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.