I have started a little experiment in my work by way of including Dungeons and Dragons as an option for some latency age and early adolescent kids during therapy sessions. This can be a difficult age range to work with as they are not quite old enough to just sit and chat but are also too young to engage in imaginary play. Typically with these kids I use play with mundane games such as UNO, Connect 4, checkers, puzzles etc… as a way of distraction while I talk with them about more clinical concerns. I have to tell you a guy can only play so many games of UNO before he wants to start jabbing sharp objects under his fingernails. One day as I was getting my gear together for a session my eyes fell on the PHB that was sitting on my desk and I had a bit of an epiphany. I put down the sharpened bamboo and started including D&D books, dice and miniatures (these are great for the younger kids that are still into play anyways) with my standard stuff.
Based on the projective hypothesis, the collaborative role-playing and story building of D&D is what had me intrigued about using it as a therapeutic intervention. The projective hypothesis is essentially the idea that in neutral or ambiguous situations the individual’s dynamics, conflicts, and desires get projected or externalized onto these objects or situations. The extension into play therapy is similar as these dynamics are revealed through the play itself and interaction with the therapist (now don’t go analyzing your buddy who always seems to play a hugely muscular and virile barbarian as sometimes a big sword is just a big sword). So I had the thought that the processes of creating a character and bringing them to life and making up a story within the game might provide opportunities to talk about some of these problematic conflicts and feelings while also allowing displaced interpretations and role-playing problem solving skills and resolution. Even if these aspects didn’t’ materialize it would still be an opportunity to build rapport and provide something to do while allowing talk about other issues and the implementation of more structured interventions.
I don’t think it is too big of a leap, as most kids these days are veterans of video game rpgs and mmos so a lot of the concepts are similar. Obviously this isn’t RAW as there are only 2 people and you don’t want to get bogged down in rules and structure, and it isn’t really the point of the whole thing anyway. It also has the added benefit of being able to spread D&D books out on your desk at work and if anyone asks you can reply that you’re “prepping for a session”
