Friday, 24 April 2026

Overthinking it: Games as therapy

 

 




Note: I've wrestled with posting this for a while, and I've re-written it about four times now. While it It deals with mortality and its onlookers, the ones affected by it peripherally. I don't imagine this post will be for everyone. If you're squeamish about such things, or if the subject just hits too closely, it may be best to skip this one. Normal transmission should return shortly.

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I’ve talked about this elsewhere on the blog, but I’m bringing it up one more time to illustrate a point. In 2010, my wife Jess was hospitalised with complications from a MS exacerbation that came close to ending her life and subsequently put her in rehab for three months while she learned to walk again. It was during this time that my brother-in-law T and I started playing a weekly game of Command & Colors: Napleonics (GMT Games, 2010). I had only been in possession of the game for a month or so before Jess went into hospital. I was spending my days in the ward and my nights eating toast and not sleeping very much. T and his wife P – Jess’s eldest sister – had me around a several times for dinner in those early weeks, mostly to make sure I was looking after myself, and when Jess was communicative again, she told me I should go have a game with T one night. So I invited myself over and took my copy of  C&C: Napoleonics with me. When offered, T chose to play the French.

At the end of our first game (Rolica (French First Position) – 17 August 1808), T told me I should come over the following week so we can each play the over side. And that was the start of our nearly sixteen-year Monday night game tradition. Over those first few months, this was one of the things that helped keep me on an even keel in the face of a desperate and only sporadically resolving situation.

I bring this up now because life is a crap buffet, devoid of even the smallest measure of fairness or justice or consideration. After some months of unwellness, P was diagnosed with MND. Anyone who has lost a loved one to this shitty, humourless joke of a condition knows what it does to the sufferer and to everyone around them, and has my deepest, most profound sympathy. I’m not going to dwell on it here; that's not my story to tell.  

The other week, when T and I played the Eggmühl, Day 2 (French Right) scenario, that was a little less than a week after P’s diagnosis. She had been progressively less well over the previous four months, and we hadn’t seen either of them for most of that. Both T and P are medical professionals, and quite senior in their respective fields. Neither is under any illusion regarding what is to come. When I got to T’s place for our game, he looked haggard, flat, beaten.

We played the game. We did not talk much at all before or during the game, except a little about various moves or tactics, and about the historical situation of the scenario. For about an hour-and-a-half we were immersed fully in the challenge to hand.

After the game, as we were packing up, T seemed less deflated, more his old self. We talked. I asked him some questions about what comes next, how P was handling the situation, how their kids (both adults now) are taking it all, and he answered everything with full statements, rather than vagaries and platitudes. For eighty-something minutes we’d taken a little vacation from the weight of everything bearing down on the family, but upon T most of all. It was still there when we returned, but he was a little rested and better prepared to face it.

In her excellent book, Reality is Broken: Why Games Make Us Better and How They Can Change the World*, author Jane McGonigal relates a story from Book 1 (Part 94) of Herodotus’s The Histories:

Now the Lydians […] were the first of men, so far as we know, who struck and used coin of gold or silver; and also they were the first retail-traders. And the Lydians themselves say that the games which are now in use among them and among the Hellenes were also their invention. These they say were invented among them at the same time as they colonised Tyrsenia, and this is the account they give of them: --

In the reign of Atys the son of Manes their king there came to be a grievous dearth over the whole of Lydia; and the Lydians for a time continued to endure it, but afterwards, as it did not cease, they sought for remedies; and one devised one thing and another of them devised another thing. And then were discovered, they say, the ways of playing with the dice and the knucklebones and the ball, and all the other games excepting draughts (for the discovery of this last is not claimed by the Lydians). These games they invented as a resource against the famine, and thus they used to do -- on one of the days they would play games all the time in order that they might not feel the want of food, and on the next they ceased from their games and had food: and thus they went on for eighteen years.

Many things mentioned by Herodotus are questionable in their veracity, but this story, to me, seems plausible; it has the patina of truth to it. That a society would look to games as a distraction from their woes seems both believable and healthy. When my wife was in hospital and there was absolutely nothing I could do to help her, I took some solace in Marcus Aurelius, Søren Kierkegaard, and our weekly Commands & Colors game. These things helped me make sense of what I was experiencing, giving my conscious mind a brief remit from my own sense of ineffectualness, and allowing some clear time for my subconscious to work the intellectual and emotional baggage that I couldn’t actively think my way through.

I’m not trying to diminish or cheapen the real pain people face in their lives. And I’m certainly not trying to say that wargames or games in general are a salve for that pain. Games are not a replacement for lived experience. But lived experience can be harrowing. A game can offer a brief respite from the anguish of the moment. But more than that, it can lend you the space to build or restore a framework through which to approach or deal with the ongoing horridness. At least, this has been my experience.

After the game, T spoke of their immediate plans; to get P out of hospital and comfortably back into their home; welcome their second grandchild – a girl, due (at time of writing) in just a week or so – into the world; to be participating grandparents in the child’s life; and, of course, playing the games that are an enduring part of their family traditions. He spoke in terms of short-term goals, and of the tactics to be employed in making P’s life as full and as fulfilling they can. Listening to him talk about it, T didn’t sound like a project manager running through procedures and milestones; he appeared more like a general marshalling all of his forces for battle.


 

* I cannot recommend this book, and McGonigal’s more personal follow-up volume. Superbetter: How a Gameful Life Can Make You Stronger, Happier, Braver and More Resilient, highly enough. McGonigal is an academic, game designer. and brain trauma survivor (her recovery  from which she addresses through the course of Superbetter), and a very entertaining and engaging writer. There are also a couple of TED-Talks and other presentations available on the Internet, but your a grown-up; you can find those for yourself.

† This online text is from G.C. Macauley’s translation, first released in 1890, but still a worthwhile translation. I have the Barnes & Noble Classics paperback (EAN: 978-1593081027) which it looks like is still available in print and doesn't cost all that much.

 

 

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Overthinking it: Games as therapy

    Note : I've wrestled with posting this for a while, and I've re-written it about four times now. While it It deals with mortalit...