing recognition of gaming’s impact has spurred research and training opportunities allowing this artistic medium to evolve as an evidence-backed tool in mental healthcare’s ever-expanding toolbox. 

Implementation Tips

Interested in integrating games therapy for your clients? Begin by simply asking clients about their gaming interests from the start—common ground builds foundations for growth. Let their existing stories guide your selections and be willing to learn unfamiliar games or terminology. Here are some concrete examples of how you can integrate video games and gaming principles into your work with clients:

Using Video Games Directly with Clients

  • Play co-op games together to promote teamwork and communication. Titles like It Takes Two require working jointly to progress characters through levels by relying on each other’s strengths. Discuss relational dynamics that arise. 
  • Use multiplayer battles to explore competition anxieties around winning/losing. Games like Smash Brothers provide a venue to experiment with alternative outcomes as “losses” reset instantly, allowing new perspectives.
  • Leverage world-building games for self-expression. Sandbox experiences like Minecraft give clients freedom to construct environments reflecting inner states using symbolism. Process meanings collaboratively.

Applying Gaming Concepts Metaphorically

  • Connect gaming side quests to self-care concepts. Just as side missions restore health in games, discuss daily priorities that can replenish mental/emotional energy.
  • Discuss “character buffs” – imagine identifying client strengths/progress as special abilities gained through therapy work. What would their super power be presently?     
  • Reframe setbacks as re-spawning after a character dies. How can “restarting” be seen as a chance to approach challenges again with new strategy instead of failure?

The modalities for intentionally applying games in spaces of growth are vast and often led by client interests. These examples hopefully illustrate potential starting places. Please let me know if you have any other specific questions!

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