WWHWI – April 30 Checkpoint

Today, I got the chance to present my project in a supergroup tutorial, this is a nice change that allowed me to learn about the work of my peers who I hadn’t had the opportunity to hear from before.

As stated in my previous entry, my project has taken a new direction, one that feels more personal and true to my own experiences. I introduced my question to the supergroup: “How can social confidence be improved in underconfident-individuals through non-clinical, engaging methods?” I spoke about the potential of gamification in social skill development, backed by several recent studies published between 2022 and 2024. However, these papers, such as the one by Bean (2023), pointed out that while role-playing games (RPGs) offer a therapeutic framework, their effectiveness relies on a therapist to design specific in-game scenarios. Here, I see an opportunity: what if I could develop a game that provides the means for social skills practice without needing clinical (therapist) involvement? This could fill the gap between potential and practice, making it more accessible for individuals to engage with and benefit from.

Today’s tutorial feedback pointed out the broadness of the term “underconfident-individuals” within my question. Upon hearing this, I immediately thought about narrowing down the target group to “online gamers.” Fortunately, I quickly caught myself leaning towards a stereotype. Despite being a gamer myself, I still catch myself making these kinds of assumptions at times, my brain wasn’t braining properly at that moment. Research from my previous pop-up intervention project indicates that the common stereotype of gamers as young, male, and socially inept is increasingly outdated (Wellings 2010). I realized it’s important to specify my target audience to avoid broad generalizations and not to inadvertently reinforce stereotypes associated with gamers. Not all gamers fit the shy, introverted profile, and my project should not lazily fall into this misconception. Instead, I’m going to hone in on gamers who, like some friends I know, are shy or less confident in offline social interactions.

A classmate who also identifies as a gamer approached me during the break, expressing interest in this project due to his/her own struggles with speaking confidently in a formal public setting. I think I may have found my first stakeholder!? It’s encouraging to know that there are people who can directly relate to the project’s goals. I will definitely be having more conversations with this classmate as I flesh out my initial idea and refine my question.

References

Bean, A. and Connell, M., 2023. The Rise of the Use of TTRPGs and RPGs in Therapeutic Endeavors. Journal of Psychology and Psychotherapy Research, [e-journal] 10, pp.1-12.

Wellings, E.H., 2010. The Negative Stereotypes of Online Gamers and Their Communication Consequences.

WWHWI – Changing Direction

Today, after a one-on-on tutorial session with Jasminka, I’ve decided to pivot my project towards a topic that resonates more deeply with my – leveraging gaming elements for character building, identity exploration, and aiding those with social anxieties, like myself during my younger years. My experiences with video games, particularly with “The Sims,” where I crafted a socially charming character, showed me the potential of games to serve as a rehearsal space for real-life interactions. This helped me with my insecurities and social anxieties subtly, giving me a sandbox for social exploration.

During the discussion, I shared insights from a study on table-top roleplaying games, specifically “Dungeons and Dragons,” which highlighted the social benefits of engaging deeply with character roles. Jasminka appreciated the relevance of this study but also prompted me to consider how my project might differentiate from existing roleplaying therapies, which are typically at a professional therapeutic level. I think maybe something that is specifically focused on character development and identity exploration for those not in need to clinical intervention? Something that can offer a sandbox environment for social rehearsals? A low-stakes environment for individuals to experiment with their identities and social strategies? These are just my raw thoughts, I’m still early in and I need to refine this idea more, and I need to dive deeper into research.

The Therapeutic Potential of Video Games for Neurodivergent Individuals

Introduction

My journey into this project began with a question that seemed simple but was laden with complexities: Can video games be more than an entertainment? This question guided me through my project, “The Therapeutic Potential of Video Games for Neurodivergent Individuals,” where I explored the potential of video games’ potential as therapeutic tools, especially for those who see the world differently – the neurodivergent individuals.

The seed for this project was sown during the previous pop-up intervention showcase I did, titled “Video Games and Violence,” where I aimed to challenge the pervasive myth linking video games with aggressive behavior. I’ve received feedback that broadened my views. There is so much more I can do than just disproving a myth, what if I could uncover the untold positive impacts of gaming? This was a pivotal moment in my process, pushing me towards a more impactful inquiry: How can video games serve as a bridge to understanding, empathy, and healing?

Driven by a blend of curiosity and a desire to contribute to a more inclusive conversation around video games, I started on this project. It was an opportunity to dive deep into the therapeutic possibilities hidden within the pixels and narratives of video games, it’s an opportunity for me to shine a light on their capacity to foster connections, enhance cognitive functions, and offer a comforting refuge for neurodivergent minds. My aim is to not only add a new layer to the discourse on video games but also to challenge stereotypes, encouraging a shift in perspective.

Background Research

My understanding on video games’ role beyond mere entertainment began with a piece by Colder Carras et al. (2020). Their research, suggesting that off-the-shelf video games’ potential in preventive and therapeutic medicine, served as an anchor for my inquiry. It wasn’t just the games themselves but the possibility they represented: a bridge to therapeutic landscapes ini digital gaming spaces.The narrative unfolded further with Meinen’s contributions (2021, 2023), offering a lens to view video games as empathetic tools that allow players to inhabit the experiences of neurodivergent individuals. These insights provided a glimpse into how games could facilitate a deeper understanding and empathy by simulating neurodivergent experiences from a first-person perspective. Meinen’s work highlighted the shift from passive observation to active engagement with neurodiversity, inviting a participatory form of understanding that goes beyond just watching from the outside.

Building on this foundation, the practical application of video games in therapeutic contexts is vividly described by Franco (2016), who provided a compelling case study of video game based group therapy. Franco detailed how “a group of researchers conducted weekly 1-hour video game based group therapy sessions over six months, finding that this approach significantly improved self-awareness, social skills, and behaviors in individuals with traumatic bran injuries (TBI).” This example highlights the tangible benefits that video games can offer in therapeutic settings, bridging the gap between theoretical potential and real-world application.

The concept of ‘serious games’ introduced by Vacca et al. (2023) expanded the therapeutic toolbox available for addressing neurodevelopmental disorders. Their findings revealed how these games, designed with specific educational, training, or health improvement goals, have been effectively employed to support children with various cognitive disabilities. This revelation showcased video games’ capacity to cater to a broad spectrum of therapeutic needs.

The academic journal by Griffiths et al. (2012) sparked considerable interest for my research. Their comprehensive exploration into video games’ therapeutic applications really added to my understanding of how these digital platforms could extend far beyond entertainment. Griffiths and his colleagues highlighted the vast applications of video games in therapy, from cognitive rehabilitation and social skills development to addressing specific psychological challenges like anxiety and attention deficit disorders. One important quote, “Video games have been used as a form of physiotherapy, occupational therapy, and cognitive rehabilitation, demonstrating considerable success when designed to address a specific problem or to teach a certain skill,” showcased the broad scope of video games in therapeutic contexts.This was not just about the therapeutic potential of video games but about their demonstrated success across diverse patient populations – from children with health conditions to the elderly – showing the versatility of video games as therapeutic instruments.

What truly excited me about this literature review was the realization that this field is still in its infancy. The recent contributions like those from Colder Carras et al. (2020) and Meinen (2021, 2023) highlights just how fresh a lot of these findings are. This realization really showed the vast potential that lies ahead in this field.

Stakeholder Engagement

One of the most significant part of my research was my interview with Alex Roland, the founder of the Association for Neurodiversity in Video Games (ANVG). This conversation was invaluable, offering deep insights into the current landscape of utilizing video games as therapeutic tools and the potential for future developments.Before reaching out to Alex, I ensured to establish informed consent, detailing the project and the interview’s scope, purpose, and how his insights could contribute to the broader narrative of my research. This step was about respecting Alex’s autonomy and creating a space founded in mutual respect and understanding.

Alex’s journey into advocating for neurodiversity in gaming was sparked by a mission in “Red Dead Redemption 2.” He shared how the game’s default to violence in a scenario involving a neurodivergent character didn’t sit right with him. This moment wasn’t just about the game, it highlighted a broader issue: the gaming industry’s missed opportunities for empathy and inclusivity through more thoughtful narratives. Our conversation got real when Alex opened up about the hurdles he faces in pushing for more inclusivity in video games. It’s not just about having good ideas; getting the industry to listen and act on feedback related to neurodiversity is a whole other battle. His experience painted a picture of an industry that is stuck in its ways, not fully open to embracing inclusivity beyond tokenistic gestures.

One of the most eye-opening parts of our talk was hearing about the unexpected skills and strengths that come out when neurodivergent individuals engage with video games. It’s not just about playing; it’s about the social connections, strategic thinking, and teamwork that games can encourage. This was a refreshing counter to the usual gaming stereotypes, suggesting a potential for games as tools for learning and therapy. Alex doesn’t just see video games as entertainment; he believes in their power to make real differences in mental health, education, and helping people connect. This expanded my thinking about the topic. It’s clear that if games are designed with neurodiversity in mind, they could really shake up therapeutic practices.

Narrative and Impact

The narrative I aim to unfold in my pitch is clear: video games possess untapped potential as therapeutic tools for neurodivergent individuals. This wasn’t just a hypothesis formed solely based on academic papers, it was shaped by real stories, challenges, and insights, particularly those shared by Alex from the Association for Neurodiversity in Video Games (ANVG).

The core of my presentation was not just to highlight the intersection of video games and neurodiversity but to tell a story of possibility. Alex’s journey highlighted the positive impact video games can bring to the table and the need for the gaming industry to be more thoughtful in how it portrays neurodivergence. His experience adds a compelling layer to the narrative, demonstrating how games could cultivate empathy and understanding in the public eye. Moreover, it showcased how neurodiverse individuals could develop valuable, transferable life skills, such as social connection, teamwork, and strategic planning.

The impact I hope to achieve is twofold. First, to reveal the potential benefits of video games for neurodivergent individuals – from enhancing social skills to offering new educational pathways. Second, to challenge and reshape the prevailing narrative surrounding video games within both society and the gaming industry. The industry’s tokenistic approach to neurodiversity, contrasted with the untapped skills and abilities that gaming can unlock in neurodivergent individuals, provides concrete examples of the current shortcomings and possible future benefits.

References

Colder Carras, M., et al., (2020). ‘Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime’. Frontiers in Psychiatry, 8(300).

Franco, G.E., (2016). ‘Video Games and Therapy: A Narrative Review of Recent Publication and Application to Treatment’. Frontiers in Psychology, 7:1085. DOI: 10.3389/fpsyg.2016.01085

Griffiths, M.D.,et al., (2012). ‘Video Games as Therapy: A Review of the Medical and Psychological Literature’. In: Cruz-Cunha, M.M., Miranda, I.M., and Gonçalves, P., eds., Handbook of Research on ICTs for Healthcare and Social Services: Developments and Applications, IGI Global, pp.43-68.

Meinen, L., (2021). ‘Experiences of Neurodivergent People When Playing an Educational Video Game About Their Own Diagnosis’. Journal of Autism and Developmental Disorders.

Meinen, L., (2023). ‘Share the Experience, Don’t Take it: Toward Attunement With Neurodiversity in Video Games’. Games and Culture, 18(2). DOI:10.1177/15554120221149538.

Vacca, R.A., et al., (2023). ‘Serious Games in the New Era of Digital-Health Interventions: A Narrative Review of Their Therapeutic Applications to Manage Neurobehavior in Neurodevelopmental Disorders’. Neuroscience and Biobehavioral Reviews.

Interview with Alex Roland, Founder of the Association for Neurodiversity in Video Games

As part of the EPP project, I reached out to the Association for Neurodiversity in Video Games (ANVG), an organization based in the UK, which focuses on helping gaming companies embrace neurodiversity in video game development and content. In addition, ANVG also actively utilizes video games as a means to engage directly with neurodivergent individuals. Their approach not only aims to transform cultural perceptions on video games but also leverages the unique attributes of video games as therapeutic tools to engage with neurodivergent individuals. This direct application of video games for neurodivergent engagement resonates with the core of my research, exploring the benefits of gaming beyond its entertainment value. Securing an interview with Alex Roland, the founder of ANVG, offered an invaluable opportunity to dive deeper into these practices.

Initial Email Correspondence to the Association of Neurodiversity in Video Games
(Click to Enlarge)
How a Gaming Experience Sparked the Founding of ANVG

Alex’s experience with a game Red Dead Redemption 2 is what really got him started on this path. The game, celebrated for its vivid portrayal of the American Wild West and the complex narratives surrounding the story and its characters, inadvertently presented a troubling moment for Alex. In a particular mission, he was tasked with recapturing escapees from a traveling circus, one of whom is portrayed with characteristics suggesting neurodivergence. The game’s approach, which forces players to resort to using violence as a means to resolve this encounter, struck Alex as a huge oversight. The default to violence in this context not only reinforces negative stereotypes but also missed an opportunity to foster empathy and understanding among players. It reflects a broader need for developers to engage more thoughtfully with experiences and narratives like this. A more thoughtful approach could have offered players an alternative, non-violent resolution to the encounter, such as through dialogue or peaceful interaction, or even helping the neurodivergent escapee runaway. Many contemporary games already present options for conflict resolution beyond violence, so this is not something new to the industry. To Alex, this is a missed opportunity for promoting understanding and empathy within the gaming experience.

Navigating Challenges and Misconceptions

One of the most enlightening parts of my conversation with Alex was his candid discussion on the significant challenges faced in getting the gaming industry to listen and incorporate feedback related to neurodiversity. Despite the potential of video games to serve as therapeutic tools, a lot of the industry’s approach towards neurodiversity is very tokenistic. Alex outlined how even the simplest tasks of advocating for more inclusive practices can fall on deaf ears.

Uncovering Hidden Skills

I found Alex’s recounting of the surprising skills and competencies that neurodivergent individuals demonstrate in gaming sessions led by support workers quite interesting. It wasn’t just about the gaming prowess they exhibited but the underlying skills like strategic planning, teamwork, and situational analysis that the games brought out of these individuals. The idea that games could be a medium through which neurodivergent individuals not only engage socially but also develop and showcase valuable life skills is a compelling narrative that challenges prevailing stereotypes about gaming. This has shown that video games has the potential of becoming tools for engagement, education, and therapeutic support for neurodivergent individuals.

The Transformative Potential of Gaming

Alex’s vision for video games as vehicles for therapeutic intervention, particularly in mental health, education, and socialization, expanded my views on this topic. This insight into the potential of video games to serve broader societal functions beyond entertainment offers a new dimension to my project. It propels my investigation towards exploring how games can be deliberately designed or selected to support neurodivergent individuals, potentially revolutionizing therapeutic practices and interventions.

Full Meeting Notes

https://docs.google.com/document/d/1Mx-My1U5ANCdLKva0sFV2bErwLTRMiXbqS2JOK0RagU/edit?usp=sharing