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Gamifying Mental Health: Can Games Actually Heal?

1/9/2025

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When you hear "video games," what comes to mind? Escapism? Entertainment? Maybe a nostalgic dive into your childhood? What if I told you that games could also be a tool for mental health—more than just a distraction from the chaos of life? In today’s post, we’re diving into how gamification and mental health intersect, exploring whether our digital pastimes can genuinely help us heal.

Mental Health Mechanics: The Good, The Bad, and The Tedious

Games like Celeste and Hellblade: Senua’s Sacrifice have made waves for their authentic portrayals of mental health struggles. Celeste isn’t just about climbing a mountain—it’s about facing the insurmountable peaks of anxiety and self-doubt. Its core mechanics mirror the persistence required to overcome real-life mental health battles. You fail, you learn, and you try again. There’s no handholding, but there’s always hope—a powerful metaphor wrapped in pixel art and chiptune melodies.
Then there’s Hellblade, where psychosis isn’t treated as a cheap plot device but as an integral part of the character and world. Ninja Theory worked with mental health professionals and individuals with lived experiences, creating an auditory and visual onslaught that pulls you into Senua’s fractured mind. The result? A deeply uncomfortable yet empathetic journey, proving that games can go beyond representation to actively foster understanding.
But for every Celeste or Hellblade, there’s a poorly executed "mental health" game that slaps on superficial mechanics—collect mindfulness tokens, complete your depression checklist, and voilà, you’re cured! These feel more like mandatory HR e-learning modules than meaningful experiences.

The Science of Play: Can Games Actually Rewire Us?

There’s growing evidence that gaming can have therapeutic effects. For example, Sea of Solitude and Gris tackle themes of loneliness and grief through metaphorical worlds. While the science isn’t definitive, many players report feeling seen—like someone finally understands what they’re going through. Sometimes, that’s all you need to take the first step toward healing.
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Even games with no explicit mental health focus can be therapeutic. Take Animal Crossing: New Horizons during the pandemic—a soothing escape into routine and social connection when the real world offered neither. Or consider the meditative state of Journey, where its minimalist design and wordless multiplayer encourage reflection and connection. These experiences suggest that games, when done right, can help regulate emotions and provide a sense of control, even when life feels chaotic.

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Researchers have explored the therapeutic potential of video games in mental health treatment. A systematic review published in the Journal of Medical Internet Research found that video game-based interventions can effectively reduce symptoms of depressive disorders. Additionally, a study from Nanyang Technological University reported that adults who regularly played the puzzle game Cut the Rope experienced improvements in executive functions, including cognitive flexibility (a trait often diminished by mental health struggles). These findings suggest that video games can serve as tools for psychological growth, much like the resilience-building mechanics found in games like Dark Souls.

​But let’s not get carried away. Games aren’t a replacement for therapy, medication, or support systems. They’re tools—supplements, not solutions. Think of them as the digital equivalent of a weighted blanket: comforting, but not a cure-all.

Breaking the Fourth Wall: Games That Challenge Us to Reflect

Some games go a step further by directly engaging with the player’s reality. That Dragon, Cancer is a raw, autobiographical experience about a family grappling with the terminal illness of their child. It’s less a game and more an act of shared vulnerability, offering catharsis through its interactive storytelling. Similarly, Florence explores the ups and downs of relationships, capturing the bittersweet truths of human connection in a way that’s both intimate and universal.
And then there are titles like Doki Doki Literature Club! and Omori, which weaponize their mechanics to confront players with themes of mental illness and existential dread. These games don’t just tell stories—they force us to look inward, challenging our assumptions and coping mechanisms. They ask: Are you okay? And if not, what are you doing about it?
This mirrors the narrative framework of Dark Souls, where failure isn’t just expected but integral. The cycle of death and resurrection isn’t merely a gameplay mechanic; it’s a meditation on resilience and hope. In both Dark Souls and mental health-focused games, progress is incremental, and the journey is fraught with setbacks—a poignant reminder that healing is rarely linear.
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Where Do We Go From Here?

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The future of gamifying mental health is promising but precarious. Developers are experimenting with biofeedback, like Deep, a VR game controlled by diaphragmatic breathing, or Nevermind, which uses heart rate monitors to adapt its psychological horror to your stress levels. These innovations blur the line between gaming and therapy, offering personalized, immersive experiences.

But there’s a fine line between help and harm. Poorly designed mechanics or exploitative monetization models (looking at you, mobile apps disguised as “mindfulness tools”) can trivialize or even worsen mental health struggles. Developers have a responsibility to approach these topics with care, consultation, and authenticity.

Why It Matters

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In the end, games offer a unique space to explore and process mental health. They’re not bound by the same rules as traditional media. They allow us to fail safely, to experiment, to connect with characters and stories that reflect our own struggles. As with Dark Souls, games remind us that progress is often incremental—earned through persistence, patience, and the courage to keep going, even when the odds feel insurmountable.​

Can games actually heal? Not entirely. But they can offer a glimmer of hope, a chance to confront our inner demons, and a reminder that, in the words of Celeste: “You’re stronger than you think.”
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