Gaming as Emotional Support
Posted by Rob Herman at May 9th, 2006
I thought tonight’s article was going to be very short: “Sorry, guys. I have to play some emergency Footmen Frenzy with my roommate, who’s having a tough time emotionally.” Luckily his Serious Relationship Talk turned out better than planned, so he was able to beat up some 13-year-olds without my help. It got me thinking about the use of games as an emotional coping tool, though…
For me, board games and computer games have very different roles as coping strategies. When I fire up a good, distracting computer game—Warcraft, Civilization, Oblivion, GalCiv, or any roguelike—the rest of the world kind of slides away. If there’s food or drink nearby, it’ll be gone without my ever tasting it. Whatever emotional state I was in before tends to slide away. When I stop, I’ll remember what I was feeling like, but the emotional state itself is usually gone.
This isn’t as awful as it sounds because when I get home from work, the departing emotional state is often “tired and cranky.” And the emotion isn’t disappearing into oblivion, either. Competitive games (Warcraft) get me into an excited mood that can carry over after they’re done; or maybe a slightly enraged one, if I was up against, or on a team with, idiots. And of course, anything could get my mind started on game design…
By contrast, board games are a social activity. That’s good. It fills a need. It’s also a great chance to talk to my friends, if that’s what I want. More of the social construction and problem-solving, less of what is sometimes derisively called “coping.” On the other hand, look, I’m a guy. “Coping” is good enough a lot of the time; problems go away if I don’t dwell on them. And if the problem is that I’m tired of social interaction… well, getting more of it isn’t what I need.
This is the kind of topic that’s going to be very different for different people, so today more than usual, I encourage you to leave a comment.