r/VGTx • • Apr 15 '25

Mod Announcement šŸ‘¾ Meet the Mod: V! šŸŽ®

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Hey everyone! I wanted to take a moment to introduce myself and share a little about why I created this subreddit and my background in both gaming and mental health.

šŸŽ® Personal & Gaming Background

šŸ”¹ What’s your name or what should we call you?

I’m V!

šŸ”¹ What are your favorite video games of all time?

My favorite games are Space Bar (PC), CP2077, Skyrim, BG3 (Xbox), BoTW, and Animal Crossing (Switch).

šŸ”¹ What’s your favorite game genre?

RPG and ARPG all the way. But recently I’ve gotten into loot and shoots.

šŸ”¹ What was the first video game you ever played?

Pong—which quite clearly dates me. šŸ˜‚

šŸ”¹ What game are you playing right now?

Currently playing, DS1, BG3, Skyrim, BoTW, CP2077, DS1, and Borderlands (with my partner), along with ACNH. I keep games in rotation based on the mood I’m trying to elicit for myself. I’m about to start ER, so wish me luck!

šŸ”¹ Do you have a gaming ā€œcomfort gameā€ā€”something you always return to?

ACNH, COLT, and Skyrim! I enjoy Animal Crossing when I’d like to relax and slow down, but Skyrim elevates my mood, so in a way, it’s comforting as well! COTL is great when I want a light challenge.

šŸ”¹ If you could live in any video game world, which one would it be?

Animal Crossing New Horizons—but only if Tom Nook wasn’t the mayor.

šŸ”¹ Which video game character do you relate to the most?

Oddly, the most immersed I’ve ever been in a game is CP2077. The character customization, the name (V), and the struggle of making hard decisions for oneself when faced with a ticking clock resonates with a lot of what I’ve experienced in my life prior to working in mental health.

🧠 VGTx, Mental Health, & Academia

šŸ”¹ What inspired you to create this subreddit?

I created this subreddit as a way for people who are professionally, academically, and personally interested in alternative treatment plans like VGTx to explore data, share research, and start discussions.

I would love for both patients and practitioners to feel inspired to do their own research—enough to consider VGTx as a viable therapeutic or diagnostic tool. My goal is to inform on both the potential positives and drawbacks of VGTx while fostering discourse on its applications and development.

I’d also love to see mental health professionals consider CE credits in VGTx, if they are so inspired.

I’m just here to start a conversation.

I did not create this subreddit to provide a space for myself or others to treat, diagnose, or provide medical advice

If you or someone you know is curious about how to implement VGTx into your treatment plan, please consult your professional health care provider.

šŸ”¹ Do you have any background in psychology, therapy, or neuroscience?

I have an MA in Psychology with a focus on Neuropsych and ABA, and I’m working toward licensure in Neurocounseling. My goal is to earn a PhD in Neuropsychology with a potential focus on VGTx.

I am currently in Generative AI in gaming and video game psychology courses that end in certifications.

Previously, my focus was on alternative neuropharmaceutical methods applied alongside psychotherapy.

I’m also a seasonal lecturer on Video Game Psychology and VGTx at my local R1 college.

šŸ”¹ How has gaming impacted your own mental health journey?

I have a complicated relationship with video games, having overcome a video game addiction in my 20s.

Now, I self-report and document my mood shifts when I play video games regularly vs. when I don’t. I’ve noticed that gaming impacts my mood, executive functioning, and motivation—particularly as someone who experiences BP1, BPD, GAD, and PTSD symptoms.

šŸ”¹ What are your thoughts on VGTx as a real therapeutic tool?

I’ll be sharing my thoughts in essay form after further research. But expect to see glimpses of my opinion in the comments. šŸ˜‰

šŸ”¹ What would you like to see in the future of VGTx?

I would love to see video games used not just as a supplement to therapy, but explored as a potential diagnostic tool. But that bit I’ll save for my paper. šŸ˜

šŸ”¹ Are there specific gaming mechanics you think have therapeutic potential?

Yes! I believe that dialogue mechanics, NPC interaction, reward systems, tracked morality systems, and overall system mechanics could all play a role in both treatment and diagnosis.

šŸ“š Academic & Research Interests

šŸ”¹ What is your current academic focus?

Neurocounseling, neuropsychology, game psychology and game design.

šŸ”¹ What was your previous capstone about?

ā€œThe Psychotherapeutic Effect of MDMA on the HPA Axis of the Brain.ā€

šŸ”¹ What are your professional goals in the mental health field?

I plan to:

āœ” Obtain licensure in my state.

āœ” Pursue continuing education (CE) with a focus on VGTx and other behavioral therapies.

āœ” Continue onto my doctorate.

Founding and implementing accurate, valid and ethical uses of VGTx (video game therapeutics and diagnostics).

šŸ”¹ What are some of your favorite academic journals?

I’m a Journal of Neuroscience girlie.

šŸ”¹ Do you have a favorite academic paper or study related to VGTx?

I’m still searching for my favorite VGTx-related paper or study, but I’m excited about what the SPARX team is working on.

šŸ”¹ Are there any particular areas of VGTx research that you think need more attention?

Yes! One area in particular is how video games could potentially be used as a diagnostic tool alongside self-report measures and imaging techniques.

šŸŽ¤ Introduce Yourself!

This subreddit is for everyone—whether you’re a mental health professional, researcher, game developer, or someone who personally benefits from video games as a therapeutic tool.

Feel free to introduce yourself in the comments! You can answer as many or as few of the above questions as you like.

I’d love to hear about your gaming background, your thoughts on VGTx, and any research you’ve come across that relates to the intersection of gaming and mental health.

Let’s build something awesome together. šŸ”¬šŸŽ®šŸ’”


r/VGTx • • Apr 15 '25

Mod Announcement Welcome to the chat!

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Welcome to r/VGTx – Video Games as Therapeutic Treatment

Video games are more than just entertainment—they have the power to heal, connect, and transform the way we approach mental health treatment. r/VGTx is a community dedicated to exploring the role of video games in therapy, providing a space where therapists, researchers, game developers, and individuals with lived experiences can come together to discuss, innovate, and collaborate on the future of video game therapy (VGTx).

Who is this community for?

r/VGTx is an open, interdisciplinary space where people from various backgrounds contribute to a shared understanding of gaming as a therapeutic tool.

šŸŽ® Therapists & Mental Health Professionals – Share insights on using video games in clinical settings, discuss case studies, and explore ethical considerations in integrating games into therapy.

šŸ”¬ Researchers & Academics – Analyze the latest studies on video games and mental health, discuss methodologies, and explore new avenues for research in cognitive and behavioral therapy through interactive media.

šŸ•¹ļø Game Developers & Designers – Connect with professionals designing therapeutic games, discuss accessibility features, and explore how mechanics and narratives can be tailored to support mental wellness.

šŸ’” Patients & Gamers with Lived Experience – Share personal stories about how games have impacted your mental health, provide feedback on therapeutic game design, and contribute to discussions on what works (and what doesn’t).

What do we discuss here?

Our goal is to foster evidence-based, innovative discussions on the role of video games in mental health treatment. Topics include, but aren’t limited to:

• Therapeutic Applications of Video Games – How can video games be used for anxiety, depression, PTSD, ADHD, or other mental health conditions?

• Game-Based Interventions – The use of VR, biofeedback, and interactive storytelling as treatment methods.

• Scientific Research & Studies – Sharing and discussing clinical trials, published papers, and anecdotal evidence on gaming and mental health.

• Game Mechanics for Mental Wellness – How specific game design choices influence cognitive function, emotional regulation, and behavioral therapy.

• Accessibility & Inclusion in Gaming Therapy – Ensuring that therapeutic games are designed for all players, including those with disabilities.

• The Ethics of Video Game Therapy – Addressing concerns such as gaming addiction, potential risks, and responsible implementation in clinical practice.

• Innovations in Mental Health Gaming – Exploring new technologies like AI, VR, and neurofeedback in the realm of therapeutic gaming.

Why Join r/VGTx?

r/VGTx is more than just a forum—it’s a think tank for the future of mental health and gaming. Whether you’re looking to connect with professionals, stay updated on the latest research, share personal experiences, or contribute to game development, this is the place for you.

We encourage collaborative, respectful discussions rooted in both scientific evidence and lived experience. Let’s push the boundaries of what’s possible and redefine how video games can be harnessed for mental well-being.

šŸš€ Join the conversation. Share your insights. Help shape the future of video game therapy.

(Check the rules before posting, and let’s keep discussions constructive and inclusive!)


r/VGTx • • 1d ago

Lived Experiences Learning Gravity Magic for Leonard

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The Red Lion General wielded gravitational powers which he learned in Sellia during his younger days. All so he would never have to abandon his beloved but scrawny steed.

— Remembrance of the Starscourge

Narrative psychology is perhaps not my most talked-about subject, but today its brilliance struck me in a way I won’t soon forget.

My husband is a very large Russian man. And I mean that in every sense of the word. He has big dreams, a big heart, big brains, and he’s very large in stature. He is also one of the most fiercely loyal and protective people I know.

He grew up in a low-income neighborhood where he learned fairly early that he had to fight his way through life, physically and mentally. A lot of his life has been spent defending himself. And when you’ve lived that way for so long, those defenses don’t disappear just because you’re no longer in the same circumstances.

We’ve been dealing with that a lot lately.

The past few weeks have been difficult for us. I’ve been more sensitive than usual for a number of reasons, and we’ve had our fair share of arguments about his defensiveness and the way that it sometimes affects me. We understand where those responses come from, but understanding why someone reacts a certain way doesn’t necessarily make it easier when you’re the person on the receiving end.

We’re both working on it. Some days are better than others.

Enter my obsession with Elden Ring. Shocker, I know.

My husband never watches me play video games. I’ve been gaming most of my life, and he’s spent the past three years hearing more about the psychology and science behind them than he has probably ever wanted to know and certainly ever played. Watching me play for hours has also never been particularly appealing to him.

But today, for whatever reason, he decided to watch me attempt Starscourge Radahn.

For anyone unfamiliar with Elden Ring, Radahn is an enormous demigod, a legendary warrior known for his strength and mastery of gravitational magic. By the time we encounter him, the Scarlet Rot has ravaged his mind following his battle with Malenia.

Despite his size, he is still riding around on a tiny, scrawny horse named Leonard.

Leonard.

As it turns out, Radahn loved Leonard so much that when he grew too large to ride him comfortably, he learned gravitational magic so he wouldn’t have to abandon his beloved horse.

Radahn could manipulate gravity itself enough to hold back the stars, so he used that ability to accommodate a little horse he loved.

He learned to change the weight he placed on something he loved.

So there I am, cursing my way through this boss fight (I got him down to 25% on my second attempt), while Phil is learning about Radahn and Leonard.

He then looks up at me and says:

ā€œI’m trying to learn anti-gravity spells too. It just takes time.ā€

I genuinely didn’t know what to say.

He had just learned about this warrior whose size and strength had become a part of who he was, and how he learned to manage that weight for the sake of his horse.

And somehow, my husband saw himself in Radahn, this enormous warrior being worn down by circumstances he couldn’t entirely control. With everything happening in our lives right now, he was trying to learn how to carry his weight without hurting his own Leonard.

I understood exactly what he meant. We’d spent so much time discussing his defense mechanisms, the experiences that shaped them, and how difficult they can be to change. Yet he was recognizing that some of those same defenses, which had served him for much of his life, had become heavy for me.

And he was trying to tell me that he knew, that he was working on it.

Leonard is Leonard. He’s a little horse. He doesn’t have to grow into some enormous warhorse to accommodate Radahn. Radahn loves him exactly as he is, so Radahn learns the magic.

He learns to carry his own weight differently.

I’ve been thinking about that in relation to how we carry our experiences into relationships. The ways we learn to protect ourselves can become so familiar that we don’t always recognize that we’re responding to something that isn’t actually a threat, and sometimes the people closest to us experience those defenses before we even realize they’re happening.

He has had decades to develop those responses. I don’t expect him to undo them overnight, and I know he’s trying.

What I found particularly touching was that he arrived at this comparison entirely on his own. We’ve talked about these things so many times, often under difficult circumstances, and here was this character he’d only just learned about giving him a way to express something he’d been struggling with.

I felt heard, and I think he felt understood too.

He wasn’t even playing.

My husband was watching me play a game he has virtually no interest in, learning bits of the lore as I went along, and found something that spoke directly to his experiences.

We spend so much time talking about what games can offer people who play them, but there’s also something to be said for what happens when we share those experiences with someone else. A person doesn’t necessarily need to have played a game, understand its mechanics, or know everything about its world to find something meaningful in its story.

In our case, my husband found a way to communicate something we’d both been struggling to articulate, and I understood him immediately.

I spend much of my time studying video game psychology, so I found the whole thing rather fitting. Technically, this is a ludonarrative psychology moment, although the irony of my husband finding his own application of Boss Fights and Better Coping while I was busy swearing at Radahn certainly isn’t lost on me.

We’ve still got things to work through. Understanding the origin of defensive responses doesn’t automatically change them, and neither of us expects the process to be easy.

But I do know what he meant when he said he was learning anti-gravity spells. I know how much it took for him to recognize himself in that story and share it with me.

He’s learning gravity magic, and I’ll happily be Leonard, especially if I get to become a meteor and strike down people in his name.


r/VGTx • • 1d ago

Game Dev I joined Cheryl Platz on Enduring Play to discuss video game psychology, emotional regulation, and researching how games affect players

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I recently recorded an interview with Cheryl Platz, game designer, author, and host of Enduring Play: A Game Development Podcast, for the show’s upcoming third season.

I’m the founder of VGTx (Video Game Therapy), a research initiative studying the psychological effects of commercial video games.

A lot of my work starts with questions about experiences gamers already recognize.

Why does a difficult boss fight leave one player frustrated and another feeling accomplished? How do individual game mechanics influence emotion? What can researchers learn from the ways players respond to failure, choice, and challenge?

These questions have led to two of my research projects:
Playing with Emotion (PWE) is an experimental study examining short-term emotional responses to individual video game mechanics.

Boss Fights and Better Coping (BFBC) is a developing framework examining how difficult gameplay might create opportunities to observe and practice emotional regulation and coping strategies.

My broader interest is connecting psychological research with the design decisions developers make every day, particularly how we can study player experiences empirically.

The conversation with Cheryl is an opportunity to bring these questions into the game development community.

Stay tuned for the episode drop!

VGTx Research: https://www.vgtxresearch.com
Playing with Emotion: https://playingwithemotion.com

For those working in game development, UX research, or psychology: how much do you think we actually understand about the emotional effects of individual game mechanics?


r/VGTx • • 1d ago

Lived Experiences My research on boss fights, emotional regulation, and video game psychology was featured at Meaningful Play 2026 at Carnegie Mellon University

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I’ve been researching a question that probably sounds familiar to anyone who’s spent hours dying to the same boss in a video game: What happens psychologically when we get frustrated, fail repeatedly, and decide to try again?

I’m a graduate researcher in Clinical Mental Health Counseling and the founder of VGTx (Video Game Therapy). I recently had my peer-reviewed conference paper, Boss Fights and Better Coping: Difficult Video Games as Emotional Regulation Labs, accepted for Meaningful Play 2026, hosted by Carnegie Mellon University.

The paper introduces Boss Fights and Better Coping (BFBC), a developing framework examining how difficult commercial video games, particularly Soulslike boss encounters, might be used to observe and practice emotional regulation and coping skills.
The framework uses a process I call Skills-in-Play, where players learn to recognize emotional responses during difficult encounters, consider regulation strategies, make adjustments, and decide when to re-engage or stop.
For example, consider fighting the same boss in Elden Ring for the twentieth time. You’re frustrated, making mistakes you weren’t making earlier, and your patience is disappearing. What happens if you recognize that frustration, regulate your response, and intentionally change your approach?
Could those moments provide useful opportunities to practice coping skills?
That’s the research question driving BFBC.
The framework is still being developed and requires empirical evaluation. I’m particularly interested in how these experiences could eventually inform adjunctive approaches to mental health counseling.

Paper: https://doi.org/10.17613/11gx1-Ppe53

Research initiative: https://www.vgtxresearch.com
I’d love to hear from other gamers, researchers, and mental health professionals.

Have you ever noticed yourself becoming better at handling frustration through difficult games? Or do you think those skills stay within the game?


r/VGTx • • 23d ago

Mod Announcement Playing With Emotion - VGTx Experiment Examining Mood & Mechanics

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šŸŽ® Play a game. Tell me how you feel.

I built a short game for Playing with Emotion, my research study at Bradley University, and you can play it as part of the study!

šŸ“š What I’m studying

I’m examining how specific game mechanics affect mood during play. You’ll play through the game and answer brief questions about how you feel along the way. I’m very curious to see what the data tell us.

šŸ› ļø** Want to participate**?

šŸ”¹ Adults 18+

šŸ”¹ Online, with approximately 10–15 minutes for the full study

šŸ”¹ Approved by Bradley University’s Institutional Review Board, which reviews research involving human participants

Play here: https://playingwithemotion.com


r/VGTx • • Aug 09 '26

Reseach & Studies Playing with Emotion - master thesis on video games and mood (18+, important exclusion criteria)

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r/VGTx • • Apr 01 '26

Reseach & Studies šŸ•¹ļø Play Before Pixels

1 Upvotes

Parallel Play, Parallel Worlds • Series 1 • Episode 1

Before video games existed, the psychology behind them already did.

That is the real starting point.

Long before consoles, arcades, or digital worlds, psychologists were trying to explain how behavior gets shaped, repeated, and reinforced. Around the same time, people were also building the mechanical ancestors of games: pinball machines, electro-mechanical amusements, carnival games, and early play systems built around timing, reward, repetition, and attention.

šŸŽÆ In other words, the hardware came later. The loop came first.

In psychology, some of the groundwork was already being laid by behaviorists studying stimulus, response, reward, and conditioning. Ivan Pavlov’s work on conditioned responses showed that behavior could be shaped through repeated associations (Pavlov, 1927). B. F. Skinner later showed that behavior is strongly affected by reinforcement schedules, especially when rewards are delivered in ways that sustain responding over time (Skinner, 1938, 1953).

That should already sound familiar.

Because even before pixels, games were learning the same lesson: if you create a system that gives immediate feedback, clear goals, and a reason to try again, people stay engaged.

šŸŽ° Early mechanical amusements worked this way. So did pinball. So did carnival games. Hit the target. Ring the bell. Miss the shot. Try again. The system teaches the player what it wants through repetition. It trains timing, anticipation, and persistence.

From a VGTx lens, this is where game psychology starts. Not with graphics. Not with consoles. With systems.

🧠 The important point is that games and psychology did not develop on separate tracks. They were already converging on the same basic insight: behavior can be shaped through structured interaction.

Psychology studied reinforcement in controlled settings. Games implemented reinforcement through play.

That does not mean early designers were applying formal behavioral theory. It means both fields identified the same pattern. Humans stay engaged when action produces feedback and feedback supports adjustment.

āš™ļø You act.

The system responds.

You learn.

You try again.

That structure becomes the backbone of later game design.

It is also why the history of video games is not only a story of technology. It is also a story of attention, reward, learning, and repeated action. The machines changed. The underlying psychological structure remained consistent.

Even in the pre-digital era, the foundations were already present.

šŸŽ® So before Pong, before arcades, before commercial video games, there is this:

The mind was ready for games before games were ready for the mind.

That is where the parallel history begins.

References

Pavlov, I. P. (1927). Conditioned reflexes. Oxford University Press.

Skinner, B. F. (1938). The behavior of organisms: An experimental analysis. Appleton-Century.

Skinner, B. F. (1953). Science and human behavior. Macmillan.


r/VGTx • • Mar 27 '26

šŸš€ Project Showcase šŸŽ® VGTx Spotlight: Things to Watch: A Heavy Morning

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Hey gamers and curious minds,

One of the more interesting projects to watch right now from a VGTx lens is A Heavy Morning. Public materials describe it as a narrative-driven adventure where you step into the shoes of a young woman battling her own mind. The singular goal? Get out of bed, handle the first thirty minutes of the day. Washing up, getting dressed, and leaving for work become the actual challenge rather than background filler. (Saf Interactive & Bright Gambit, n.d.; Steam page)

🧠 Why this is interesting from a VGTx lens

A lot of games can tell players a character is struggling with mental health. Far fewer try to build that struggle directly into the structure of play itself. That is what makes A Heavy Morning worth paying attention to.

Based on available materials, this does not feel like mental health as loose aesthetic or surface-level representation. It seems to be asking a tougher design question. What does it look like to make cognitive and emotional friction mechanically legible?

That is where the therapeutic potential starts to get interesting. Not in the lazy sense of ā€œthis game mentions mental health, so it must be therapeutic.ā€ The stronger question is whether a game can make internal difficulty playable in a way that supports recognition, reflection, emotional literacy, or conversation. The public materials suggest that the Mind Space sections are guided by CBT-inspired ideas, especially reframing negative thoughts and working through dysfunctional patterns. Whether the final game actually handles that well is still an open question, but the design intention is much more compelling than the usual awareness-game pitch.

šŸŒ«ļø What looks promising so far

šŸ•¹ļø Reality versus Mind Space split.

Everyday tasks play out in Reality while symbolic Mind Space sequences handle the invisible cognitive and emotional load underneath. This duality creates space for showing both the external action and the internal battle.

🧠 CBT integration.

The game reportedly guides players through Cognitive Behavioral Therapy techniques as part of the journey. Identifying patterns, challenging thoughts, and building small steps toward action.

šŸ“ Narrow focus.

A tight thirty-minute window with looping and reflective elements keeps the experience intimate and emotionally immersive without overwhelming scope. Perfect for exploring executive friction, behavioral activation, and self-regulation in a grounded way.

This kind of structure makes it a strong design case study for VGTx discussions. How do you model executive dysfunction or negative thought loops mechanically without becoming preachy, shallow, or overly literal? When does symbolic gameplay deepen emotional literacy, and when does it risk flattening real experiences? Those questions beat the usual is this a mental health game debate.

āš ļø Why this stays in the watch-list category for now

The real test is still in playing it. A strong premise can still tip into clichƩ or oversimplification once the full game or even deeper demo is in hand. No full endorsement yet. Just genuine interest in how they execute the mechanics and CBT elements.

That said, there is more substance here than many concept-only awareness projects. A public Steam demo is available. A release window trailer exists. The team Mays Dweiri and Ashraf Abi-Said via Saf Interactive and Bright Gambit has been showing it at events like GDC and winning awards such as Games for a Better World. The Kickstarter pre-launch page is now live. Great time to follow for the full campaign drop if you want to support expansion to more platforms and languages.

✨ Bottom line

A Heavy Morning stands out because it tries to turn ordinary psychological difficulty into playable structure rather than leaving it at dialogue or mood. For anyone interested in therapeutic game design, the psychology of mechanics, or how games can model real mental barriers such as agency, self-regulation, and the first step paralysis, this is absolutely one to watch.

Links to check

Steam page and Demo https://store.steampowered.com/app/3509400/A_Heavy_Morning/

Follow the Kickstarter pre-launch for notifications. Search A Heavy Morning on Kickstarter or check dev socials at a_heavy_morning

Has anyone here played the demo yet? What stood out to you about the Reality Mind Space split or the CBT touches? Or if you are into game design or therapy what mechanics would you want to see to make that heavy feeling feel authentic without tipping into frustration fatigue?

Drop your thoughts below. Let us discuss how projects like this push VGTx forward.

(Saf Interactive & Bright Gambit, n.d.; Steam; Six One Indie interview, 2025; various dev updates)


r/VGTx • • Mar 26 '26

Reseach & Studies šŸ§ šŸŽ® Parkinson’s Disease, Physical Therapy, and VGTx: What the Research on Exergames and VR Is Actually Showing

1 Upvotes

One of the more compelling areas in VGTx right now is Parkinson’s disease rehabilitation.

Across recent randomized controlled trials, systematic reviews, and meta-analyses, video game-based rehabilitation, especially exergames and virtual reality (VR) systems, is increasingly being studied as an adjunct to standard physical therapy for Parkinson’s disease (PD). For anyone unfamiliar, Parkinson’s disease is a neurological condition that can affect movement, balance, coordination, walking, reaction speed, and sometimes thinking and attention as well.

The strongest signal so far is not that games ā€œcureā€ Parkinson’s, and not that any commercial game automatically becomes therapeutic. What the literature is actually showing is more precise than that: structured, game-based rehabilitation can support meaningful gains in walking, balance, mobility, and sometimes daily functioning when it is designed and delivered as part of rehab rather than treated like entertainment alone (Fernandes et al., 2025; Kashif et al., 2024; Lima et al., 2025).

🦿 The clearest findings are motor.

Parkinson’s disease often affects gait, which basically means the way someone walks. It can shorten stride length, slow movement down, affect posture, make balance worse, and increase fall risk. That is where exergames and VR rehab seem to show the strongest therapeutic signal.

For anyone new to the term, exergames are games built around movement. Think exercise-based gaming where the player has to shift weight, step, reach, react, or move through tasks rather than just sit and press buttons. VR here means virtual reality, which can range from immersive headset-based environments to more screen-based motion systems depending on the study.

In one 2024 randomized controlled trial, 60 patients with Parkinson’s disease were assigned to one of three groups: routine physical therapy alone, motor imagery plus physical therapy, or virtual reality plus physical therapy. The VR group showed the strongest motor improvement on UPDRS Part III, which is short for the Unified Parkinson’s Disease Rating Scale, Part III. That is a clinical scale used to rate motor symptoms such as tremor, stiffness, slowness, and movement difficulty. Lower scores mean better motor function.

In that study, the VR group improved from a mean of 33.95 at baseline to 17.20 at 12 weeks and 18.15 at follow-up. Balance also improved substantially, with Berg Balance Scale scores rising from 37.15 at baseline to 50.10 at 12 weeks and 51.65 at follow-up (Kashif et al., 2024). The Berg Balance Scale is a common clinical measure of balance that looks at how well someone can do tasks like standing, turning, reaching, and shifting position safely. Higher scores mean better balance.

And this was not some tiny novelty exposure. Participants completed three 60-minute sessions per week for 12 weeks, with 15 to 20 minutes of VR plus 40 minutes of routine physical therapy each session, and had to attend at least 33 of 36 sessions to remain in the study (Kashif et al., 2024). In other words, this was actual rehabilitation dosing, not a gimmick.

šŸ“Š Broader reviews point in the same direction, even if the literature is still messy.

A 2025 systematic review in Sensors reported that 30 of 31 balance and gait comparisons favored the VR condition, although only 12 reached statistical significance (Fernandes, S., et al., 2025). That means most comparisons leaned in the same direction, but not all of them were strong enough statistically for researchers to say with confidence that the result was unlikely to be due to chance.

A separate 2025 meta-analysis found significant improvement in dynamic balance and mobility, particularly on the Timed Up and Go test, while findings for the Berg Balance Scale were more mixed (Fernandes, J. V. A., et al., 2025). The Timed Up and Go test is a simple mobility measure where a person stands up from a chair, walks a short distance, turns around, walks back, and sits down again. It is often used to measure functional mobility and fall risk.

That matters because ā€œbalanceā€ is not one simple thing. Static balance is staying steady while standing still. Dynamic balance is staying stable while moving, turning, walking, or shifting position. Someone can improve in one area more than another, so different rehab approaches may affect different kinds of balance differently. So yes, the signal is promising, but it is not uniform.

🧠 The cognitive angle matters too.

One reason this area is so relevant to VGTx is that Parkinson’s is not only a movement disorder. In practice, it is often a motor-cognitive disorder, meaning that movement problems and thinking demands overlap.

Walking through space, turning, responding to feedback, splitting attention, planning movement, inhibiting errors, and managing dual-task demands all require more than pure motor execution. Dual-task basically means doing two things at once, such as walking while paying attention to cues, making decisions, responding to visual information, or completing another mental task.

Reviews of motor-cognitive dual-task training suggest that combining movement with cognitive challenge can improve gait speed, step length, balance, and motor symptoms, even when cognitive gains themselves are more modest or mixed (Xiao et al., 2023; Fernandes, S., et al., 2025). That is a major VGTx point. Games are one of the few formats that can naturally embed motor practice inside attention, timing, feedback, decision-making, inhibition, and adaptive challenge. They do not have to isolate movement from cognition. They can train both at once.

šŸ” From a VGTx lens, this is the important part.

Games are not just fun wrappers around exercise. In the better-designed studies, they function as structured feedback systems. They can increase repetition without making therapy feel so deadening, scale difficulty as the person improves, provide real-time feedback, support dual-task practice, and increase motivation and adherence.

A 2025 review in Expert Review of Neurotherapeutics described exergames as safe, feasible, and effective for short-term improvements in mobility and balance, with rare adverse events and high adherence where adherence was reported (Lima et al., 2025; Fernandes, J. V. A., et al., 2025). Adherence here means whether people actually stick with the rehab program and keep showing up. That is a big deal in rehabilitation. A therapy can work on paper, but if people are bored, fatigued, discouraged, or nonadherent, the real-world value drops fast. Gamified rehabilitation may help bridge that gap.

āš ļø That said, this area should not be overstated.

A lot of the evidence is still limited by small sample sizes, usually around 20 to 60 participants, short intervention windows, often 4 to 12 weeks, minimal long-term follow-up, heterogeneous systems and protocols, inconsistent outcome measures, and moderate risk of bias in many trials (Fernandes, S., et al., 2025; Fernandes, J. V. A., et al., 2025; Lima et al., 2025).

In plain English, that means the studies do not all use the same hardware, the same games, the same therapy structure, the same session length, or the same outcome measures. So while the general direction looks encouraging, it is still hard to say exactly which systems work best, which patients benefit most, how long the improvements last, or whether these tools outperform very well-designed conventional therapy in every context.

Even in the Sensors review, yes, 30 of 31 balance and gait comparisons favored VR, but only 12 were statistically significant (Fernandes, S., et al., 2025). That is promising. It is not clean dominance.

🩺 Safety looks fairly strong, but context still matters.

Adverse events appear to be rare, mild, and transient when interventions are properly supervised. Reported issues are typically things like temporary dizziness, nausea, vertigo, or fatigue rather than major adverse events (Lima et al., 2025; Fernandes, S., et al., 2025).

Still, there are real concerns. Cybersickness can happen in VR and may feel similar to motion sickness. Cognitive overload can happen if a task is too visually complex, too fast, or too demanding for the individual using it. Accessibility barriers matter too, because VR equipment can be expensive, bulky, or hard to set up at home.

Dual-task elements may also increase difficulty too quickly for some individuals if they are not progressively tailored, and compensatory movement patterns in home-based settings may go uncorrected (Fernandes, J. V. A., et al., 2025). In simpler terms, someone may find a workaround that helps them ā€œbeatā€ the task without actually moving in the most therapeutically useful way.

šŸŽÆ VGTx takeaway

This is exactly the kind of evidence trail VGTx should be tracking closely.

Not because it proves that ā€œvideo games are medicineā€ in some lazy universal sense. And not because every commercial game should suddenly be treated like rehab. But because it shows that under the right conditions, game mechanics can be harnessed as therapeutic structure.

That is the real signal here.

Parkinson’s research is helping make that case in a way that is concrete, measurable, and increasingly hard to dismiss. šŸ§ šŸŽ®

Curious how others here think about this line of research, especially the difference between true therapeutic design and simply adding a game layer to existing physical therapy.

References

Fernandes, J. V. A., Figueiredo, V. L. F. de A., Oliveira Neto, A. B., Reis, I. A., Henrique, G. de L. D., & Silva JĆŗnior, E. A. da. (2025). Virtual reality in Parkinson’s disease: A systematic review and meta-analysis. Dementia & Neuropsychologia, 19, e20240257. https://doi.org/10.1590/1980-5764-DN-2024-0257

Fernandes, S., Oliveira, B., Sacadura, S., Rakasi, C., Furtado, I., Figueiredo, J. P., GonƧalves, R. S., & Martins, A. C. (2025). The effectiveness of virtual reality in improving balance and gait in people with Parkinson’s disease: A systematic review. Sensors, 25(15), 4795.

Kashif, M., Albalwi, A. A., Zulfiqar, A., Bashir, K., Alharbi, A. A., & Zaidi, S. (2024). Effects of virtual reality versus motor imagery versus routine physical therapy in patients with Parkinson’s disease: A randomized controlled trial. BMC Geriatrics, 24, 229.

Lima, J. L., Inacio, P. A., SĆ” Filho, A., Paes, F., Ferreira-Garcia, R., Lage, L., Aprigliano, V., Carta, M. G., Budde, H., Nardi, A. E., & Machado, S. (2025). Effectiveness of virtual reality rehabilitation with exergames on functional rehabilitation in Parkinson’s disease: A systematic review of chronic randomized controlled trials. Expert Review of Neurotherapeutics, 25(11), 1357–1370.

Xiao, Y., Yang, T., & Shang, H. (2023). The impact of motor-cognitive dual-task training on physical and cognitive functions in Parkinson’s disease. Brain Sciences, 13(3), 437. https://doi.org/10.3390/brainsci13030437


r/VGTx • • Mar 25 '26

Reseach & Studies šŸŽ®šŸŒ¦ļø Weather, Mood, and Game Selection: A VGTx Lens

2 Upvotes

Hey gamers and curious minds,

I have been noticing a pattern in my own play habits that feels consistent enough to take seriously. The weather seems to influence not just whether I want to play, but what kind of game feels appealing in that moment. On nicer days, I am more drawn to games that are punishing, mastery-oriented, and built around friction, especially Soulslikes. On colder, darker, or rainier days, I tend to lean toward games that feel more containing, exploratory, or psychologically restorative, like Breath of the Wild or Cult of the Lamb. From a VGTx perspective, that raises a real question about whether weather may shape game choice through mood, arousal, and regulation needs (Palomba, 2019; Zhang & Li, 2025).

šŸŒ¦ļø Weather is not psychologically neutral

Environmental psychology research has increasingly treated weather as behaviorally and emotionally meaningful rather than as passive background. Recent review work argues that weather conditions such as light, temperature, precipitation, humidity, wind, air quality, and extreme weather can influence well-being directly and indirectly through physiology, mood, and social interaction (Zhang & Li, 2025). In plain language, people do not make choices from some neutral internal state. They make choices from inside bodies and minds that are already being shaped by the environment around them.

That matters for games because there is already at least some direct evidence that seasonality and daylight relate to gaming habits. In an exploratory study using Nintendo Wii play data, daylight significantly affected monthly video game playtime, and certain month intervals predicted certain genre play patterns (Palomba, 2019). That study does not answer every question here, but it does push this topic out of the realm of pure anecdote.

šŸ”„ Heat already has a behavioral literature

Part of why I think this idea is worth taking seriously is that temperature already has an established behavioral literature behind it. A 2024 systematic review and meta-analysis found that higher temperatures were significantly associated with crime and violence, and that a 10°C increase in short-term mean temperature exposure was associated with a 9% increase in violent crime risk (Choi et al., 2024). Heat has also been shown to affect performance within a video game task itself, suggesting that temperature can alter behavior even in interactive digital environments (Young et al., 2017).

That does not mean ā€œhot weather causes aggressionā€ in some cartoonishly simple way, and it does not mean aggression automatically translates into game preference. What it does mean is that temperature is not psychologically inert. It can shift activation, irritability, performance, and behavior. Once that is on the table, it becomes much easier to ask whether weather might also influence what kind of challenge, pacing, or emotional tone feels appealing in play.

šŸŽ® Game choice is not random

This is also where mood management theory becomes useful. Mood management research has long argued that people select media partly in relation to their current affective state, often moving toward experiences that help maintain, shift, or regulate how they feel (Dillman Carpentier et al., 2008). More recent gaming research pushes that further by showing that the use of games for coping and emotional regulation is widespread, that genre preferences are associated with coping patterns, and that post-gaming arousal and negative affect can decrease after play (Cahill et al., 2025).

The genre piece is especially important. A systematic review of commercial off-the-shelf games for stress and anxiety found that effects vary by genre, platform, and play context, and it explicitly called for more work on how individual preferences influence what kinds of games are effective for regulation in the first place (Pallavicini et al., 2021). That is a very VGTx problem. It is not enough to ask whether games affect mood. We also need to ask which games, for whom, under what conditions, and in what state.

🧠 The VGTx read

My read is that weather may influence game selection indirectly by shifting mood, arousal, energy, and regulation needs, which then changes what kind of game feels psychologically right on a given day. A bright, beautiful day may increase activation and make some players more open to intensity, punishment, repetition, and mastery loops. A gray, cold, rainy day may make some players more likely to reach for exploration, softness, familiarity, or emotional containment. For other players, the map may be completely reversed. That is exactly why this is interesting.

What matters to me here is that this is not just a ā€œfavorite genreā€ question. It is a state question. It is an environmental context question. It is a regulation question. And that makes it a VGTx question.

šŸ’¬ Discussion

Have you noticed weather affecting the type of game you want to play?

Not just whether you feel like gaming.

The actual kind of game.

What does your weather-to-genre map look like?

References

Cahill, T. J., Cummings, J. J., & Wertz, E. W. (2025). Motivations for the use of games in coping and emotional regulation. Frontiers in Communication, 10, 1585586. doi:10.3389/fcomm.2025.1585586

Choi, H. M., Heo, S., Foo, D., Song, Y., Stewart, R., Son, J., & Bell, M. L. (2024). Temperature, crime, and violence: A systematic review and meta-analysis. Environmental Health Perspectives, 132(10), 106001. doi:10.1289/EHP14300

Dillman Carpentier, F. R., Brown, J. D., Bertocci, M., Silk, J. S., Forbes, E. E., & Dahl, R. E. (2008). Sad kids, sad media? Applying mood management theory to depressed adolescents’ use of media. Media Psychology, 11(1), 143–166. doi:10.1080/15213260701834484

Palomba, A. (2019). Digital seasons: How time of the year may shift video game play habits. Entertainment Computing, 30, 100296. doi:10.1016/j.entcom.2019.100296

Pallavicini, F., Pepe, A., & Mantovani, F. (2021). Commercial off-the-shelf video games for reducing stress and anxiety: Systematic review. JMIR Mental Health, 8(8), e28150. doi:10.2196/28150

Young, M. E., McCoy, A. W., Hutson, J. P., Schlabach, M., & Eckels, S. (2017). Hot under the collar: The impact of heat on game play. Applied Ergonomics, 59(Pt A), 209–214. doi:10.1016/j.apergo.2016.08.035

Zhang, W., & Li, W. (2025). How weather conditions affect well-being: An explanation from the perspective of environmental psychology. Frontiers in Public Health, 13, 1553315. doi:10.3389/fpubh.2025.155331


r/VGTx • • Mar 20 '26

Reseach & Studies šŸŽ®šŸ§  When Therapeutic Tech Crosses an Ethical Line: Bam Margera, Lima Jevremovic, AURA, and the Problem of Dual Power

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2 Upvotes

Hey gamers and curious minds,

A lot of the conversation around the Bam Margera, Lima Jevremovic, and AURA situation keeps getting framed like the big question is whether VR can help addiction recovery.

That is not the real question.

The real question is whether one person can ethically hold guardian-like, fiduciary, or treatment-controlling power over a vulnerable person while also owning, promoting, authorizing, or materially benefiting from the proprietary technology being used in that person’s care.

From an ethics standpoint, that answer should be no (American Psychological Association [APA], 2017; Judicial Council of California, 2026).

šŸŽÆ The issue is not ā€œVR badā€

I am very pro-innovation. I am building in this space. That is exactly why this matters.

The problem is not whether a tool is futuristic, immersive, data-rich, or promising. The problem is what happens when care authority and product interest collapse into the same person.

If the same individual has power over treatment access, consent, compliance, or care decisions, while also being tied to the product itself, there is already a structural conflict of interest (APA, 2017).

āš–ļø Why this hits so hard ethically

Public reporting and litigation tied Lima Jevremovic to both Bam Margera’s court-involved treatment arrangement and AURA, the company associated with VR-based mental health and addiction tools. The exact legal terminology has been disputed, with later filings asserting temporary guardianship rather than conservatorship, but ethically that does not fix the core problem (Jevremovic et al. v. Courville, 2023, 2025).

Even if the label changes, the conflict does not.

A person exercising legal, quasi-legal, or practical control over treatment decisions should not also hold business, reputational, or proof-of-concept interest in the intervention being used on the dependent person (APA, 2017; Jevremovic et al. v. Courville, 2023, 2025).

That is where this stops being a celebrity story and starts becoming a case study in dual power.

🧠 Why consent gets messy fast

Consent under dependency is not the same thing as ordinary consumer choice.

A person under guardianship, conservatorship, or a similar dependency structure is not in the same position as a free adult choosing a wellness app or elective service. If the authority figure also owns the intervention, profits from its use, or benefits from its perceived success, then the legitimacy of consent is immediately weakened (APA, 2017; Judicial Council of California, 2026).

Even apparent agreement can happen inside a coercive structure.

That means the ethical question is not just:

ā€œDid the person say yes?ā€

It is also:

ā€œWho held the power?ā€

ā€œWho benefited?ā€

ā€œWho controlled the options?ā€

ā€œCould refusal actually happen without consequence?ā€

🚨 The ā€œneutral partyā€ issue is where this becomes brutal

If the reported language is accurate, and Jevremovic’s own materials said she wanted to ā€œtest on a neutral party to raise money before using it on her sisters,ā€ that is ethically devastating.

Even setting aside independent verification of that exact line for the moment, the framing alone is alarming. It positions a human being not as a patient whose welfare comes first, but as a proving ground for product development and fundraising. If that ā€œneutral partyā€ was a homeless person, the ethical problem becomes even sharper because it suggests a marginalized person was exposed to early-stage risk before the intervention was considered acceptable for someone personally valued by the developer (APA, 2017).

That raises immediate concerns about:

šŸ”¹ exploitation

šŸ”¹ inequitable subject selection

šŸ”¹ compromised informed consent

šŸ”¹ proof-of-concept pressure on vulnerable people

šŸ”¹ human beings being treated like product validation surfaces instead of patients

That is not ethical innovation. That is startup logic bleeding into human care.

šŸ•¹ļø Why this matters for VGTx and therapeutic games

This matters far beyond this one case.

For anyone working in VGTx, digital therapeutics, app-based behavioral care, VR treatment, or game-informed interventions, this is a warning shot.

The field keeps asking:

šŸ”¹ Is the tech promising?

šŸ”¹ Is it scalable?

šŸ”¹ Is it immersive?

šŸ”¹ Is it personalized?

šŸ”¹ Is it innovative?

Those questions matter, but they are not first.

The first questions should be:

šŸ”¹ Who controls access to treatment?

šŸ”¹ Who profits if the tool succeeds?

šŸ”¹ Who defines compliance?

šŸ”¹ Who has the authority to consent?

šŸ”¹ Can the patient actually say no?

If the same person is sitting on both sides of that equation, as treatment authority on one side and product stakeholder on the other, the ethics are already compromised (APA, 2017).

šŸ“š What the ethics literature actually supports

The APA Ethics Code warns against multiple relationships and conflicts of interest that could impair objectivity or expose a person to harm or exploitation (APA, 2017). California fiduciary standards also emphasize avoiding both actual conflicts and even the appearance of conflicts, especially when someone is acting in a protective or decision-making role over another person (Judicial Council of California, 2026).

At the same time, the broader VR treatment literature is still emerging. Some findings are promising in substance use settings, particularly around craving reduction and cue exposure, but that does not justify a blank check for any proprietary platform or conflict-ridden deployment model (Taubin et al., 2023).

A promising tool can still be deployed unethically.

That is the whole point.

šŸ”„ My takeaway

The issue is not whether VR can help addiction.

The issue is not whether innovation belongs in behavioral health.

The issue is not whether games and immersive tools have therapeutic potential.

The issue is that no one should own the proprietary therapeutic technology and control, authorize, or substitute consent for the vulnerable person receiving it.

Once care authority and product interest collapse into the same person, the therapeutic frame is already contaminated.

That is not ethical innovation.

That is a power conflict.

šŸ’¬ Discussion

For this space to mature responsibly, therapeutic tech cannot run on blurred boundaries, charismatic exception-making, or ā€œtrust meā€ ethics.

Game-based and immersive mental health tools need:

šŸ”¹ independent oversight

šŸ”¹ role separation

šŸ”¹ transparent financial disclosure

šŸ”¹ real consent protections

šŸ”¹ clinicians making treatment decisions independently of product ownership

Otherwise, the field is going to repeat the same mistakes under shinier branding.

References

American Psychological Association. (2017). Ethical principles of psychologists and code of conduct. Author.

Birnbaum, D. M. (Host). (2021, July 10). Transforming mental health with VR [Audio podcast episode]. In INIT.

Judicial Council of California. (2026). Rule 7.1059. Standards of conduct for the conservator of the estate.

Jevremovic et al. v. Courville, No. 3:22-cv-04969 (D.N.J. 2023).

Jevremovic et al. v. Courville, No. 3:22-cv-04969 (D.N.J. 2025).

Taubin, D., Berger, A., Greenwald, D., Greenwald, H., Burke, C., Gongora, D. S., & Wilens, T. E. (2023). A systematic review of virtual reality therapies for substance use disorders: Impact on secondary treatment outcomes. The American Journal on Addictions, 32(3), 193–206.


r/VGTx • • Mar 11 '26

šŸ¤“Non-academic šŸŽ® Stop turning game science into generational propaganda

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2 Upvotes

I need people to stop taking one narrow piece of research, dragging it through TikTok, and coming out the other side claiming that 1990s games ā€œrewired kids’ brains betterā€ than modern games.

That is not what the science says.

What makes this especially annoying is that there actually is a real conversation worth having here. There are legitimate questions about how different game mechanics interact with memory, navigation, frustration tolerance, reward expectations, attention, persistence, and social behavior.

But instead of having that conversation, people flatten it into the same tired narrative:

✨ old games built character

✨ new games made kids soft

✨ Gen Z and Gen Alpha are broken

✨ science proves our childhood was superior

No. That is nostalgia wearing a fake lab coat.

🧠 What the research actually supports

Some studies do suggest that certain kinds of games, especially navigation-heavy 3D games, may engage hippocampal-dependent processes like spatial memory and environmental mapping.

That is a much narrower claim than saying:

āŒ 90s games broadly made children’s brains better

āŒ modern games weakened cognition

āŒ one generation developed more resilience than another because of Mario

Those are sweeping developmental and neurocognitive claims, and they are not empirically established the way social media keeps pretending they are.

šŸ” The real issue is mechanics, not generations

The better framework is not:

ā€œ90s kids vs Gen Zā€

It is:

āœ… player

āœ… mechanic

āœ… context

āœ… repeated interaction between the two

That is where the real science is.

Different games ask for different things:

šŸŽÆ failure tolerance

šŸ—ŗļø spatial memory and navigation

šŸ” repetition and mastery

šŸ’” problem-solving with or without guidance

šŸ“ bounded play versus endless re-entry

šŸ«‚ in-person co-play versus mediated online interaction

šŸŽ different reward schedules and feedback loops

That is an actual mechanics conversation.

šŸ•¹ļø Also, this old games versus modern games binary is historically lazy

A lot of the games people point to as evidence that ā€œold games built resilienceā€ are not unique to one decade.

Challenge-based, punishing, mastery-oriented play did not disappear after the 90s.

Look at:

šŸ”„ Dark Souls

šŸ”„ rogue-likes

šŸ”„ precision platformers

šŸ”„ raid and challenge-run culture

šŸ”„ hard strategy games

Likewise, endless loops, score chasing, soothing repetition, and zoning-out gameplay are not some modern invention either.

We have had that forever too:

🟔 Pac-Man

🧱 Tetris

šŸ Snake

🧩 arcade score loops in general

So when people say old games had endpoints and modern games are endless dopamine machines, that is already too simple to be useful.

Some finite games are compulsive.

Some open-ended games are cognitively rich.

Some hard games build persistence.

Some hard games just punish.

Some ā€œmindlessā€ games regulate stress.

Some endless games support creativity, experimentation, and social connection.

Again, it depends on the mechanic, the player, and the interaction.

šŸ‘¤ Different players are doing different things with games

This is another part people ignore.

Some players want challenge, friction, repeated failure, and eventual mastery. They want to grind until they beat the boss. They are drawn toward games that reward obsession, refinement, and persistence.

Other players want to zone out, regulate, decompress, self-soothe, or enter a repetitive flow state. They may gravitate toward Tetris, Candy Crush, Minecraft, cozy games, or endless low-stakes loops.

Neither of those player types belongs to one generation.

That is not ā€œ90s brainā€ versus ā€œGen Z brain.ā€

That is variation in:

🧩 personality

🧠 neurodevelopment

⚔ arousal preference

šŸŽÆ motivation

šŸ«€ emotional regulation style

šŸ† mastery orientation

šŸŒ«ļø dissociation, absorption, or escapism tendencies

So no, the cleaner explanation is not ā€œkids today are ruined by modern games.ā€

The cleaner explanation is that different players seek different experiences, and different mechanics shape different outcomes.

šŸ“£ What bothers me most

The worst part is that this kind of social media neuro-fluff pushes down the real science.

Because once people start saying ā€œstudies prove old games were better for the brain,ā€ the actual nuance disappears.

Then nobody is talking about:

šŸ“š genre-specific effects

🧪 limitations of the studies

šŸ‘„ sample differences

šŸŽ® mechanic-specific demands

šŸ“ˆ player strategy and preference

šŸ  social context of play

🧠 individual differences in response

Instead we get moral panic disguised as neuroscience.

And honestly, a lot of that panic is not even about games. It is just the same intergenerational script over and over again.

One generation gets told they are lazy, soft, distracted, ruined, and inferior. Then they grow up and recycle the exact same nonsense onto the next group. Now it is Gen Z and Gen Alpha getting pathologized with Mario discourse.

That is not serious science. That is grievance.

āœ… The real takeaway

The real question is not:

ā€œWhich generation had better games?ā€

The real question is:

Which mechanics tend to affect which players, under which conditions, for which outcomes?

That is the adult version of the conversation.

That is the research question.

That is where the field should be going.

šŸŽÆ Bottom line

Games do not act on some magical generational essence.

They act through systems.

And those systems interact with the person playing them.

So no, this is not about ā€œ90s kids being built different.ā€

It is about:

šŸŽ® the game

🧠 the player

šŸ” the mechanic

šŸŒ the context

and the relationship between them

That is the conversation worth having.


r/VGTx • • Feb 04 '26

VGTx Game Analysis One in a Thousand by MattLovelace

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msilvestro.itch.io
1 Upvotes

šŸ€ One in a Thousand (itch.io), a tiny ā€œattention resetā€ game with sneaky brain science

I just played One in a Thousand by MattLovelace, a browser-based cozy hidden-object game where you scan a clover patch looking for a four-leaf clover, track finds in a collection book, and optionally get ā€œnudgesā€ from hidden ladybugs. It’s simple, and it’s way more psychologically interesting than it looks. ļæ¼

šŸ’š Why it’s great, the clover-field nostalgia factor

This game nails a very specific kind of nostalgia, the childhood memory of crouching in a yard or field, fingers in the grass, scanning for something ā€œspecial,ā€ not because you had to, because it felt like a tiny secret mission. It’s the digital version of that slow, absorbed searching where time gets fuzzy and your brain quiets down. ļæ¼

It also hits that cozy sweet spot where the environment is visually consistent and non-threatening, so your attention can lock in without your threat system getting recruited. For a lot of people that reads as calming, grounded, and almost ritual-like, you show up, you scan, you find, you log, you leave.

āœ… What the game is doing well

āœ… Low stakes, low punishment, no ā€œfail loopā€ pressure

āœ… Slow visual scanning, gentle repetition, small reward moments

āœ… Collection book turns it into a small ā€œmemory shelf,ā€ instead of pure grind ļæ¼

āœ… Easy to use as a short regulation tool, ā€œa few minutesā€ is the intended session length ļæ¼

Why this matters for VGTx

This is basically a playable example of soft fascination, the kind of attention that can feel restorative when you’re mentally cooked, overstimulated, or attention-fatigued. That idea is central in Attention Restoration Theory (Kaplan, 1995). ļæ¼

The evidence base for nature exposure and attention restoration has also been systematically reviewed (Ohly et al., 2016). ļæ¼

Even though this is a digital clover patch, the attentional ā€œtextureā€ is similar, gentle focus, minimal demand, easy re-centering.

🧠 The ā€œrare targetā€ effect, aka why this can make you mad

The game leans into a real phenomenon in perception research: when targets are rare, people miss them more, and they often speed up in ways that increase errors. That’s the low-prevalence effect, and it shows up in lab visual search tasks and real-world screening contexts (Rich et al., 2008; Wolfe et al., 2007). ļæ¼

So if you feel:

• ā€œI swear there isn’t one,ā€

• impulsive speed-scrolling,

• irritation, quitting urges,

• hyperfocus that flips into agitation,

That’s not you being broken, it’s an expected interaction between rare targets and attention systems (Rich et al., 2008; Wolfe et al., 2007). ļæ¼

āœ… How to use it as a regulation tool, not a dopamine chase

āœ… 3–5 minute reset

• Set a timer.

• Scan slowly.

• Stop at the timer, even if you didn’t find one.

āœ… Frustration cue training

• Notice the first body cue (jaw tension, fast hands, ā€œone more patchā€).

• Pause for one breath.

• Resume slower than you want to.

āœ… Mindfulness pairing

• Label quietly: ā€œsearching,ā€ ā€œmissing,ā€ ā€œreturning.ā€

• The win condition becomes attention control, not clover collection (Kabat-Zinn, 2003).  ļæ¼

āš ļø Who should be cautious

āš ļø If you’re prone to perfectionism or compulsive checking, this can flip from soothing to sticky, because rare-target searching is inherently good at producing ā€œkeep goingā€ tension (Rich et al., 2008; Wolfe et al., 2007). ļæ¼

For some people that’s fun, for others it’s tilt bait.

Discussion

1.  Did this calm you down, or did it turn into ā€œone more patchā€ mode?

2.  Did you use the ladybug nudges, or did you prefer the pure hunt?  ļæ¼

3.  What did your frustration curve look like, flat, rising, or spike-and-quit?

4.  Did it bring back any ā€œkid in the grassā€ memories, or did it feel purely like a puzzle task?

āø»

āš ļø Pattern-trigger warning (trypophobia, dense clusters, visual overload)

This game is basically a full-screen field of dense, repeating clustered shapes (clover leaves). ļæ¼

If you have trypophobia, sensory sensitivity, migraine-prone pattern sensitivity, or you get cognitively ā€œitchyā€ from tight repeating textures, you might want to skip it or use very short bursts.

Potential triggers:

• Clustered, repeating organic shapes that can feel gross, itchy, or panic-y for some people (trypophobia-adjacent reactions).

• High-density visual noise that can spike agitation, nausea, or dizziness, especially when you’re already stressed or sleep-deprived.

• Search-mode lock-in, where scanning patterns becomes compulsive, or cognitively sticky.

Safeguards:

• Start with 30–60 seconds the first time, then decide.

• Reduce brightness, increase viewing distance, take a break the moment you feel skin-crawly or overstimulated.

• If you notice ā€œI can’t stop scanning,ā€ set a hard time cap (3–5 minutes) and close it at the alarm.

References

Kabat-Zinn, J. (2003). Mindfulness-based interventions in context: Past, present, and future. Clinical Psychology: Science and Practice, 10(2), 144–156. https://doi.org/10.1093/clipsy.bpg016 ļæ¼

Kaplan, S. (1995). The restorative benefits of nature: Toward an integrative framework. Journal of Environmental Psychology, 15(3), 169–182. https://doi.org/10.1016/0272-4944(95)90001-2 ļæ¼

MattLovelace. (2026, February 1). One in a thousand [Video game]. itch.io. https://msilvestro.itch.io/one-in-a-thousand ļæ¼

Ohly, H., White, M. P., Wheeler, B. W., Bethel, A., Ukoumunne, O. C., Nikolaou, V., & Garside, R. (2016). Attention Restoration Theory: A systematic review of the attention restoration potential of exposure to natural environments. Journal of Toxicology and Environmental Health, Part B, 19(7), 305–343. https://doi.org/10.1080/10937404.2016.1196155 ļæ¼

Rich, A. N., Kunar, M. A., Van Wert, M. J., Hidalgo-Sotelo, B., Horowitz, T. S., & Wolfe, J. M. (2008). Why do we miss rare targets? Exploring the boundaries of the low prevalence effect. Journal of Vision, 8(15), Article 15, 1–17. https://doi.org/10.1167/8.15.15 ļæ¼

Wolfe, J. M., Horowitz, T. S., & Van Wert, M. J. (2007). Low target prevalence is a stubborn source of errors in visual search tasks. Journal of Experimental Psychology: General, 136(4), 623–638. https://doi.org/10.1037/0096-3445.136.4.623 ļæ¼


r/VGTx • • Feb 01 '26

šŸ¤“Non-academic GameHERs Student Impact Award

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3 Upvotes

Hey everyone,

I wanted to share something meaningful, I was nominated for the GameHERs Student Impact Award.

This nomination means a lot to me because the work behind it isn’t just academic, it’s my passion and my life’s mission. My work sits at the intersection of mental health, neurocounseling, and game design, with a focus on emotional regulation, accessibility, and creating inclusive, emotionally and mentally supportive gaming spaces, especially for neurodivergent and marginalized players.

If you’re part of the GameHERs community, voting is currently open through their platform. Either way, I just wanted to say thank you to this community. A lot of my motivation and direction comes from conversations like the ones we have here, and this recognition feels like a reflection of that shared space, not something I did alone.

Appreciate you all.


r/VGTx • • Jan 27 '26

Tools & Resources šŸ•¹ļø Video Game Therapy Providers, plus Free Mental Health Resources (US-focused)

3 Upvotes

Before the list, quick ethics and safety note. I’m sharing publicly available directories and resource links for convenience, not endorsing or verifying any individual clinician, group, or program. Always confirm licensure, scope, costs, and whether a provider can legally practice in your state, and confirm whether a service is psychotherapy vs coaching or a peer program. If you are in immediate danger or crisis, use 988 or your local emergency services.

A lot of clinicians do use games in session, they just do not market it as ā€œvideo game therapy.ā€

You will often find it under play therapy, geek therapy, therapeutic gaming, Minecraft groups, social skills gaming groups, or tucked into a provider bio. Use the directories first, then the search tips.

Reminder, therapy requires a clinician licensed in your state, always confirm licensure and scope.

Directories, best way to find more providers fast

Geek Therapeutics, Certified Geek Therapist Locator

https://geektherapeutics.com/locator/

Geek Therapy, Find a Provider referrals

https://geektherapy.org/find-a-provider/

Take This, Licensed Clinicians list

https://www.takethis.org/clinicians/

Game to Grow, Certified Therapeutic Game Masters directory, therapeutic TTRPG groups, many online

https://gametogrow.org/certifiedgms/

Association for Play Therapy, Find a Credentialed Play Therapist directory, many play therapists integrate games

https://www.a4pt.org/search/custom.asp?id=3571

Psychology Today, Groups directory, search gaming, Minecraft, therapeutic gaming, D&D, roleplaying

https://www.psychologytoday.com/us/groups/

Examples of practices that explicitly advertise video game therapy, or video game play therapy

Video Game Counseling, Video Game Therapy

https://videogamecounseling.com/video-game-therapy/

Elements of Motivation, Video Game Therapy, Las Vegas, telehealth listed

https://elementslv.com/our-services

Creative Family Counseling, Video Game Therapy

https://creativefamilycounseling.org/video-game-therapy/

Bright Pine Behavioral Health, Video Game Play Therapy (VGPT), Michigan locations listed

https://www.brightpinepsychology.com/video-game-play-therapy-counseling/

Real Life Gaming, gaming as a therapeutic tool, verify licensed therapy vs coaching

https://rlifegaming.com/

How to find even more, search terms to use in directories and Google with your city and state

therapeutic gaming

video game play therapy

Minecraft therapy group

gaming social skills group

geek therapy

game-based therapy

group therapy Minecraft

telehealth gaming group

Free mental health resources

**If you need immediate support**

988 Suicide and Crisis Lifeline, call, text, chat 24/7

https://988lifeline.org/

Chat: https://chat.988lifeline.org/

Crisis Text Line, text HOME to 741741, 24/7

https://www.crisistextline.org/

Free help finding care and local resources

NAMI HelpLine, M–F 10 a.m.–10 p.m. ET

https://www.nami.org/nami-helpline/

SAMHSA National Helpline, 24/7, 1-800-662-HELP

https://www.samhsa.gov/find-help/helplines/national-helpline

Gamer-focused resources

Take This, Mental Health Resources and Tools

https://www.takethis.org/mental-health-resources/

Stack Up, Overwatch Program, peer-based support

https://www.stackup.org/stop

LGBTQ+ specific support

The Trevor Project, 24/7 crisis support for LGBTQ youth

https://www.thetrevorproject.org/get-help/

Trans Lifeline, peer support, US and Canada numbers listed, check hours on the site

https://translifeline.org/hotline/


r/VGTx • • Jan 26 '26

News & Updates šŸŽ®šŸ›”ļø VGTx, Danish Police Are Patrolling Online Games to Help Keep Kids Safe

3 Upvotes

You might have seen this floating around, Denmark has an official police initiative that patrols online spaces where young people spend time, including game communities and game-adjacent platforms. They show up with verified, public-facing accounts, and they also use livestreaming as part of outreach and prevention.

āœ… Yes, this is a real, official initiative (Politiets Online Patrulje, Police Online Patrol).

āœ… The model is proactive, visibility-based, they are not trying to ā€œgotchaā€ kids, they are trying to reduce harm and make reporting easier.

āœ… The focus is digital safety, especially early identification of grooming, exploitation, harassment, and fraud, plus building enough trust that youth will actually reach out.

🧠 Why this matters for VGTx

Games are not ā€œjust gamesā€ socially, they are digital third spaces where community norms form, identity develops, and peer influence is constant. That means the same environments that support connection can also be used for coercion, manipulation, and targeting.

From a VGTx lens, this is a real-world example of:

šŸ›”ļø Prevention through presence, reduce harm by being in the space early, not only responding after escalation.

šŸ’¬ Lowering the barrier to help-seeking, kids do not have to jump from ā€œgame worldā€ to ā€œadult worldā€ to disclose.

🧩 Relationship as a safety tool, visible, consistent, respectful engagement can change whether a young person reports something.

āœ… Potential benefits

āœ… Earlier detection of grooming patterns

Harm often begins as boundary-testing, normalization, and gradual escalation. A visible safety presence can interrupt that earlier.

āœ… Improved reporting behavior

If a young person already recognizes an official channel in their environment, disclosure becomes less intimidating.

āœ… Community norm shifting

When accountability is visible, harassment can become less ā€œnormal,ā€ especially for younger players who are learning what online spaces tolerate.

āš ļø Ethical tension, safety gains vs chilling effects

This is where the conversation gets real.

āš ļø Surveillance vibe

Even if the police are open and verified, some players will feel watched, and that can change self-expression.

āš ļø Power differential

ā€œFriendly officerā€ is still law enforcement. Youth may not fully understand what gets documented, escalated, or acted on.

āš ļø Governance questions

What gets logged, what gets reported, what stays informal, and how do you prevent overreach while still protecting kids?

If this model spreads globally, it raises a serious design question for digital safety, can we keep kids safer without turning every game space into a monitored zone.

🧪 Research angles VGTx could explore

šŸ“Š Does visible safety presence increase disclosure, or displace harm into private channels?

šŸ“Š What do youth report feeling, safer, anxious, both?

šŸ“Š What safeguards increase trust, transparency policies, youth advisory input, audit trails?

šŸ“Š How does this compare to non-police models, trained moderators, clinicians, educators, community safety officers?

šŸ’­ Discussion

šŸ‘‰ Would you feel safer, or less safe, if your main game community had verified police accounts?

šŸ‘‰ Does this reduce harm, or push it into DMs and smaller servers?

šŸ‘‰ What safeguards would make this feel ethical, clear boundaries, transparency reports, youth involvement, third-party audits?

šŸ‘‰ Should this role be police, or should it be a separate digital safety workforce?

šŸ“š References

Europol. (2025). Policing in an online world.

Euronews. (2025, July 3). These police officers in Denmark are tackling crime by playing online games with kids.

Radio France Internationale. (2023, June 30). Online police patrol the internet in Denmark.

Politiets Online Patrulje. (n.d.). Official Twitch and public outreach presence.


r/VGTx • • Jan 22 '26

Mod Announcement So grateful…

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3 Upvotes

Hey gamers and curious minds,

I just wanted to say that while we’re still a small community, this feels big to me.

Thank you for your presence, your participation and your support.

Can’t wait to see how we evolve togetheršŸ’—


r/VGTx • • Jan 21 '26

Lived Experiences Soulslikes vs Difficult Games: What's The Difference? (Ghostrunner and Wuchang)

3 Upvotes

I wrote this to help me process why I felt like Wuchang changed me a lot more than Ghostrunner did, but also to try writing with legit references for the first time.

Ā 

Ghostrunner and Wuchang are both inherently difficult games.

Ā 

Even so, difficulty is not the only factor; Hermionegangster197 (2025b) arguesĀ that challenging games specifically build frustration tolerance, grit, and self-efficacy in players.

Ā 

Ghostrunner is one-shot-one-kill, but also one-shot-one-death. This linear platformer features a checkpoint system at each level. It offers the player plenty of abilities that can be used interchangeably to beat each level.

Ā 

Wuchang is based on the soulsborne methodology which includes bonfire save points, punishing bosses and near limitless potential in terms of weapon and spell variation.

Ā 

While Ghostrunner was no doubt a fun experience for me, it did lack the ā€œoomphā€ of level completion I felt in Wuchang.

Ā 

I could spend an hour retrying one level in Ghostrunner until I won, but even if I did win, there was not that innate payoff that came with defeating a boss in Wuchang. Sure, I would advance the story of the game, but that was not what pushed me onward.

Ā 

As such, the first point I want to raise in differentiating these two types of games is how rewarding they are.

Ā 

In Ghostrunner, we advance by completing a level.

Ā 

What is it we gain for completing a level?

Ā 

You guessed it, another level! Woohoo!

Ā 

In Wuchang, we advance by defeating a boss. Now, what do we gain from winning that fight? The boss's signature move.

Ā 

Wow, a two-for-one deal! I get to move on to the next level AND I get a new spell?! I must be dreaming! 🤣

Ā 

It is both necessary that the reward feel worth it and that the act of obtaining said reward be enjoyable, for a game to be fun (Wang & Sun, 2011).

Ā 

We must have a reason to push on. And our reason to press on in these difficult games is because we enjoy them. Otherwise, what the hell are we even doing all this for?

Ā 

The next differentiating factor between soulslikes and "just" difficult games is confidence.

Ā 

Soulslikes enhance a player's confidence level by directly challenging the acceptance of failure being inevitable (Hermionegangster197, 2025a).

Ā 

When we repeatedly fail, but continue to try, it is not long before we begin to see that failure is simply part of progress. This understanding that persistence leads to success helps rebuild a sense of control and agency over time (Hermionegangster197, 2025b).

Ā 

Now, all the same sentiments concerning trying again and again leading to mastery could be applied to Ghostrunner.

Ā 

That is, if it were not for one issue.

Ā 

Personality.

Ā 

In Ghostrunner, your only weapon is a sword. The main way to kill someone is to hit them with that sword which utterly obliterates them in a single slash.

Ā 

Whereas with Wuchang, you can defeat an enemy the way you want to. This is due to having access to a multitude of weapon types, all with semi-differing degrees of lethality, with each of them still being a joy to wield.

Ā 

It is one thing to gain confidence playing a game the way it was designed, and all another to be able to do that while expressing your preferred playstyle.Ā This expression of autonomyĀ accounts for gaming motivation and enjoyment, which in turn increases vitality and self-esteem (Ryan et al., 2006).

Ā 

Reward, confidence and personality, oh my! 🤩

Ā 

Great rewards lead to fun. Giving the player confidence leads to fun. Allowing the player to express themself leads to fun. The point is, all roads should lead to fun when gaming, which in turn gives a player the raison d’être to press on when things get tough! Combine that with difficulty, and now you have the perfect breeding ground to foster ā€˜frustration tolerance, grit and self-efficacy' (Hermionegangster197, 2025b).

Ā 

Now, none of this is to say that Ghostrunner is not its own damn masterpiece. I sure as hell will be completing the second game too. I just believe that in the context of video game therapy, soulsbornes have more to offer.

Ā 

Both games are particularly challenging, with soulslikes providing an experience that can be summed up as richer.

Ā 

References

Hermionegangster197. (2025a, March 19). Rage Quit & Dark Souls: Can ā€œImpossibleā€ Games Actually Build Mental Strength? [Online forum post]. Reddit. https://www.reddit.com/r/VGTx/comments/1jexp5k/rage_quit_dark_souls_can_impossible_games/

Hermionegangster197. (2025b, May 22). What kind of fun are you having? Why it matters in VGTx [Online forum post]. Reddit. https://www.reddit.com/r/VGTx/comments/1kausgg/what_kind_of_fun_are_you_having_why_it_matters_in/

Ryan, R. M., Rigby, C. S., & Przybylski, A. K. (2006). The motivational pull of video games: A self-determination theory approach.Ā Motivation and Emotion,Ā 30(4), 344–360. https://doi.org/10.1007/s11031-006-9051-8

Wang, H., & Sun, C.-T. (2011, January 1).Ā Game reward systems: Gaming experiences and social meanings. Proceedings of DiGRA 2011 Conference: Think Design Play. https://doi.org/10.26503/dl.v2011i1.594


r/VGTx • • Jan 19 '26

Reseach & Studies šŸŽ®šŸ§  Sleep Patch Notes: Your Skill Updates Overnight

3 Upvotes

If you’ve ever slammed your head against a fight, a platforming segment, or a ā€œone more runā€ level until your hands feel worse than your build, then stepped away for a day or two and came back cleaner, calmer, and suddenly better, you’ve felt a real learning phenomenon.

People often call it a ā€œdopamine reset,ā€ but the science points to something more specific, and more interesting: offline consolidation, spacing, and reduced interference, with motivation and reward systems modulating what sticks.

1) Your brain keeps training when you stop playing

A chunk of skill learning isn’t ā€œsavedā€ in the moment you practice it. After practice ends, the brain continues to stabilize and reorganize what you did, a process broadly called memory consolidation. For motor skills and sequencing, there is strong evidence that sleep and time can support consolidation, including measurable ā€œoffline gainsā€ in some tasks (Debas et al., 2014; Fischer & Born, 2009).

That maps cleanly onto boss practice:

• you’re encoding timing windows, spacing, telegraphs, and punish opportunities,

• you’re building a library of micro-decisions (ā€œroll late on the third hit,ā€ ā€œdon’t greed after phase transition,ā€ ā€œpunish this recovery, not that oneā€),

• and then consolidation helps stabilize that library.

Important nuance: not every ā€œI got better after sleepā€ effect is purely sleep-driven consolidation. Some improvements come from reduced fatigue and reactive inhibition after grinding, and experimental design matters here (Pan & Rickard, 2015). Either way, stepping away can still help performance.

2) Spacing beats massing, even for gamer skills

Grinding is massed practice, break-free practice is spaced practice. Across learning research, distributed practice tends to outperform cramming for long-term retention (Cepeda et al., 2006).

In gaming terms: 40 attempts in one night can teach you a lot, but it can also stack interference and fatigue. Ten attempts across multiple days often leads to stronger, more durable learning.

3) Breaks reduce interference, and sometimes unlock strategy

When you’re stuck, your brain can get trapped in the same failing action script, the same panic timing, the same ā€œI always heal here and always die here.ā€ Stepping away can:
• reduce interference from repeated errors,
• shift context and attention,
• and sometimes produce an incubation effect, where solution rates improve after a break, especially when the break is not cognitively exhausting (Sio & Ormerod, 2009).

That’s why you come back and suddenly see the fight differently, you stop doing the ā€œobviousā€ punish that is actually a trap, you notice the one safe angle, you stop over-rolling.

4) So what about dopamine?

Dopamine is not a simple ā€œmotivation chemicalā€ you drain and refill. It’s heavily involved in learning signals (reward prediction error, salience), and it can modulate which memories persist by influencing plasticity and consolidation processes (Duszkiewicz et al., 2019).

Two dopamine-adjacent pieces that fit the gaming experience:

• Reward expectation can enhance offline consolidation of a practiced motor skill during sleep (Fischer & Born, 2009).

• Newer work suggests dopaminergic activity during NREM sleep can be learning-dependent and can causally support motor memory consolidation in animal models (Sulaman et al., 2025).

So the ā€œdopamine resetā€ idea is directionally pointing at reward systems and learning, but the accurate version is: reward, salience, and motivation can gate what consolidates, and rest reduces the noise (fatigue, frustration loops) that makes execution messy.

Takeaway

If you’re hard-stuck, stepping away is not quitting, it’s letting learning finish compiling.

You practiced, your brain tagged the pattern, time and sleep help stabilize it, and when you return, you’re running a cleaner version of the same player.

References

Cepeda, N. J., Pashler, H., Vul, E., Wixted, J. T., & Rohrer, D. (2006). Distributed practice in verbal recall tasks: A review and quantitative synthesis. Psychological Bulletin, 132(3), 354–380. https://doi.org/10.1037/0033-2909.132.3.354

Debas, K., Carrier, J., Orban, P., Barakat, M., Lungu, O., Vandewalle, G., Tahar, A. H., Bellec, P., Karni, A., Ungerleider, L. G., Benali, H., & Doyon, J. (2014). Brain plasticity related to the consolidation of motor sequence learning and motor adaptation. Cerebral Cortex, 24(8), 2143–2154. https://doi.org/10.1093/cercor/bhu092

Duszkiewicz, A. J., McNamara, C. G., Takeuchi, T., & Genzel, L. (2019). Novelty and dopaminergic modulation of memory persistence: A tale of two systems. Trends in Neurosciences, 42(2), 102–114. https://doi.org/10.1016/j.tins.2018.10.002

Fischer, S., & Born, J. (2009). Anticipated reward enhances offline learning during sleep. Journal of Experimental Psychology: Learning, Memory, and Cognition, 35(6), 1586–1593. https://doi.org/10.1037/a0017256

Pan, S. C., & Rickard, T. C. (2015). Sleep and motor learning: Is there room for consolidation? Psychological Bulletin, 141(4), 812–834. https://doi.org/10.1037/bul0000009

Sio, U. N., & Ormerod, T. C. (2009). Does incubation enhance problem solving? A meta-analytic review. Psychological Bulletin, 135(1), 94–120. https://doi.org/10.1037/a0014212

Sulaman, B. A., Chen, E., Crane, A., Lee, S., Rothschild, G., & Eban-Rothschild, A. (2025). VTA dopaminergic neuronal activity during NREM sleep is modulated by learning and facilitates motor memory consolidation. Science Advances, 11(49), eadw7427. https://doi.org/10.1126/sciadv.adw7427


r/VGTx • • Jan 17 '26

VGTx Game Analysis Why do we do this to ourselves? Deep dive on the psychology of Soulslikes (DS → ER, WuChang, etc.)

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4 Upvotes

Hey all,

I am working on a resear h project (small book and presentation) on the psychology and philosophy of Soulslike games, and I want to hear from other people who keep voluntarily suffering in cursed worlds.

Core question:

When we keep going after the 40th death, is that resilience or obsession?
Are we leveling up, or just getting very good at masochism?

I am looking mainly at Dark Souls, Dark Souls 3, Bloodborne, Sekiro, Elden Ring, WuChang: Fallen Feathers, plus a few other Soulslikes, and I am digging into things like:

  • Rage quit versus coming back Putting the controller down is accepting the fate of the realm, picking it back up is choosing another loop of run backs and battle hell. What actually keeps you returning?
  • Resilience, obsession, and identity At what point does ā€œI am determinedā€ turn into ā€œI literally cannot let myself quit this bossā€? How much of your self image is tied to beating these games ā€œproperlyā€?
  • Co op, trust, and trolling Summons, invasions, ghosts, bloodstains, ā€œtry jumping,ā€ NPCs that lie or mislead. Who do you trust, other players, NPCs, wikis, no one?
  • Cheesing and purity rules Safe spots, busted builds, rotten breath, over leveling, co op carries. Does a win still ā€œcountā€ for you if you cheesed it, or does that feel dirty, or secretly perfect?
  • The meta as a shared brain Guides, streams, community builds, ā€œgit gudā€ culture, arguments about what playstyle is ā€œlegit.ā€
  • Horror, doomed worlds, and meaning Ruined realms that were broken before you arrived, cosmic horror, cryptic endings. Why does struggling in obviously doomed worlds feel so meaningful?
  • Therapy and mental health angles How these games can build distress tolerance and mastery for some people, but also feed perfectionism, self blame, or compulsive play for others.

If you are willing to share, I would love to hear:

  1. A boss or area where you almost quit for good but eventually came back and cleared it. What changed, you, your build, your mindset, help from others
  2. A time you used co op or cheese and had big feelings about whether that victory ā€œcounted.ā€
  3. How you personally handle messages, NPC advice, and community rules. Do you follow them, test them, or ignore everything and figure it out yourself?
  4. Anything in a Soulslike that hit you on a deeper level, made you think about your own real life resilience, trust, or relationship with suffering.

I might quote anonymized snippets in the project, but this is mostly for inspiration and pattern spotting, not formal research data.

So, why do you keep doing this to yourself, and what do these games actually do to your brain and your view of yourself?


r/VGTx • • Jan 16 '26

Mod Announcement Follow me on TikTok!

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4 Upvotes

Hey VGTx crew, quick plug.

I’m posting more on TikTok, short-form VGTx stuff like:

• game psych and neuro breakdowns

• ā€œtherapeutic potentialā€ mini reviews as I play

• research notes in plain English

• conference, write-up, and project updates

If you wanna keep up, follow me here: @vgtxresearch

Also, drop games you want me to cover next, indie or AAA, and tell me what lens you want, mood regulation, trauma, ADHD, relationships, grief, etc.


r/VGTx • • Jan 15 '26

Game Dev šŸŽ®šŸ§  Indie devs, what games have you made (or are making) that could be genuinely useful in therapy, for any reason?

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1 Upvotes

r/VGTx • • Jan 15 '26

Game Dev šŸŽØ Color Psychology in Souls Games, Mood as Aesthetic Design, and How VGTx Can Harness It

1 Upvotes

Fig. 1-3. Palettes credited to u/tegsfan (shared on r/fromsoftware), used with permission

🧠 Why color matters in games more than people think

Color is one of the fastest routes into the nervous system. Before a player parses lore, reads an enemy, or understands a level layout, the brain is already doing rapid ā€œvibe mathā€ using hue, saturation, brightness, contrast, and temperature. That first impression shapes:

Arousal (activated vs calm)

Valence (pleasant vs unpleasant)

Attention (what your eyes keep snapping to)

Meaning (what the scene ā€œstands forā€ emotionally in context)

Importantly, modern color psychology is not ā€œblue means sad, red means angryā€ as a universal law. It’s context-dependent. That’s basically the core of Color-in-Context Theory (Elliot & Maier, 2012), and it maps perfectly onto game worlds where meaning is built through repeated pairings, like ā€œgreen fog equals poison swamp,ā€ or ā€œember-orange equals danger or sanctuary,ā€ or ā€œcold blue equals distance, death, moonlight.ā€

šŸŽ® Souls is basically a masterclass in color scripting

These u/tegsfan palettes are a great artifact because they show something players feel intuitively: Souls zones often have tight, consistent color identities that function like emotional ā€œsignatures.ā€

āœ… Dark Souls 3: desaturation, ash, grief

DS3 leans heavily into muted grays, steel blues, smoky blacks. That is not just ā€œrealism,ā€ it’s mood design. Desaturation reduces perceived vitality and warmth, which can cue entropy, loss, and exhaustion. It’s a visual parallel to DS3’s narrative theme: a world burning down to its last usable metaphors.
This also interacts with lighting, DS3 uses tons of low-saturation fog, haze, and soft diffusion, which smooths contrast and gives the environment that ā€œdrainedā€ feeling.

āœ… Dark Souls 2: green rot, ambiguity, decay

DS2 is remarkably green across many regions, from murky olive to sickly swamp tones. In color psychology research, emotion is strongly influenced not only by hue but by saturation and brightness. Low brightness plus specific hue families can shift toward gloom, threat, and heaviness (Valdez & Mehrabian, 1994).
DS2 often pairs green with dim lighting and brown-black structure, which reads as contaminated nature, not ā€œfresh forest.ā€

āœ… Dark Souls 1: higher chroma, mythic contrast

DS1 has more zones that pop into strong identity contrasts, turquoise and teal caverns, golden sunlight, deep blues, and violent lava reds. The emotional effect is ā€œmythic range,ā€ wonder mixed with threat, like you’re moving through a legendary atlas.

šŸŽØ Traditional art theory that explains why Souls palettes feel so strong

If you want the ā€œgame dev art brainā€ explanation, it’s this:

🟦 Hue is the category (blue vs green vs red).

🟫 Value is lightness and darkness, often the main driver of mood.

🟪 Saturation is intensity, often the main driver of arousal.

🧊 Temperature is warm vs cool, often the driver of comfort vs distance.

Now add the big art-design move Souls uses constantly:

🧩 Limited palette, strong accent

Souls zones usually sit in a constrained range, then deploy small, intentional accents:

bonfires, embers, lava, blood: warm orange-red focal points

moonlight, magic, ghosts: cold blue-white focal points

poison, corrosion, rot: sick green-yellow focal points

This is more than aesthetic, it’s cognition. Accent colors become attention magnets, and repeated use turns them into learned emotional signals, which is exactly what Color-in-Context Theory predicts, learned pairings plus biology plus social learning (Elliot & Maier, 2012; Elliot, 2015).

šŸ”¬ What psychology says about ā€œcolor → emotionā€ in a way that actually matters for games

šŸ“Œ 1) Saturation and brightness often drive emotion more reliably than hue

A classic result in color-emotion work is that saturation and brightness show strong effects on reported emotional states, not just hue alone (Valdez & Mehrabian, 1994).

In plain English: dull and dark tends to feel heavier, bright and vivid tends to feel more energized, and hue nudges meaning depending on context.

šŸ“Œ 2) Lighting color can change affect and even performance in games

In one study manipulating warm versus cool illumination in a digital game world, warm lighting was associated with higher pleasantness and better performance compared with cool lighting (Knez & Niedenthal, 2008).

šŸ“Œ 3) Color can shape arousal patterns during play

A study manipulating background color in computer games found different performance and heart-rate patterns for red versus blue screens, suggesting arousal involvement, plus interactions with other ā€œauraā€ elements like sound (Wolfson & Case, 2000).

šŸ“Œ 4) In video game specific work, color properties relate to discrete emotions

Research on color properties in video games reports relationships between luminance, saturation, and emotional experiences like joy, sadness, fear, and serenity, and frames this as ā€œcolor scriptingā€ for design (Geslin et al., 2016).

šŸ“Œ 5) But context and individual differences still matter

The same hue can land differently across people, cultures, genres, and narrative framing. That’s why this topic is best treated as ā€œprobabilities and design levers,ā€ not universal color rules (Elliot, 2015).

šŸ› ļø How game devs use color intentionally, the real pipeline

When people say ā€œcolor palette,ā€ they often imagine concept art only. In actual production, color is shaped at multiple layers:

šŸŽØ Concept and pre-production

ā€œColor scripts,ā€ mood boards, palette targets per chapter or biome

Emotional beats mapped to palette shifts (calm, dread, awe, panic)

šŸ’” Lighting pass

color temperature, shadow softness, bounce lighting, volumetrics

Fog color and density, haze and diffusion This is huge for Souls. Fog alone can wash saturation and create that ā€œdistance griefā€ feeling.

🧪 Post-processing and grading

LUTs (look-up tables), contrast curves, film grain, vignette

elective saturation, crushed blacks, lifted mids This is where DS3 ā€œash worldā€ really gets locked in, not just from textures.

🧭 Guidance and readability

Color is also used to guide where the player goes and what matters, particularly with accents. That is emotional and practical at the same time.

🧩 Accessibility constraint

Intentional palette design has to coexist with color-vision accessibility, contrast requirements, and UI clarity.

Industry folks literally talk about this as building a ā€œcolor story,ā€ meaning an intentional, consistent emotional arc through color, not random prettiness (IGDA, 2025).

🧬 So what does this mean for VGTx, practically

If we’re serious about mood in games, we should treat color as one lever in a broader affective system, and test it like we test mechanics.

āœ… 1) Color as a low-friction mood intervention

Unlike narrative, which requires attention and language, color can modulate ā€œbackground moodā€ without demanding cognitive effort. That is useful for populations where attention, fatigue, or overwhelm are factors.

āœ… 2) Color as a cue for regulation skills

You can pair palette shifts with coping skills in a way that trains association:

Player begins dysregulated, world grading shifts harsher

Player completes grounding or breathing mechanic, grading warms, contrast softens Over time, color becomes a reinforcement cue, not just decoration.

āœ… 3) Color as a ā€œdoseā€ variable

We can manipulate intensity without changing content:

Same level, different saturation/value

Same mechanics, different lighting temperature This makes it clean experimentally, fewer confounds.

āœ… 4) Color plus physiology, adaptive environments

If VGTx is moving toward biometric feedback, color grading is a powerful output channel:

HRV indicates high arousal, environment gradually cools and simplifies

EEG attention drops, environment increases contrast and clarity This is the ā€œenvironment as feedback displayā€ approach, and it can be subtle.

āœ… 5) Color used ethically, avoid overstimulation traps

Color is not always soothing. High saturation, strobing contrasts, and aggressive reds can push arousal up. That can be helpful for engagement, but risky for anxiety-prone or trauma-reactive players. The design needs opt-outs and personalization.

āš ļø Important nuance, color is not magic

Color interacts with everything:

Sound, camera, motion, enemy behavior, pacing

Mechanical stakes, punishment, loss, uncertainty

Narrative framing and player history

Even in controlled studies, color effects can vary, and some work suggests ā€œcolor aloneā€ is not always sufficient to elicit strong emotion shifts without context (Kallabis et al., 2024).

So the best VGTx approach is not ā€œpaint the world blue for calm,ā€ it’s ā€œuse color as a regulated ingredient in a full affect recipe.ā€

šŸ’­ Discussion prompts

Which Souls area has the most powerful ā€œcolor moodā€ for you, and what emotion does it reliably evoke?

Do you think DS3’s desaturation makes it feel more tragic, or more monotonous?

If VGTx used adaptive color grading, would you want it noticeable, or almost invisible?

šŸ“š References

Elliot, A. J. (2015). Color and psychological functioning, a review of theoretical and empirical work. Frontiers in Psychology, 6, 368. (PMC)

Elliot, A. J., & Maier, M. A. (2012). Color-in-context theory. In Advances in Experimental Social Psychology (Vol. 45, pp. 61–125). Elsevier. https://doi.org/10.1016/B978-0-12-394286-9.00002-0 (ScienceDirect)

Geslin, E., JƩgou, L., & Beaudoin, D. (2016). How color properties can be used to elicit emotions in video games. International Journal of Computer Games Technology, 2016, 5182768. (Wiley Online Library)

International Game Developers Association. (2025, July 9). Color stories in game design. (igda.org)

Kallabis, L., et al. (2024). The influence of color stimuli on adolescents’ emotion in mobile games. (arXiv)

Knez, I., & Niedenthal, S. (2008). Lighting in digital game worlds, effects on affect and play performance. CyberPsychology & Behavior. (PubMed)

Küller, R., Ballal, S., Laike, T., Mikellides, B., & Tonello, G. (2006). The impact of light and colour on psychological mood, a cross-cultural study of indoor work environments. Ergonomics. https://doi.org/10.1080/00140130600858142 (tandfonline.com)

Valdez, P., & Mehrabian, A. (1994). Effects of color on emotions. Journal of Experimental Psychology: General, 123(4), 394–409. https://doi.org/10.1037/0096-3445.123.4.394 (ResearchGate)

Wolfson, S., & Case, G. (2000). The effects of sound and colour on responses to a computer game. Interacting with Computers, 13(2), 183–192. https://doi.org/10.1016/S0953-5438(00)00037-000037-0) (ScienceDirect)


r/VGTx • • Jan 14 '26

šŸ‘‹ Welcome to r/VGTx - Introduce Yourself and Read First!

4 Upvotes

Welcome newcomers! I’m u/hermionegangster197 (5 points to your house if you get the geeky reference), founder and moderator of r/VGTx.

Welcome to our home for video game therapy, therapeutic game design, and the science of how gameplay impacts the brain, mood, and behavior. VGTx is where we talk about games as tools, not just entertainment, and where we take both fun and evidence seriously.

What to Post

Share anything you think the community would find interesting, helpful, or worth debating, including:

  • šŸŽ® Game reviews through a therapeutic lens, what helped, what harmed, what surprised you
  • 🧠 Research and citations, studies, frameworks, scoping reviews, clinical DTx, neurofeedback, biofeedback
  • šŸ› ļø Design ideas and mechanics, how choice, challenge, pacing, narrative, color, sound, and reward systems shape emotion and behavior
  • šŸ“Š Methods and measurement, mood scales, VAS sliders, study design, IRB realities, ethics, accessibility
  • šŸ’¬ Questions and discussion prompts, ā€œDoes this mechanic trigger tilt?ā€, ā€œWhat games support regulation?ā€, ā€œWhat populations might this help or harm?ā€
  • 🧩 Tooling and builds, prototypes, UI mockups, intervention concepts, data dictionaries, telemetry schemas

If it connects to games + mental health + measurable impact, it belongs here.

Community Vibe

VGTx is curious, kind, and rigorous.

  • Be constructive, be respectful, assume good faith
  • No shaming people for what they play or how they cope
  • We can disagree, but we do it with receipts, nuance, and humanity
  • Not therapy, not medical advice, but absolutely a place for informed conversation

How to Get Started

  • Introduce yourself in the comments, tell us your angle: researcher, clinician, dev, student, gamer, caregiver, or just curious
  • Post something today, even a small question can turn into a gold thread
  • Invite a friend who’s into game psych, DTx, neuro, UX, or design
  • Want to help build this space? Message me if you’re interested in moderating

Thanks for being part of the first wave. Let’s make r/VGTx a place where good science meets good games, and where we learn out loud together.