Digital Fantastic: Video Games are not Your Therapy

But they can be!

*Content warning: Trauma, PTSD, Therapy *

My publication in Mapping the Impossible is a recent edit of the dissertation I completed for my Fantasy MLitt. The original title was Of Heroes and Heartbreak: The Therapeutic Function of Fantasy in Video Games. The premise included an argument which advocated for video games as a therapeutic experience. My new article makes no such claims, instead focusing on how one particular game (Ni No Kuni: Wrath of the White Witch) deploys literalised psychoanalytic metaphor in the form of Fantasy, in a way that makes emotional processing easier to understand (if you’d like more information, find the article here).

The best thing about writing my article was using Mr Drippy’s name in an academic context.

When I was a vice-editor for Press Start I always used to tell people who submitted to us (in nicer terms) that you can’t just recycle your coursework for publication, you have to actually DO SHIT to it. And, like the icon, the mentor, the PARAGON of the academic community wot I am (jk jk) I practised what I preach and DID SHIT to my own paper before submitting it to the journal. This post revisits the academic and personal processes that led to my original argument, before explaining why I have since changed it.

Editing the article, which included extensive studying of my prior draft, made me consider whether video games are therapeutic, which raised further questions as to what the term ‘therapeutic’ actually means and how I arrived at describing video games in this manner.

Are Video Games Therapeutic?

To answer this question, first we need a functional definition to work from. The term therapeutic means something different depending on who is using it. I’m going to keep it simple and include a couple of common functional definitions, then compare these with a working definition I used in my original dissertation.

The colloquial definition, as written in the Cambridge Dictionary is ‘causing someone to feel happier and more relaxed or to be more healthy’ with the example: ‘I find gardening very therapeutic’. By this definition then, anything, including video games, can be therapeutic. 

According to the most reliable and academic source on the internet, Google, therapeutic also means ‘relating to the healing of disease’ and a ‘treatment, therapy, or drug’.

There are arguments that games are therapeutic in relation to both understandings of this word. People find that games might chill them out and have escapist qualities that help them cope with challenging situations such as the COVID-19 pandemic, or they may provide parasocial interaction which can help cope with loneliness.

Furthermore, there have also been advancements regarding the use of both serious and entertainment video games for therapy with practitioners such as Kourosh Dini (amongst others) using them as a means to talk through emotional problems with patients, and even simple games such as Tetris have  been used to prevent post-traumatic stress symptoms.

In my dissertation, I took a psychoanalytic approach. I looked at Fantasy imagery using writers such as Ursula K. Le Guin, who describes Fantasy as ‘the ‘language of the inner self’.  I argued that video games give us direct access to these unconscious processes by literalising them (as magic, monsters etc) which presents them in a form that allows players to interact with them. I argued that playing video games could offer players catharsis without abreaction via the metaphorical processing of similar emotions as a part of gameplay. I wondered if literally mending broken hearts in a video game might help heal players’ own broken hearts figuratively.

What I proposed was that by allowing interaction with literalised metaphors of affect, video games could allow for the same release of emotion as therapy (catharsis), without the requirement of reliving the traumatic memory attached to it (abreaction). I think what I was suggesting was that video games could do psychological therapy on players, in a way that felt therapeutic in the colloquial sense.

The dissertation did pretty well, so maybe some of my ideas have legs, but they were so intricately woven from the fuckery I was experiencing at the time, that my argumentation was rather tainted by my personal perspective.

Editing your writing is editing your perception

The change in my argument signals a progression in both my academic and personal journey. I didn’t realise it until I started typing this very sentence, but my new argument – that analysing Fantasy imagery in video games can help us better understand emotional processing – was exactly what I was doing during my MLitt dissertation without knowing it.

You see, that was the year I realised I had dissociative amnesia and started to experience the symptoms that accompany the resurfacing of repressed memories. I had no idea what was going on. I had experienced flashbacks and nightmares before, without knowing what they were, but during my research they amped up. At the time, I hadn’t quite realised what had triggered this; I didn’t properly connect my personal experiences to my research until well after I had submitted my work – describing the experience in a blog I wrote a little while after. It’s obvious now that reading about psychoanalysis and trauma theory had triggered partial abreaction, meaning that I had to navigate reliving my trauma and writing a dissertation at the same time.

LOVE THAT FOR ME 🙃.

I only figured out what was going on after reading @thalstral’s thread about dissociative amnesia  on academic twitter, which gave me insight into both what was happening to me and how my research was connected. Looking back, I’ve realised that playing video games, and analysing them, did the opposite of what I’d claimed: it caused me to experience partial abreaction without any catharsis attached to it. Video games were therapeutic for me, but not the good, thorough kind of therapy that helps you cope with things – what happened to me was like going to a crappy therapist who gets you to rip your heart out and show it to them, without taking the time to sew you up again.

So, are video games therapeutic???

Well, it depends.

I don’t want people to read this post and come to the conclusion that both games, and the study of them are ‘bad actually’. Like every game studies academic I have written numerous ‘apology paragraphs’ explaining that GAMES AREN’T BAD. So I must make it explicit that my PTSD symptoms are not the fault of video games.

Video games have the capability to provide a therapeutic experience in a colloquial sense – all us ‘gamers’ use them to change our moods or experience some kind of release. Entertainment video games have also been used by professionals to provide therapy in a psychological sense, and serious games such as Sparx and Apart of Me have been designed for this very purpose. Video games do have therapeutic potential.

Apart of me is a game designed to help people cope with loss.

The way my gameplay and analysis does benefit me, is by helping me to understand emotional processing in a way I hadn’t before, which facilitated a lot of growth. I’m doing SO much better than when I wrote that first unfortunate blog post, and I owe a small part of that to my research which has become a record of my journey.  

Perhaps then, my contribution can provide insight into how games can be therapeutic, rather than labelling them as inherently being so. What I’d like to argue is that understanding games, like understanding any form of art, can aid in the cultivation of emotional literacy which can be used to benefit mental health.

References

See links in text and go read my article ‘Of Heroes and Heartbreak: Digital Fantasy and Metaphors of Affect in Ni No Kuni: Wrath of the White Witch‘ in Mapping the Impossible.

Acknowledgements

Thank you to my dear friend Michael Deerwater for helping me edit this post!

I love what you mean to me: On Disco Elysium, Romance and Codependency

Content warning: The following post discusses trauma, BPD, CPTSD and codependency from the POV of lived experience. It also contains *spoilers* throughout, and may not make much sense unless you have experienced the game prior to reading.

“I’m so fucking normal right now.”

Disco Elysium

Play whilst reading.

Our bodies remember what our conscious minds try to forget. Memories, the specifics, can be erased, but emotions cannot. They are immutable. They become woven into the very fibre of our beings and influence our behaviour in ways we don’t understand. There is no erasure – the best-case scenario is rehabilitation; the worst is the pale.

This, in academia, is what we call ‘a big mood’.

Raphaël Ambrosius Costeau Tequila Sunset Harrier Du Bois drinks to forget, but in the process loses himself.  His memories are gone, but the emotions remain – formless, contextless. Harry is a man deeply shaped by trauma, and his relationship with his ‘ex-something (?)’ became a casualty of this trauma, a casualty that was one too many.

The game is punctuated by dreams and vague recollections, in which Harry’s faculties battle to repress his memories. Towards the end of the game, the repression fails, and Harry is finally allowed to remember – to connect the emotions he has been feeling, to his memories of what caused them.

Is there ever an appropriate outfit to get dumped in?

In the final dream of the game, Harry confronts his ‘ex’, Dolores Dei – an innocence, or “a sacred human being”. But, of course, this isn’t Harry’s ex. This is an overdetermined image amalgamating the divine Dolores Dei, with Dora Ingerlund – his ex-fiancée. Harry’s idealisation may have reached pathological extremes, but idealisation is fairly common in romantic relationships, which may start with infatuation based on what we assume we know about a person, before a connection based on mutual understanding deepens over time and, if nurtured, matures into something we might call ‘love’. 

Harry and Dora met when Dora was young. He was her first love, and he feels like she will be his last. From what we can deduce, it was a long-term relationship fraught with turbulence, partially due to Harry’s trauma-induced mental health problems. Harry was repeatedly traumatised by the violent and intense nature of his work, but the way that it consumes him suggests that his sense of self was fragile to begin with. Many people who have experienced trauma, and have BPD or CPTSD, cope by trying to find a sense of self external to them: in their work, for example. But to find oneself in something, is to make oneself contingent upon that external thing, which can further increase one’s susceptibility to re-traumatisation when those things go away.

Sometimes, it doesn’t matter which options we pick.

In a moment of reflexivity, the game acknowledges that Harry has been defined by his role as a detective and has lost the ability to communicate in a private, interpersonal setting. His speech patterns are subsumed by questions and lists which have become his second nature: effective for a detective, but not a sensitive way to navigate intimacy. These lists remind me of a tendency I have to overthink every social interaction – the desire to exhaust all options to obtain the best possible outcome and avoid the negative consequences I’ve experienced for saying the wrong thing to the wrong person at the wrong time. These dialogue trees literalise a form of control taken by people who have, at one point, had all control taken away from them. We may not speak in lists, but many of us think in them.

We do not know whether it was the work that traumatized Harry, or if he was more susceptible to re-traumatisation due to a personal history of mental illness and/or pre-existing trauma. What we do know, is that Dora spent much of her time witnessing his decline, tending to his feelings, and deteriorating as a result. Their relationship became co-dependent: for a while, neither felt like they could live without the other.

Did Harry and Dora love each other?

I have heard this, in other words.

As far as we know, Dora loved Harry in the best way she could. Harry loved what Dora meant to him – he loved Dolores Dei. What Dolores Dei signifies is a transcendent experience: the promise of salvation that does not exist. Harry sought to lose himself in the prestige of his job, in music, in substance abuse and in his relationship. Oxytocin is a hell of a drug, but love is not a transcendent experience. Love is human, messy, imperfect and full of pain – as are the people we share it with.

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Co-dependence can look like love, and feel like love, but it’s not love.  

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When we idealise people, it is in the hope that we can love in a way that transcends our past experiences. We want to become someone new. We make new selves, contingent on our entanglement with another. We ask too much, we invest too much, and then when the relationship dies, it feels like a part of us dies with it. We mourn people who are still alive and treat them like ghosts so we can try and move on. It is because we never truly knew them; we loved an ideal, and that is what is dead.

At the end of the interaction, Dora tells Harry about her new life and the wonderful things and people who are a part of it. Harry, who has finally remembered that which he was striving to forget, is left at a crossroads. Either he will confront and process the memory and finally move on, or repress the dream and be doomed to repeat it night after night.

We do not know if Harry experiences the dream again: will Harry’s shrine to the immortal and perfect Dolores Dei forever reside within his heart, preventing him from loving in a functional way? Or, will he acknowledge Dora as a human being? In doing so, perhaps he would finally be able to process the memory of a relationship that was important, but one that was flawed enough to allow him the space to let go.

Perhaps there is hope. What we must remember is that we never truly met Dora, only Harry’s version of her. In this version of Harry’s dream, Dora is happy and moves on. She also tells him that he, will indeed, be happy again. This is reassuring when we remember that when Harry speaks to Dolores Dei, he’s never really speaking with Dora… he is, and always has been, in conversation with himself.

Other cool Disco Elysium Content:

A Brief Etymology of Disco Elysium by Francis Butterworth-Parr

First Person Podcast Episode 48: Disco Elysium The Final Cut feat. Kacper Szozda, Andrew Bailey, Francis Parr, and Patrick Dolan