Video Games & Therapy: The Impact of Cozy Games, RPGs & MMORPGs
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Authors
Liao, Kimberly
Issue Date
2025-11
Type
Capstone
Language
en
Keywords
video games , cozy games , rpgs , mmorpgs , role playing games , massively multiplayer online role playing games , digital third place , harmonious passion , reflective nostalgia , flow , video game therapy , VGT
Alternative Title
Abstract
Video games, once dismissed as mere entertainment, have evolved into complex, interactive digital environments that invite exploration, creativity, and social connection. Accessible through consoles, computers, and mobile devices, they allow players to engage through customizable avatars and immersive storylines that mirror aspects of reality (Bocci et al., 2023). While early scholarship often framed gaming as a source of aggression or disengagement, recent research has begun to highlight its capacity to foster psychosocial growth, emotional regulation, and identity development. This capstone examines the therapeutic potential of video games within counselling contexts, responding to the growing integration of digital culture into clients' everyday lives. Following the COVID-19 pandemic—when many turned to virtual spaces as refuges of safety and belonging—games have emerged as digital third places that offer opportunities for self-expression, social connection, and meaning-making outside traditional environments. Drawing from self-determination and narrative therapy frameworks, this paper explores how role-playing games (RPGs), massively multiplayer online role-playing games (MMORPGs), and cozy games can enhance the counselling process by supporting autonomy, competence, and relatedness Rather than replacing conventional therapeutic modalities, video game therapy functions as a complementary tool that strengthens rapport, engagement, and the co-creation of story between counsellor and client. The discussion integrates current research, practical applications, and ethical considerations, concluding with a reflexive analysis of the author’s professional learning and a toolkit for practitioners interested in applying video game therapy in clinical settings.
Description
Citation
Publisher
License
Attribution-NonCommercial-NoDerivs 3.0 United States
openAccess
openAccess
