Stop Using Games in Therapy (and Start Using Game Mechanics)
- Morganne Crouser, LICSW
- Feb 13
- 3 min read
Many clinicians use games in therapy. Fewer use game mechanics — and that difference is clinical, not semantic.
When we choose games simply because they are engaging, we hope something therapeutic happens. When we understand the structures that make games work, we can intentionally shape emotional, cognitive, and relational experiences. The intervention is no longer the game itself, but the system the game creates.
A game is defined not by its theme or materials, but by its rules — the conditions it creates for interaction. Rules shape behavior by determining what players must tolerate, notice, plan, manage, negotiate, or recover from. Different rule structures reliably evoke different psychological demands, allowing clinicians to match game structure to treatment goals with precision.
Games become powerful clinical tools when we stop treating them as activities and start using them as structured environments designed to produce specific kinds of experience.
Distress Tolerance: Managing Frustration and Setbacks
Some games are built to disrupt progress. They introduce unpredictability, loss, and interference from others. These moments are not problems in therapy — they are opportunities. Mechanics that interrupt success or limit control create repeated experiences of disappointment, blocked goals, and unexpected change. Players must recover, regulate, and continue. The emotional work is embedded in the structure of play.
Mechanics that target distress tolerance:
· “Take That” mechanics — players directly impede each other’s progress, requiring frustration management and recovery from setbacks.
· Roll-and-move systems — outcomes depend on chance, requiring tolerance of limited control.
These mechanics repeatedly create disappointment, loss of progress, and unpredictability—conditions that mirror real-world emotional challenges. When frustration is predictable and contained, regulation becomes teachable.
Executive Functioning: Planning, Sequencing, and Decision-Making
Other game structures require planning, sequencing, and strategic decision-making. Players must organize resources, prioritize actions, and adapt to changing conditions. These mechanics externalize executive functioning. Planning is no longer abstract — it becomes observable behavior. Choices have visible consequences. Strategies can be reflected on together.
Mechanics that target executive functioning:
· Hand management systems — players choose how and when to use limited resources.
· Action point allowance systems — players allocate finite actions strategically.
These mechanics demand prioritization, sequencing, and flexible problem-solving. The game provides scaffolding for skills that are otherwise difficult to teach directly. Instead of telling someone how to plan, the structure requires planning.
Self-Regulation: Monitoring Internal and External Cues
Some games ask players to monitor internal states while responding to rapidly changing external information. They require sustained attention, impulse management, and careful timing. These structures create natural practice in pacing, noticing, waiting, and adjusting. Regulation is not explained — it is experienced.
Mechanics that target self-regulation:
· Simultaneous action selection — players must manage impulse and anticipate outcomes.
· Pattern recognition — players track changing information and respond to emerging patterns.
These systems strengthen attentional control and emotional pacing. The body learns before the mind names.
Interpersonal Skills: Negotiation and Shared Outcomes
Many games also organize how people relate to one another. Some require cooperation. Others require negotiation, influence, or shared decision-making. Players must consider other perspectives, tolerate disagreement, and manage collective outcomes. These interactions create real relational dynamics inside a contained system. Power, collaboration, conflict, and repair all emerge through the rules of the game.
Mechanics that target interpersonal skills:
· Voting systems — players influence shared outcomes.
· Cooperative play — success requires joint problem-solving.
These interactions create real relational dynamics: influence, negotiation, disagreement, and shared responsibility. The game becomes a microcosm of social experience.
The Shift: From Games to Mechanics
When we look closely, these mechanics all do the same essential thing: they shape experience. They structure frustration, require planning, demand attention, and organize how people relate to one another. The rules of a game determine what becomes possible — and what becomes necessary.
This is what makes games uniquely powerful in clinical work. They create contained systems where emotional, cognitive, and relational demands are not incidental, but engineered. The player does not simply talk about coping, planning, regulating, or collaborating. They must do those things to participate.
Yet too often in therapy, games are treated as engagement strategies — ways to build rapport, fill time, or make difficult work more tolerable. When we use games this way, we leave their most powerful feature untouched: their ability to shape behavior through structure.
Understanding game mechanics changes the role of the clinician. We are no longer selecting activities. We are designing environments. We are choosing what kinds of frustration will occur, what kinds of decisions will be required, what kinds of interactions will emerge, and what kinds of responses become necessary.
The game becomes a system for producing experience. And experience is what produces change.
If therapy is the practice of creating conditions for growth, then play is not a supplement to clinical work — it is one of the most precise tools we have for shaping it.
The rules are never just the rules. They are the intervention.


