Tabletop games; A Possible Means of Therapy
This paper was important for me to research and write because I have several disabling mental health conditions. I see many of the games mentioned later as therapeutic and I find that my mental health becomes more stable after playing tabletop games in a social setting. This is odd as my mental health prevents me from being social in many instants. The importance of mental health and ways to treat them are becoming a concern, and I wanted to find out if my experiences in gaming where studied and if others shared my views. My goal in this paper is to spark an interest in the psychiatric world to do more research on these types of games as a means of therapy or rehabilitation and show how tabletop games of many kinds, affect our mental state and produce a unique environment for mental health experiences.
Many people today see tabletop games as just games however I see them as a new means of therapy. Games like Magic the Gathering or Dungeons & Dragons are seen as tabletop games however, they are different. Role-playing games, board games, and trading card games all fall into different subcategories of tabletop gaming, Magic a trading card game; D&D a role-playing game1. Although I had planned to only talk about role-playing games, after researching and conducting interviews I found that tabletop gaming as a whole had so many similarities in their effects. The effects of gaming on mental health are now being studied more frequently as
This article of Lisa Bowen on American Psychological Association in 2014 significantly discusses the mental effect of video games regarding the development of personal health. The influences and outcomes of gaming techniques do not only improve the cognitive and decision-making skill but also, help to enhance the social interaction. Moreover, under-researched data and statistical information collected from psychological studies across the level of university and medical college, the biological progress that video game is starting to change within human mind is fascinating. In compelling with my original thesis, the article of Bowen stands out as a scientific framework that supports the logical flow of the paper. Statistical data can also be used in term of solid and credible evidence for real life
Mocgonigal’s research proves, video games can increase social bonds, reduce depression and relieve stress. Janes shares stories and data from players who have followed the Super Better rules to get stronger, happier, and braver in the face of depression, anxiety, illness, and injury (Mocgonigal 395)
Video games can have positive, therapeutic effects on players of all ages, especially those with mental or emotional problems. Games provide a chance to tune out the stresses of everyday life and decompress. Giving your mind time to rest is critical for emotional and mental well-being. Relaxation reduces the risk of heart problems and stroke, boosts memory, buffers against depression, and helps decision making. It even has physical health benefits, by suppressing
Cerangolu (2010) found that video games could enhance the therapeutic experience. They could help facilitate the therapeutic relationship as young people may be more willing to relate to a therapist that is ready to engage and understand their normal way of playing. Also sitting side by side rather than at the conventional “ten to two” setting also may make the young person relax. How the game is played can also reveal the young person cognitive style.
Whether gambling, alcohol or shopping, it is surprising to find video games being a part of this growing list. Video game addiction is a growing epidemic that is running rampant through the world, including parts of Asia. Death from video games is becoming more common and sounds like a horror story (Flanagan). Contributing to the increase are illnesses and social disorders, two well-known conditions being social anxiety and depression. By shutting themselves out from the real world, the only light being the screen of their television or computer and eyes glued to the screen, their basic needs are ignored.
investigate the effects of addiction to computer games on physical and mental health including physical health, anxiety, and depression and impaired
For many people around the world, role playing games is national reality. Others think its time wasting and pointless. Research has shown that playing games such as, video games, board games and violent human games can help with creativity, multitasking and responsibility in the real world and in tough situations.
International studies have shown that between seven and eleven per cent of gamers show some symptoms associated with addiction. Some teens are heavy users of online role-playing games (RPGs) such as World of Warcraft and multiplayer games such as Call of Duty in which they interact with other players in real time. These teens will often neglect schoolwork and other aspects of their daily lives when they become immersed in these games. The American Medical Association has identified “video game overuse” as ‘behaviour’.
One of the oldest and most validated theories suggests that gaming may be one of the most efficient and effective method that allows children and teens to improve their mood and increase their positive emotions (Granic et al).
To begin, video games can be used a way to escape the reality when times are hard for someone. In the article, “Playing video games is good for your brain” by Mark Griffiths, a Washington Post journalist, states an example on how video games can be used as a way to forget about what’s going on in the real world. For example, when Mark says, “Because video games can be so engaging, they can also be used therapeutically.” (Mark). In other words, video games can be used as a way to get your mind off of things during bad times. Another example is when Mark says, ”In another experiment, they trained gamers who had little previous experience of playing action games, giving them 50 hours practice. It was shown that these gamers performed much better on perceptual tasks than they had prior to their training.” (Mark). To clarify, multiple experiments were used to
Kutner and Olson also report on interviews with kids. One respondent said that he plays video games because he wants to see something that will hopefully never happen to him—experience it without actually being there (Kutner and Olson, 2008, 116). Some other kids said that they played M-rated games with groups of friends, and further research showed that M-gamers were more likely to play games in social settings or with more friends in the room (Kutner and Olson, 2008, 130). Other research shows that video games are a good tool for bringing people together—especially new kids, shy kids, or mentally disabled kids (Kutner and Olson, 2008, 132-134). This book does a good job of describing the effects of video games on lots of different kinds of kids—from different regions, different races, depressed kids, both genders, and mentally disabled kids (Kutner and Olson, 2008, 134).
For some, play appears to be a child-specific occurrence associated with the healthy development of a child. However, when it becomes a therapeutic tool, there is limited exposure to fall on. Thus, we are wondering how therapeutic play works in the professional setting. Christina Brown in her discussion of how play is the innate mechanism of expression and communication of a developing child address not only benefits of play, but specific cases where play was the therapeutic tool that overturned positive treatment outcomes. Moreover, this is not play therapy. The cases she provided were not performed in a psychological setting or to render specific psychological benefits. In fact, the cases she uses to bolster her claims demonstrate the therapeutic
Each game is designed to focus on specific goals and objectives and is designed to be a therapeutic tool when used with the discussion prompts or with a learning based discussion during and after each game. In general, a discussion helps people understand better what it is that they are doing and what it is that needs to change. Moreover, each game in the book is designed to give the participants an opportunity to share their thoughts and feelings in a non-threatening way. Also, each game gives individuals the chance to practice improving their behaviors during the course of the game and to learn new skills that can be taken and applied to the real
Griffiths makes an emotional appeal by relaying the actual effects on the gamers to the reader. Some research has suggested negative effects from video gaming. Furthermore, a 2012 study conducted by Chiawen Lee, Kirk Damon Aiken, & Huang Chia Hung, concluded, “high-usage gamers have lower levels of self-reported consistency and stability in their lives,” which contradicts Griffiths’ findingss on the health of effects of video gaming. Furthermore, a study that looked at the effect of video games on couples discovered a positive correlation between the time men spend gaming, and the amount of time arguing as a couple. Interestingly, Griffiths seldom mentions the negative health effects of gaming. Griffiths preaches the positive health effects of video gaming by claiming, “[video games] have very positive health effects on people’s lives,” and reinforces this by harping on the psychological benefits of increased self-esteem, lowered stress, and heightened experimentation. The mention of a multitude of positive health benefits, by a reputable source, is intended to emotionally persuade parents on the advantageous effects that video gaming can have on their
People are interested in the potential for video game addiction in children and young people. In the article “Addiction to Video Gaming Is a Problem,” reporter Jennifer Seter Wagner highlights the growing concerns among parents and mental health professionals about the potentially addictive qualities of computer and video games. She cites an Iowa State University study that indicates that 8.5 percent of teen gamers can be considered addicted. The viewpoint also cautions parents to be aware of a number of behaviors that may be warning signs of addiction. Wagner contends that although gaming addiction is not currently recognized by the American Psychiatric Association as a mental disorder, it falls under a broader category of “behavioral addictions.” On August 3, 2005, a young South Korea man in his twenties named Lee Seung Seop played a video game, StarCraft, at an Internet coffee shop for almost fifty hours, with only minimal breaks to eat or sleep. His friends found him on the third day suffering from exhaustion and dehydration. He soon collapsed, was taken to the hospital, and died, presumably of heart failure. His friends said he was addicted to gaming and had recently been fired from his job because he had missed work in order to play games. Lee is an extreme example, illustrating the dangers of excessive video gaming. Playing violent video games is like a drug. Once the child reaches a certain level of violence and becomes bored, what is known physiologically as