What Do Gamers & Social Workers Have In Common?

The Dutch cultural theorist and early scholar of ludic studies Johan Huizinga took play very seriously.  Gamers and Social Workers alike would have loved Johan–he spoke out against Nazism and German influence on Dutch Science in 1942 at a lecture he gave.  This was not the first time he had done so.  As early as 1935 he had grown alarmed at the rise of fascism and written, “We live in a demened world, and we know it.”  By 1942, his speaking truth to power had finally gone too far in Nazi estimations, and he was imprisoned, then detained, by the Nazis in the village of De Steeg.  He died there 3 years later.

It was during these final years of his life that he refined and wrote his book, Homo Ludens, which translates to “Man the Player.”  In this book he explored the serious nature of play as a cultural phenomenon present in art, war, and politics.

Huizinga determined that play has 5 essential elements, to which I add examples as appropriate to gaming and/or social work:

  1. Play is free, is in fact freedom. When we are playing, we are not doing it for any other reason than that we want to.  Play to be play must be a voluntary activity that we initiate or accept the invitation to enter into ourselves.  In that regard you could say that play is always an assertion of the self, and free will.  We gamers choose to spend our time gaming, choose one game over the other.  This is why gaming as play does not adhere to the slavish concept of addiction.
  2. Play is not “ordinary” or “real” life. What makes play so much fun, and so important is specifically that is isn’t bounded by the realities of daily living.  It is pretend, and extraordinary, and it allows us to escape real life.  But this is exactly why gamers and other people who play aren’t psychotic.  We may talk about the games we play to lengths that bore or disturb others, but we know that games are apart from real life.  That’s what makes them fun!  I may hurl arcane energy at a dragon in WoW, but I am aware (albeit sadly at times) that if I ever encounter a dragon in real life I will not be able to summon magic at my whim to destroy it.  And that is why Second Life is not called First Life.  For play to be play, we have to know we are taking ourselves out of the real world to participate in something else.
  3. Play is distinct from “ordinary” life both as to locality and duration. When I get ready to play WoW,  I sit down or stand at my computer; but when I play I am in Azeroth.  Whether it is chess, poker or a video game, the play experience takes place in another time and space, and it has a beginning and an end.  Even MMORPGs, which push the last quality in some ways, have an end for individual players, when we cease participating in the game world for the time being and resume the activities of daily living that await us in the real world.
  4. Play creates order, is order. Play demands order absolute and supreme. By this Huizinga meant that for play to work it needs to have rules as well as time and space boundaries.  We all know how to play Hide and Seek, the next time you play it try being the “Seeker” and go hide along with everyone else; or come out of hiding and start chasing the Seeker.  Bizarre and funny, but the game won’t be Hide and Seek anymore–Tag, maybe, but then we’ll know that something has fundamentally changed.  And in World of Warcraft everyone needs the same amount of experience points to get to level 80, and we expect the griffin flight paths to always stop in the same places.  Wizards will never wear plate mail and hunters can’t teleport.  That’s just the way things are, that’s the order of things.
  5. Play is connected with no material interest, and no profit can be gained from it. Ask any gold farmer around the world, and they will tell you that there is a big difference between playing WoW and logging in to the game to make and then sell money.  Gold selling can’t even happen entirely in-game, and Blizzard bans it for good reason.  It’s cheating, not serious play.  The loot items that I “get” in the game aren’t things I can profit from in the real world.  I can’t take my Corp’rethar Ceremonial Crown with me when I leave the game, which is why I would be so useless if a dragon shows up in Harvard Square.  And although Second Life has a different approach, allowing you to buy in-world “Lindens” for real-world monies, I’d suggest that the act of buying the Lindens occurs outside the play experience:  Sigmund Steampunk isn’t buying Lindens, Mike is buying Lindens “out here” and sending them to Sigmund “in there.”

So what’s all this got to do with gamers and social workers?  Lots!  Both gamers and social workers value freedom a great deal for starters.  And social workers (I am saying social workers, but this applies to all psychotherapists) understand that therapy, like gaming, is a form of play.  We experience more freedom to explore and express our internal world in therapy.  It happens at a given time and place, even as an online event.  What happens inside the therapy, a la Winnicott’s “Transitional Phenomenon,”  is both alike and different from the “real world.”  And there is order in therapy, some firm rules and limits in terms of what can or should happen in it.

As for the money bit, I would suggest that if we lived in a culture where capitalism was not the norm, the same parts of therapy that are so powerful and rewarding, the play-elements, would still be as powerful.  Another way of looking at this is to ask yourself if you conduct therapy any differently with patients who are on Medicaid than those who are private pay?  I’m not talking about feeling annoyed that you aren’t getting paid well, but the game you play.  Do you only think psychodynamically with your private patients?  Do you change the boundaries when its Medicaid?  Or do you try your best to do what’s best for each patient regardless of the payment?

And as social workers, don’t you advocate for others with the powers that be in ways that are not connected with your material interest?  Take Civil Rights, for example.  The years and years of advocating, protesting and legislating are not something that the social workers involved derived a profit from.  In fact that is what makes our endurance in fighting for social justice so admirable.

This is why many gamers will make excellent social workers, by the way.  Gamers are experts at endurance.  That guy in your office that seems like a “slacker” actually has more in common with you than you think.  He has spent hours trying to down the Lich King–trying and failing, and then trying again.  He has spent hours researching strategies to work as part of a team and not given up.  Jane McGonigal pointed out recently on NPR that majority of time gamers are online, they are failing to accomplish their tasks.  That’s why it is so admirable that they keep at it.   So yes the adolescent you’re sitting with may have grades that are plummeting in school, but don’t blame the games!  Try instead to harness that discipline, focus and stamina by exploring how it shows up in-game, and then how it can be used to change his real life.

And the connection between gaming and social justice isn’t as far-fetched as you may think:  A 2009 Pew presentation from Amanda Lenhart showed that 49% of teen gamers reported seeing people being “hateful, racist or sexist” while playing– which means that they can identify hate, sexism and racism.  What’s more, three-quarters of these kids reported seeing other players regularly respond to such behavior to confront it.  That’s a hell of a lot better than most high schools and college campuses are doing these days!

So gamers and social workers both understand the value and seriousness of play, as an imagined space in therapy or in Azeroth.  Gamers and social workers both understand the value of psychic change and social activism.  And gamers and social workers alike regularly demonstrate hard work and stamina in the face of dragons and fascism.

Johan Huizinga would be proud.

Virtual Worlds, Real Feelings

When psychotherapists begin working with gamers and exploring their in-world experience, it can be a bit overwhelming.  So much new language, trying to imagine virtual worlds that you’ve never seen.  What’s a raid?  Why would someone go on quests?  And aren’t guilds something that artisans used in the Middle Ages to control the market?  I’ve often encouraged therapists to take the time to use the free trial membership on WoW or other games in order to immerse yourself in the virtual world (and hopefully have fun!) for a little while.

But one thing that can get overlooked in the exploration of the technology is the exploration of feelings, and one reason that this gets overlooked is because therapists inadvertently trivialize the experience of feelings experienced in-game or in social media.

Let me give you a real-life, non-game example to start.  I went to Connecticut College with my friend and colleague Susan Giurleo (she’d never say this, but Susan was definitely the more organized one in college 🙂 ) and we went on to live the next two decades with no real contact.  And then Twitter stepped in, and we resumed contact.  When I read her blogs and posts I was happy to discover that we had a lot of similar and overlapping interests.  We made a time to meet for coffee via email, and I was excited and nervous to see her for the first time in a long while.  Those feelings, of happiness, discovery, excitement and nervousness were all real feelings happening in real time to a real person via a virtual world.  We’d reunited virtually and this has had a real and positive emotional impact on me.

You may still be inclined to dismiss the emotional impact of virtual worlds.  “Sure, Mike, you had real feelings, but Susan was a real person that you have had real face-to-face contact with in the past.”  So let me give you another example.  I recently had the opportunity to email Chris Brogan, and in the course of that mentioned my knowing Susan.  Shortly after that I “heard” them talking about me on Twitter:

from @susangiurleo @chrisbrogan So glad you met my friend, @MikeLICSW ! RT Gamers meet therapy – http://ow.ly/3DT0A

@ chrisbrogan @susangiurleo – yep, loved what he shared. That @MikeLICSW is a nice fellow.

Two lines of Twitter, and as I read them I noticed myself smiling, well actually beaming.  That’s real pleasure I was feeling, from feeling recognized and introduced.  And I’ve never laid eyes on Chris in the virtual world.

So virtual worlds create real feelings, and we need to remember that when working with gamers.

I’ve written before about the face behind the screen but it bears repeating.  Gamers are people, and they have feelings.  Even if the stereotypes were true (and they’re not) that gamers are autistic, people on the spectrum have feelings too.  Gamers get excited when they down a boss, upset when someone says something racist in guild chat, and happy when someone whispers them that they did a good job or tells them a joke.  There is a world of real feelings in those virtual worlds, and we need to pay attention to them.

So do you ask adolescents about their facebook friends as well as their classmates?  Do you ask gamers about how they get along with their guildmates as well as their roomates or partners?  Do you explore their relationship to their raid leaders as well as their parents and other authority figures?  If not, you are missing a whole lot of significant information, and it is only an ask away.  Gamers may be reluctant to talk about their in-world feelings and relationships because of past disinterested receptions, but don’t imagine they don’t have them.

The next time you are checking out Facebook and see an old friend, or read a political post, notice if you are feeling happiness, excitement or anger.

The ask yourself, can I tell the difference between this and a “real” feeling.

Tanks, Trauma and Epic Loot

Therapists working with gamers need to understand many concepts, including the concept of tanking.  In group play like raids and dungeons, it takes a team of players made up of various characters.  One very important role is that of the tank.  The tank is the warrior, paladin, Xena or Conan type who runs up to the big boss and starts smacking it with their sword or axe.  The object of this is not primarily to do damage, but to get the boss mad, or “get aggro,” so that the boss will focus on this player and keep attacking her or him while the rest of the group can hurl fireballs or arrows or what-have-you from a safe distance without having to worry about drawing the boss away.  The tank, being the player that has to take the most damage, usually has plate mail or chain mail or some sort of body armor, which brings us to Epic Loot.

We have discussed loot before in passing, but let me give you more detail.  Much of the loot or rewards you get from defeating bosses is armor or weapons.  The harder the boss the better the loot that drops.  The better the armor you loot, the better “geared” you are.  The armor raises your combat abilities or stats, which gives you more power and allows you to take more damage.  Here are two examples of armor, one low level:

Not a lot of extra points to help you be powerful or take a lot of damage, as compared to epic loot armor:

You don’t have to be a gamer to get the difference between going into battle with Armor with a value of 62 and going with armor with a value of 3817.

I’m explaining all this to you in this level of detail because I want you to be able to use it when you work with gamers who survived childhood trauma in their families.

You see, many trauma survivors as children were living with oversized, overpowered bosses, called abusive parents.  They often had brothers and sisters who were younger and more vulnerable than they were.  They didn’t have anyone to help them, and they didn’t want the abusive parent to hurt any of the other members of their family.

So they tanked.

They pulled the abusive parent first, before the parent could hurt one of their siblings, or their other parent.  They got aggro.  They tried to endure the physical or emotional abuse that the abuser heaped on them.  They tried very hard to endure it, they really did.

But they were undergeared.

Children have 62 armor.  They’re armor is very fragile and doesn’t protect them much.  They haven’t had a chance to go through enough of life to earn more powerful armor.  It just won’t sustain damage from a higher level parent hurling “Comments of Increasing Pain” at their psyches, or casting “Fingers of Dark Intrusion” on their bodies.

This is not necessarily a new metaphor, and although Alice Miller may never have heard of World of Warcraft, I am sure she would know EXACTLY what I am talking about when it comes to tanks, trauma and epic loot.  In her book For Your Own Good she writes:

“An enormous amount can be done to a child in the first two years: he or she can be molded, dominated, taught good habits, scolded, and punished–without any repercussions for the person raising the child and without the child taking revenge.  The child will only overcome the serious consequences of the injustice he has suffered only if he succeeds in defending himself…”

Alice Miller knew how devastating it was to be undergeared.  In her Introduction to that same book she writes, “…Unlike children, we adults… can choose knowledge and awareness over compulsion and fear.”

This then is the goal of the psychotherapist:  We help the patient acquire Epic Loot.  We join them and venture forth into heroic dungeons, and we try, fail, try, fail and try again to face the bosses there.  And through our curiousity and empathy and bearing witness there comes a time when we finally down the boss, and the patient gets better tools for future adventures.  They get to choose knowledge and awareness over compulsion and fear.

And that is Epic Loot.

Want to Change a Behavior AND Feel Heroic? There’s an App for That…

Click to See Looty Goodness!

 

I must confess I am not a big one for New Year’s resolutions. I rationalize this by saying that one should change one’s behavior when insight hits, not wait for a specific date. The truth is, like many of you, I want to avoid change, even if I know it is good for me. But if there is one thing that can motivate me to do something, it is “epic loot.”

In gamer parlance, “loot” is the general term for specific prizes you win in-game by completing a quest or downing a boss. In World of Warcraft the loot is color coded. White labeled loot is “common;” “uncommon” loot is green; “rare loot” is blue; and “epic” loot is purple. Recently we all had to say goodbye to our Epic armor and weapons, because the Cataclysm expansion introduced a higher level and item level. But I digress.

Token economies and reinforcement are nothing new to the field of psychology and the practice of behavioral modification. But now, if you or someone you know is a gamer, there is a way to tap into this love of loot and leveling up in the out-of-game daily life. It is a new App for the iPhone (sorry Droid, you fail!) and it is called Epic Win.  (Thanks to @DorleeM on Twitter for tweeting this to my attention– follow her, she knows stuff.) This fun little app can be programmed with your list of to-dos.  You choose your starting avatar, such as a Dwarf, Warrior Princess, or Skeleton.  Then you enter the tasks you want to do.

You assign each task with a amount of experience points, and when you complete it you see a graphic of your character and a sound effect as you gain the points.  Enough points and you level up, which also brings you loot, and you can see yourself progressing across the map of a Middle-Earth-like world towards your next loot.  Ominous music and drum beats remind you that you are on a quest of great importance.  You can measure your progress in miles as well as points, and the graphics and humor in the App are quite compelling.

To start with I chose two tasks that I wanted help and encouragement with:  blog entries and my weekly run around Fresh Pond.  I picked these because they are also recurring events, and I programmed the App to have them recur weekly and monthly, and to sound a little alarm to remind me to do them.  To see how this would work (and give me some credit to level up!) I backdated my running for this month.  After accomplishing these “quests” I was able to advance to level 2, and I received my first piece of loot, a “Tatty Wooden Chalice.”  Humble beginnings, but it had a funny caption to go with it:  “Yes it leaks, yes you get the occasional lip splinter, but it’s still better than cupping your hands.”  The humor, sound effects and getting a prize all make it easier for me to stay motivated.

You can name your own avatar or the App will assign you one.  I liked the one my Skelly got, and so I am keeping “Calcium Facebone” for the time being.  As I have written previously, we often form attachments to our avatars, and this combined with the achievement of measurable goals and the heroic sense of being on a quest add up to behavior modification with a chance of succeeding.  Calcium and I have already traveled many miles together (140 to be exact,) and collected 190 gold.  And after I post this blog entry, the 100 points I get will porbably bring me to my next piece of loot.

I can’t wait to see what it is.

Players and Characters: A Primer

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Understanding Clients’ Involvement with Role-Playing Games

Today’s blog is a twofer, in a couple of ways.  I wanted to be able to discuss what playing online games like World of Warcraft might mean to patients, and how to approach them clinically.  And I wanted to take the day off.

So I am attaching a two-part article that appeared in the MA NASW Focus Newsletter this September and October.  It is co-written by my colleague Bet MacArthur and myself.  Bet is a very interesting and dynamic clinician, and you can find out more about her here.  Special Thanks to Carol Trust and MA NASW for allowing the reprint and making it available to clinicians outside of the Massachusetts area!  Check out the NASW MA website, even if you can’t go in the Members Only Section there is a lot of good stuff to peruse.

I hope you find these articles helpful, and let me know if you have any questions or thoughts on them.

Understanding Client’s Involvement in Online RPGs Part 1

Understanding Client’s Involvement in RPGs Part 2

What Does Gamer-Affirmative Therapy Mean?

Following Your Blizz

This weekend I am enjoying Blizzcon 2010 in Anaheim, CA.  Blizzcon is the biggest convention for fans of the online games World of Warcraft, Diablo, and Starcraft.  The fact that I am able to go to this as part of my work and recreation is to me a testament to why private practice is worth the work.

I have been playing World of Warcraft since 2006, and in the course of the past 4 years I have met many people in-world who have educated me about who plays, and why.  I have been part of several guilds, and learned about how groups deal with leadership and cooperation.  But most of all I have had tons of fun and stress relief, and found a recreational pastime that is flexible and creative.

Because of my interest in online gaming, I began to think, write and teach about online gaming and psychotherapy.  I was able to do this because I had built a private practice based on creativity and diligence, not fear and rigidity.  I was willing to hold open a space in my practice to work with people who game, and who feel that they want a gamer-affirmative therapist.  I was able to see that for me, trying to wheedle with insurance companies for an extra session was a waste of my time and money.  In the time I had previously spent arguing with insurance companies for 8 more sessions I could write a workshop syllabus that brought in more revenue.  In the process I discovered my niche, psychotherapy and it’s interface with Web 2.0, so that I was able to focus my business and help people find me.

An old creative writing teacher once told me, “What interests you is interesting.” Too often the therapists I consult with approach finding their niche as a chore or a limitation.  My experience has been otherwise, I have found that I still have a generalist practice, which I will always want as part of my business plan; but in addition I have managed to diversify what I do so that all parts of my work become more interesting.  So don’t be afraid of finding your niche, it is ok to have interests and passions, and your entire practice and you will be the better for it.

The other reason that this trip is happening is because I get to be my own boss.  I worked a few hours more over the past few weeks to make some room for the trip, and I have even managed to find ways to mix business with pleasure.  Not only is the trip tax deductible, but I am getting to be on the forward edge of the gaming industry and gamer culture.  And, some of the CA psychotherapists I met via social media over the past several years and I are finally going to get to meet in person, and eat dinner together overlooking the Pacific.  Good times, good colleagues, and things that engage the mind and soul!

So don’t be afraid to follow your bliss, as Joseph Campbell says, but don’t be afraid to do the extra footwork it takes to follow it.  The work is daunting, sometimes tedious, always time consuming:  But the payoff is huge.