I've always believed in the profound impact of play in therapy. The beauty of play therapy lies in its simplicity and effectiveness. It’s a specialized form of therapy that allows children to express themselves, process emotions, and resolve psychological challenges through play. The activities, whether they involve toys, games, or art materials, provide a natural and comfortable medium for clients to communicate their inner world.
I remember a session with a young boy, who I'll call Alex, who was struggling with anxiety and self-expression. We introduced a board game during our sessions, which became a gateway for him to open up. The game's rules and objectives provided structure, yet within that structure, Alex found the freedom to express his feelings and fears. As he focused on the game, his guard dropped, revealing insights into his emotions and thoughts that he couldn’t articulate in words.
This experience aligns with the core principles of play therapy. Through games, children like Alex can freely express their thoughts and feelings. It's fascinating how a simple game can serve as a mirror reflecting a child's emotional state, aiding in emotional expression and regulation. Playing games also enhances children’s communication skills, as they often use symbols and actions within the game to convey their feelings.
The digital era has brought an interesting twist to play therapy - gamification. With 97% of American youth playing video games [1], counselors have a unique opportunity to engage with clients using a medium they're familiar with. Video games in a mental health setting, such as cognitive-behavioral therapy (CBT)-based games, can challenge users to progress past milestones while providing therapeutic benefits.
A notable example is SPARX, a video game designed to decrease depression in children [2]. This game combines adventure, quests, and puzzles to teach skills for managing mental health. It has proven effective, showing a greater reduction in depression levels compared to traditional face-to-face treatment.
Moreover, simpler options like the mobile game PersonalZen, developed by Hunter College and City University of New York, have shown promising results in reducing anxiety and stress in adults [3]. The game's design, involving tracing a burrowing avatar’s path in a soothing environment, exemplifies how play therapy can be adapted to digital formats for various mental health needs.
Play therapy, whether through traditional or digital games, offers an invaluable tool in counseling. It bridges the gap between therapy and a person's world, making mental health care more accessible and effective. As George Bernard Shaw said, “We don’t stop playing because we grow old; we grow old because we stop playing.” Let's keep the spirit of play alive in therapy, unlocking the potential for healing and growth.
References
American Psychological Association. (2019). Games with impact. Retrieved from https://www.apa.org/monitor/2019/09/games-impact#:~:text=According%20to%20a%202008%20report,4500%2C%202008
Crecente, B. (2012). SPARX, the video game for depressed teens, works as well as counseling: Study. Polygon. Retrieved from https://www.polygon.com/gaming/2012/5/7/3004286/sparx-depression
Arcade Therapeutics. (n.d.). StarStarter Rx. Retrieved from https://arcadetherapeutics.com/starstarter-rx/