At the risk of frightening some readers half to death, I am going to write about a substance that can be said to have the power to change reality for an individual in this life.
MarcLord asked me for information about ibogaine, an African plant that has acquired a powerful reputation, whether for good or ill, even in the West.
Ibogaine is nothing new to shamans in Africa. It was its use as a treatment in drug addition in Europe that 'put it on the map' internationally. To define ibogaine as a 'drug addition treatment', however, would be tantamount to describing J.R.R. Tolkien as 'some old writer who died three decades ago.'
I have no personal experience with ibogaine. My own knowledge, therefore, is limited to academic research and some correspondence with individuals who have used it successfully.
Like all 'gods' in primitive societies, ibogaine possesses the power of life and death. There have been a number of fatalities. This is hardly surprising when one considers that the drug has the power to take the individual back to the past to relive his/her own childhood as well as transporting him/her to other realities.
People who have had the courage to place themselves in the hands of ibogaine never know what to expect. Some literally have been 'frightened to death'. Their hearts stop and their life in this dimension is finished.
Ibogaine does not have the power to resurrect the dead. It does not have the power to reintroduce a soul into a body that has ceased to function. What it can do is alter the landscape of a living organism's memory permanently, as well as restoring lost memory.
What follows here is a personal account by an individual of his ibogaine experience. There are hundreds of accounts but this one is interesting because the individual is some one who can describe the experience clearly and intelligently and because he obviously worked with the drug to improve his own life:
Ibogaine Experience
The following is my experience with Ibogaine. The statement 'words cannot describe...' is an understatement.
I ingested the Ibogaine in the evening of 1 December 1997. After 45 minutes the first wave hit. I had no nausea with the ibo coming on or through the entire journey. Then the second wave hit. The best way to describe the waves would be a freight train plowing through my energy field. During each wave there was an accompanying sound - something like thin fiberglass rods coming out of my ears that were whirling around just below the speed of sound. The second wave backed off. I then was in blackness and I could see my body laying in my bed as I floated away from it up to the ceiling. I passed through the ceiling into the night sky. I could feel myself going further up to the stars then slowly descending through some trees I had never seen before. When I touched down on land I realized I was in Africa. I then felt my skull split open and hinged back. I looked up into the African night and saw two giant black hands pouring what looked like sand into my brain. It was shimmering down all around me and I realized it was the Ibogaine being poured into my brain. As the ibogaine hit my brain I could feel/hear/see my brain lighting up like a switch board. I was then back in my bed. The Ibo was seeming to say "Are you ready?" I was. The final wave was quite intense. . . After the third wave I felt as if my whole body was being violently shaken. I then had my whole body lifted off the bed by the ibo and swung from side to side in a 300 degree arc. It wasn't frightening. My sense was the Ibogaine was showing me its power. It was powerful!!!
I was then laid back down. I heard a voice say, 'Here are some of the things we can do. Do you want to see what your niece will look like at 27?' I replied, 'Yes.' A three dimensional image of her flashed up and then I saw her morph from 13 to 27. Then they did the same thing with another person taking them from age 50 to 6. I was told this is only a small example of what was capable. I started shaking/vibrating violently (it felt that way at least). The whirring sound got louder and louder. I started shaking more violently. Then my stomach was blown wide open and brilliant red 20 foot flames started spewing out. It was very intense but there was no fear with the experience. Out of the flames rose a HUGE red man. I realized this was my repressed male red energy - and he was angry.... He had his fists in the air and was swaying back and forth pounding his fists. He was also yelling. While he was still doing this the red flames changed to blue light/smoke that was spewing forth all around the Red Energy Man. I realized this was all the grief and sadness that I had stored for 34 years.
Everything went still. I then saw to my right an African man with white hair and a beard and wearing a loincloth. I walked over to him. I heard Bwiti (the Ibogaine spirit) say 'This is your guide.' I asked Bwiti if I could ask the man his name. I was told I could. The man said "Moka." I laughed! I told Bwiti I could not have a guide named 'Mocha,' that was coffee... As soon as I said that two words flashed up 'rebellion' and 'self importance'. Then Bwiti got EXTREMELY angry and yelled, 'HIS NAME IS MOKA!!!!! M-O-K-A!!!! MOKA!!!!' I apologized. Moka told me that I was now in the second phase of my process. He explained, 'We had to remove all your repressed emotions so we could teach you these new things. The key is to not allow yourself to store so many emotions. What is important is to speak in the moment so every emotion moves as it happens. A person should look like this.' I then saw the image of a women walking with a rainbow streaming out of her body. Each color representing an emotion. There were slight 'hills and valleys' to the rainbow. Moka explained, 'Emotions need to be fluid, a cry should come as easy as a laugh. Some people in your life abuse their emotions by holding them and expressing them later. They need to live in the now.'
Tangent
I'm not sure of the exact timing of this but at some point the Ibogaine seemed to have worn off a bit. I was laying in bed thinking, 'This is it? $2000.00 dollars for this? This sucks!!! Ibogaine sucks!' Then the word 'trust' popped up. I thought 'O.K. - trust...trust the experience' The word 'listen' popped up. I listened. Two seconds later I could here the phone ring in the next room. This was the proof I was looking for... Bwiti said listen and then the phone rang. At that moment I had a bodily felt reference and total understanding of shamanism/plant allies/the spirit world and the true power of Ibogaine. (Conveying all the details and magic with words is difficult.)
Also at this time I was standing with Moka when Bwiti interrupted us and said
'Look!' Suddenly to my right was the Earth. It was about the size of a large beach ball. Bwiti seemed to be holding the Earth and literally pushing it right into my face. I then saw a large bulldozer come over the top of the Earth tearing the Earth in half. As this was happening I could hear the Earth screaming, 'HELP ME!!! PLEASE HELP ME!!!!!' I was then pushed/shoved to a desk where a blank book was. Bwiti informed me that I was to write a book called 'How to Save the Earth - A Manifesto for Change'. A pen was in my hand and I started writing down what Moka was saying. The first line was, 'Our Earth is dying.' There was other dialogue that I cannot remember. I seemed to just get started and I was told Phase Two was beginning.
Phase Two: Conditioning Awareness Programme
Phase two consisted of 100's of scenarios where I was put into a past situation or a 'made-up' one. These events were all done symbolically. For example: I realized what I was learning was about choice. A week before my journey the word choice kept popping into my head. I then had the thought this has come...ahhh....ahhh... I then looked down and there was a dog running around a concrete ring on the side of a hill... the phrase 'Full Circle' flashed in front of me. It was as if a special way of teaching had been developed specifically for my being. As I would walk through each scenario I had to make different decisions. If the thought was incorrect a sign would flash up with a word describing my thought/action. The three main words I kept encountering were trust, rebellion and the phrase 'the need to please.' Others were: lie, co-dependence, distraction, fear and several I can't remember. It was like I was walking down a maze. Wrong thought go the other way... until you reach 'the truth.' Through this whole phase Moka was walking with me.
Phase three: Question and Answer Period
I was then asked by Moka if I had any questions for him. I did. I asked about emotions. I told him I need to go further into my emotions. He reminded me that all past emotions had been removed from me. I then asked what about my parents. I know there has to still be a lot of energy left around them. Moka then walked me out to the edge of a giant plateau. We were at the very edge. In the distance were five grey cubes suspended by a cable that stretched to the sky. On each cube was a very faint black and white image of a family member. Moka said, 'There is your family, do you feel anything?' I didn't. No anger. No co-dependence. No energy hooks into the past. Moka then told me that my emotional healing was going to take place after the Ibo journey and that my mate was to be my guide. Also that this emotional healing would be dealing with emotions in the 'now,' not the past. I was also informed that I would need to 'relearn what love is.' I was informed that this could be taught with the Ibo but my task was to learn it on my own.
What followed was an hour or so of Q & A. I would ask a question and I would get an answer either in the form of a written or verbal message or in a scenario. For example: I asked the question, 'What is the nature of core healing? 'I then found myself falling face first through the sky, through trees and as I was ready to smash into the dirt I stopped. The word 'earth' appeared in the dirt. The nature of core healing for me was more earth connection. I asked questions about career, relationships, future children (which I was shown), and explanations of the fantasy bond and aspect identification. Several of my questions were around concepts that I had been using prior to the Ibogaine for my own healing. Concepts that I understood but did not totally grasp. The Ibogaine allowed me to assimilate these concepts in every cell of my body. Once again the Ibogaine seems to develop a specific form of teaching that allows the user to understand things on a whole new level. Ibogaine has the gift of pure insight.
Phase Three: Redoing the Past
I eventually ran out of questions...... there was a period of 'nothingness.' I remember someone coming in to check in on me and me telling them, 'I think it's beginning to wear off.' The minute I said that I was slammed by the Ibogaine. 'Never mind,' I said.
I found myself in a huge field. In the field were various mounds of dirt. I was to discover that each mound of dirt was a past event that I had not fully dealt with. So I spent the next several hours going from mound to mound redoing my past. I would walk up to a mound, put my hand on it and a specific scenario would open up. I then got the insight of what created each event and that I was responsible for the choice I made in that moment. I also had the opportunity to rechoose each decision or thought process.
I asked Moka why I had to go through these past experience if there were no longer any emotions tied to them. I was told that it was part of my retraining and to gain wisdom.
Towards the end of this experience I saw myself as a 6 year old boy with a small wagon behind me. On the wagon was a grey cube similar to the ones I saw earlier as my family. There was no top to the cube and inside the cube it was empty. The wagon and cube then turned to a charcoal shell. Suddenly I saw what seemed to be the hand of Bwiti and it crushed the wagon and cube. This cube represented the emotional baggage of my life that I had been hauling around for the past 34 years. When Bwiti crushed it I felt a wave of sadness and loneliness, I had just lost a part of myself that I knew quite well. This was followed by a great sense of freedom from the past.
What followed was a series of what I call 'whumpings'. The first was my Mother. The image of her giving birth to me appeared. She was in a delivery room with her legs in stirrups. I had just 'arrived'. I could see my placenta hanging out of her. Bwiti's hand came down and scooped me up. My Mother turned to charcoal, then a hand came down and 'whumped' her turning her to black dust. All my past girlfriends then appeared in charcoal form and were 'whumped'. Bwiti got to one girlfriend that he could not crush. He tried again. Nothing happened. I felt myself pushed towards her. There were some unresolved issues with her that had not been dealt with. I worked them out, saw how I had energy hooks still in her cleared these, and then she got 'whumped'.
In writing this now it seems rather heartless and sadistic to have your Mother and old girlfriends 'crushed'. But I see this process as a total completion to the past. I no longer feel the co-depedence with these women.
Insights Gained
To say I gained a thousand new insights would not be an exaggeration. My life has been forever changed. The strongest message for me was to 'slow down!' I also learned of all the tricks/techniques/distraction I have developed to avoid feelings. And how I have been addicted to feeling bad about myself and sabotaging my own life. The fact that I create my own reality now has a new depth to it. The Ibogaine showed me who I am at my very core without any conditioning, tied up emotions or energy - my true essence. It gave me an extended glimpse of what's possible as a self-actualized human. It then also gave me the tools and training to achieve this pureness. Ibogaine is not a means to an end. After the experience you are not 'fixed.' It is up to me to make the choices, to use the tools.
Twenty Days Later
During my Ibogaine experience I was given a chance to see myself at my true essence. Since the journey I have deviated from that true essence- but not far. The insights gained are still there. Unfortunately so is all of my conditioning/head trips. But what I have now is a better form of dealing with these. My life has also slowed down. I find I cannot rev like I use to. I can't do 6 things at once staying in a state of perpetual distraction. The phrase, 'Be Here Now' pops up frequently. I am looking into a major career change out of corporate America into some type of counselling/guide work. My relationship with my fiance has taken a quantum leap of truth and love. This has been the greatest gift of the Ibogaine. I am relearning what love is.
Tips for Use
Do not eat for 12 hours prior to the ingestion of the Ibogaine. Do not drink water for at least 5 hours prior. There is a component of the Ibogaine that does not want you to get out of bed (or even move!). To get up to urinate would be extremely difficult for the first 6-8 hours. Your body feels like it weighs about 900 pounds. Also movement = body spins. I made the mistake of rolling on to my side which produced 10 minutes of the most intense bed spins of my life! So once the Ibogaine kicks in - Do Not Move!!! I would also recommend keeping noise to a minimum. My hearing was turned up to the level where I could here a pin drop five miles away. You hear EVERYTHING. So if you have friends staying with you silence is the rule. As far as being guided through the journey I feel it is best to allow the Ibogaine to do that. Keep all interruptions to a minimum.
The hallucinatory component of the Ibogaine lasted approximately 30 hours for me. They seem to come and go. One minute you can be in conversation with someone and five minutes later you are seeing jeweled boxes and binary coding coming out of the ceiling. The hallucinations are extremely real!!! What I was seeing with my eyes closed I could see if my eyes were open.
The physical aspect of the Ibogaine lasted approximately 20 hours +. It has a VERY slow taper effect. At no time did I feel ill or that I had ingested anything toxic into my body. The Ibogaine felt extremely pure in my body.
Final Note
What happened to me was obviously my experience. In conversation with other friends who have done Ibogaine each experience was unique. Some friends had little to no hallucinations. One friend got extremely nauseous. The variety of experience is equivalent to the variety of personalties. Whatever happens to you is your experience- custom designed for what you need.
END OF ARTICLE
This is only one individual's experience and obviously he was interested in self-exploration in socio-behavioural terms.
Like any hallucinogenic substance, ibogaine works with the individual, the images in his/her memory and imagination. The old, oft-quoted declaration to the effect that 'the man with the mind of an ox on hashish will dream with the mind of an ox'
is true.
This is not the best article relating an Ibogaine experience, but it is one that I feel depicts a rather 'ordinary' Ibogaine event. I have read about situations where the individual actually changed his/her memories of the past, erasing terrible traumas and replacing them with different scenarios. In that sense, the past was changed and by changing the past, the individual changed the present and possibly the future. It is this tool that is used to treat drug addiction, I believe. The user erases the desire and need for the drug and returns to this life 'cured'.
For my part, however, I believe that we only can comprehend the ancient mystery religions by investigating the effects of all natural substances, whether toxic or hallucinogenic. The oracle and priestesses at Delphi chewed laurel leaves. Robert Graves, in the 'White Goddess' related his own 'mind-altering' experience with snake venom. The entire Vedic religion is centred on a substance called 'soma'. No one has been able to identify soma convincingly in our modern world. It has been argued rather compellingly that the berserkers used amanita muscaria to induce their sacred state of 'rage'. Certainly the Northern tales refer to the transformation of human beings into hybrids part-animal and part-human. Their shapes would remain human but they would acquire the psyche of an animal, usually a wolf or a bear. The tales of werewolves echo the older tale of the Volsungs who lived as wolves for a number of years in the forest. Sigmund lay with a wolf-witch who bore a son to him named Sinfjotli. Both father and son lived in the forest, occasionally assuming the forms of wolves.
N.B. 'Wolf's head' is the old term for outlaw in the British isles. Hereward the Wake and Robin Hood alike were described as 'wolf's heads' but it had nothing to do with shapeshifting. The Volsungasaga on the other hand, speaks clearly of humans who can assume the nature of wolves.
Native American 'vision quests' include similar experiences. Actually, the tribes of the plains shared many of the same religious and philosophical beliefs as the pagan Vikings. The animal totems and men's societies are but two examples.
The reason it is worth mentioning here is that ancient people believed that these experiences were very real. The berserker was a part of old Norse society. He was not some one who was marginalised as a lunatic. Ancient mystery religions recognised the role of mind-altering substances as an integral part of 'transformation' from human to godling or instrument of the gods.
The Ibogaine Dossier has collected thousands of articles on the subject of ibogaine. It does tend to focus on treatment for drug addiction, rather sadly, rather than exploring all the facets of the shamanic applications. Nonetheless, one can wade through the material to find gems relating to the use of ibogaine in seeking to attain a spiritually overwhelming sense of 'nearness' to the Divine.
The article quoted above did not explore the religious or sacred aspects of ibogaine much, but I felt that it provided a fair account of an ordinary intelligent individual's first experience with the substance.
The Ibogaine Dossier can be found at:
www.ibogaine.org
There is a British institute for Ibogaine Research that impressed me. I will try to find the link to that.
Although this post was written primarily for MarcLord, perhaps others will find it somewhat interesting.
Showing posts with label Therapy. Show all posts
Showing posts with label Therapy. Show all posts
Saturday, July 28, 2007
Friday, January 12, 2007
Video Games as Therapy
Today I am posting an article I wrote last year. It is copyrighted material, but as I originally wrote it to try to help other individuals who live with chronic pain, it would be worth publishing here even if it reachs only one person who might benefit from it.
Video games are considered a 'niche' interest and often it is only through chance that adults' lives intersect with this media when a child asks for help with a game. It was only when I began to write game guides myself that I began to realise how many adults had begun to use video games as a form of therapy, sometimes without even being aware of the fact.
Here is my article:
Effects of Revolution in Technology
As human life expectancy is extended and as more treatments are found for diseases and conditions that formerly would have been fatal, the population increases and the number of individuals with disabilities and chronic conditions increases. The so-called 'baby boomers' now are in their sixth decade and although many may find themselves physically impaired, their minds and enthusiasm for life remain powerful.
The 'Age of Technology' is at its zenith. In terms of the entertainment industry, it has reached a stage where computers and game consoles no longer are prohibitively expensive and no longer require extensive expertise to operate. Computers and games are accessible to any one, from toddlers to individuals in their '90s.
Video games have existed for decades now, but in the past few years, a revolution has taken place in technological terms, providing graphics that are extremely realistic, detailed games that represent the results of decades of creativity and labour and a new approach and philosophy where the entire medium is concerned. No longer are games limited to the 'slash and hack' genre. Entire universes populated by three-dimensional characters with detailed personalities and histories have been created and exploited by new technology that builds on old stories and popular games from the past. The fact that computers now are the rule rather than the exception in every household, coupled with fairly inexpensive sophisticated hand-held devices means that video games no longer are restricted to arcades and now are accessible to every one.
The fact that video games can be played from the comfort of one's own home is only one element that makes them more attractive to individuals in every age bracket. 'Games' now can define anything from a traditional platform combat game to realistic sports games as diverse as football and fishing to new multi-dimensional activity games like Nintendo's 'Brain Game' and 'Brain Academy.' Beyond that, there are educational games that teach languages and the ability to play musical instruments. Games now basically embrace almost every aspect of human (and animal) life.
If you are a child or adult who suffers from a long-term disability or condition restricting your physical freedom or decreasing the general quality of your life, you may be interested in a form of therapy that works for people with conditions as diverse as chronic pain, cancer, kidney failure, obesity, anxiety and insomnia. I call it 'game therapy'.
Diversity in Games
Some games may be more therapeutic than others but much will depend upon the individual's own personality, hobbies and taste. Whatever game the player chooses, the very act of taking an 'intermission' from life in order to play a game probably is a positive one.
In the same way that ritual or the preparation of a 'sacred space' creates a distance between an individual and ordinary anxieties and concerns, switching on a video game has the same effect. It gives an individual a 'breathing space' and forces him/her to focus on issues and concerns that are completely different from daily ordinary concerns. The universe that is created and managed in a game basically is self-sufficient. The individual need not bring anything to it nor take anything away from it afterwards. Being able to save a game allows the player to resume ordinary life without being forced to take game issues with him/her and to keep the two realities separate.
For some individuals, traditional action/adventure platform games may be out of the question, as they require a fair amount of physical energy. A physical condition such as arthritis or carpal tunnel may affect the ability of a player to operate game controls at the speed required to succeed in a game of this sort.
Games that create a state of excitement that increases the heart rate radically (such as war simulation games) may not be advisable for any one with high blood pressure or a heart condition. It may surprise some individuals, however, to discover that this sort of game represents only one small segment of the gaming universe.
Simulation games for sports and other physical activities may appeal to many people and will not involve the same physical 'risks' that a thriller game may present to those with a physical condition that limits an 'adrenaline rush'. An ardent fisherman may enjoy a fishing simulation game. People who love football or baseball can play simulation games wherein they actually are able to take charge of professional teams. In some cases, the characters in the game are actual players. People who love cars and racing can choose from a multitude of racing games. There are skateboarding games like the Tony Hawk series for those who may not be able to balance on a skateboard in reality for whatever reason but who would love to experience the sport.
The appeal of these games is vicarious enjoyment of an activity that the player may or may not be able to experience in real life. They do require energy and the physical ability to manipulate game controllers. They tend to be very exciting, so would be recommended simply for 'escape' rather than relaxation. Usually these games do not involve the player in any long-term project. For some one with a physical disability or chronic condition who is searching for long-term therapeutic value, there is a genre that is far better suited to individuals of all ages.
This is the 'Role-Playing Simulation Game'. A Role-Playing Simulation Game usually creates a detailed and complete universe in which the player must assume a role and then proceed to live a fairly realistic life on a daily basis. 'Realistic' in this respect is defined by the specific nature of the universe in which the player finds himself/herself. This adds another dimension to one's enjoyment of the game, as a player who always has dreamed of a landscape populated by mythological creatures like unicorns may be able to find a world where unicorns are more common than horses. The player who always dreamed of becoming a knight can do so by undergoing the training and trials required in a world where knighthood is a viable career. In like manner, a fisherman who always fancied the idea of catching the rare 'prehistoric' coelacanth will have an opportunity to do that.
How to Improve 'Real' Life using RPS Games
For people who never played a role-playing simulation game or any other console or computer game, any mention of video games may conjure up a vision of frenetic action and violence. In actuality, games like 'Harvest Moon', 'Animal Crossing' and 'The Sims' are as different from highly publicised action/adventure games made infamous by media coverage as is night from day.
These role-playing games, known in the gaming world as RPGs are a fairly common genre. They usually involve a primary quest and once that quest is fulfilled, the game ends. Some RPGs can be longer and more complex than others. Some include a number of side quests and 'secrets' that prolong the game. Nonetheless, most RPGs have a definite beginning and end.
The Role-Playing Simulation game is a little different from the classic RPG in that often these games are open-ended. They may or may not involve primary 'quests' but even when a primary quest is fulfilled, the game will continue as long as the player enjoys playing it. Usually the goals are real 'life' goals involving career, marriage and family. The game is set in a detailed universe that operates according to well-defined laws. Certain requirements must be fulfilled in order for a career promotion to occur or a marriage proposal to be accepted. There is no violence in these games apart from the occasional random violence of Nature. (In Harvest Moon in certain seasons, there can be the risk of a typhoon or snowstorm that will destroy some crops.) Some games have time limits for fulfillment of specific goals but in most cases, it is the player's choice as to how he/she wishes to live in this alternate universe.
In any type of RPG, one of the goals is to improve skills and collect items that will advance life goals. In RPS games, interaction and friendship with other characters is essential, as high friendship levels unlock special items or events that advance the player's success in this alternate universe. Although these characters exist only in the realm of fantasy, the basic virtues of compassion, empathy, honesty, loyalty and steadfastness are emphasised. If a player concentrates exclusively on material gains, he/she ultimately will suffer, as friendship almost always is as important as money in these games.
There are three games that can be considered the finest examples of Role-Playing Simulation games: Animal Crossing, Harvest Moon and Sims. A brief description of each is given at the end of this article.
Interactive Classics
For any one who loves classical literature or film, gaming offers a new dimension. Through technology, classics such as Tolkien's Lord of the Rings' have become truly interactive. A player actually can participate in Peter Jackson's vision of Tolkien's Middle Earth and the struggle against Sauron through EA Games' 'Lord of the Rings' games. Other classics, including 'Chronicles of Narnia' come to life on PC, console and handheld systems. These games do have definitive endings, however, mirroring the endings found in the original books. There is a type of RPS without a definitive ending and it is the value of this sort of game as therapy that will be explored at length.
RPS Games as Therapy
What is characteristic of all these RPS games is the need to invest time in them. To succeed in any game of this sort takes time and requires patience. There are few time constraints, however, and one can play for a quarter of an hour or an entire day. Unlike other games that offer few opportunities to pause and save one's progress, RPS games typically can be saved at almost any point.
Role-playing Simulation games tend to be multi-dimensional in nature. A player is able to focus on the aspects of the game that interest him/her the most rather than being forced to pursue all goals with equal determination. Thus, they have a quite universal appeal. For example, many players are most interested in the relationships with other characters in terms of friendship, romance and marriage. Then, there are players who enjoy farming, and others who enjoy animal husbandry. Some love fishing while others love to explore the mines. The fact of the matter is that, provided one performs the basic minimum requirements of the game, one can customise gameplay to focus on the activities one enjoys most. This is where Role-Playing Simulation games differ fundamentally from other games.
Without a guide, a game can be frustrating but when a player can refer to a guide, the game becomes a haven from anxiety, a world in which, provided one performs all actions correctly, one can be certain of reaping the rewards. It is a world where cause and effect can be predicted for any action, but beyond that, it provides a very satisfying and fulfilling life for a player. Neglect will be punished but virtue will be rewarded. If one does make a mistake, one usually has an opportunity to correct it. It may take time, but one has as much time as one needs in the ultimate 'alternate reality' game.
If a player experiences physical limitations in the 'real world', the world of Harvest Moon or Animal Crossing liberates that player from his/her disabilities. In Harvest Moon games, one actually is able to ride a horse as well as walk and run. It is a very liberating feeling to be able to canter along the seashore or up a beautiful mountain trail. On another level, it is very satisfying to raise animals and then use the eggs that one has gathered from one's own chickens, butter made from the milk of one's own cow and vegetables that one has grown in one's own fields in a recipe. Success in Harvest Moon is gauged by the quality of the items that one's farm produces and one's level of friendship with other people.
The Sims games offer freedom of a very different kind. In 'The Sims', one can dress and behave outrageously in a manner that never would be tolerated in 'real life'. One can furnish one's house in the most garish fashion and take a job that one never would consider in reality. In fact, bizarre job opportunities that actually would make little sense in any society are commonplace in the Sims games. One can make a career of 'bagging ferrets', for example. 'The Sims' games involve some cooking and cleaning but there is no 'simple country life' of farming, hunting and fishing. Every Sims game is different, and all include bizarre social situations. Like any other Role-Playing Simulation game, however, one of the goals is improving the ultimate quality of life and often one is encouraged to raise a family.
The great appeal of 'The Sims' is in the freedom it provides to behave outrageously and to pursue bizarre lifestyles without fear of any negative repercussion in real life. Every one would like to 'behave badly' once in awhile or at least 'thumb one's nose' at society. 'The Sims' allows one to do that but in such a way that it never escalates into serious criminal behaviour. Some people believe that games like 'Grand Theft Auto', by glorifying immorality and vice, teach negative values to players. 'The Sims' is not that sort of game at all.
One cannot exist solely in an alternate reality, nor should one wish to do so. Solving problems and making advances in an alternate reality can provide fulfillment, restore confidence and refresh one's energy to allow one to return to the real world with renewed enthusiasm.
Obviously, one does not need a technological aid in order to create a 'meditation focus' allowing one relief from pain or anxiety. Game therapy is not proposed as an alternative to the innate power of the mind and spirit. On the other hand, it does offer a rich and varied resource that can be exploited by any one seeking relief from chronic pain or any other chronic condition. It is a great pity if any one were to be deprived of such an incredible aid through simple ignorance of its existence or potential. Technology may be a two-edged sword, but it is a shame not to experience all the blessings it has to offer.
(I am not going to copy the sections dealing with specific games here.)
Video games are considered a 'niche' interest and often it is only through chance that adults' lives intersect with this media when a child asks for help with a game. It was only when I began to write game guides myself that I began to realise how many adults had begun to use video games as a form of therapy, sometimes without even being aware of the fact.
Here is my article:
Effects of Revolution in Technology
As human life expectancy is extended and as more treatments are found for diseases and conditions that formerly would have been fatal, the population increases and the number of individuals with disabilities and chronic conditions increases. The so-called 'baby boomers' now are in their sixth decade and although many may find themselves physically impaired, their minds and enthusiasm for life remain powerful.
The 'Age of Technology' is at its zenith. In terms of the entertainment industry, it has reached a stage where computers and game consoles no longer are prohibitively expensive and no longer require extensive expertise to operate. Computers and games are accessible to any one, from toddlers to individuals in their '90s.
Video games have existed for decades now, but in the past few years, a revolution has taken place in technological terms, providing graphics that are extremely realistic, detailed games that represent the results of decades of creativity and labour and a new approach and philosophy where the entire medium is concerned. No longer are games limited to the 'slash and hack' genre. Entire universes populated by three-dimensional characters with detailed personalities and histories have been created and exploited by new technology that builds on old stories and popular games from the past. The fact that computers now are the rule rather than the exception in every household, coupled with fairly inexpensive sophisticated hand-held devices means that video games no longer are restricted to arcades and now are accessible to every one.
The fact that video games can be played from the comfort of one's own home is only one element that makes them more attractive to individuals in every age bracket. 'Games' now can define anything from a traditional platform combat game to realistic sports games as diverse as football and fishing to new multi-dimensional activity games like Nintendo's 'Brain Game' and 'Brain Academy.' Beyond that, there are educational games that teach languages and the ability to play musical instruments. Games now basically embrace almost every aspect of human (and animal) life.
If you are a child or adult who suffers from a long-term disability or condition restricting your physical freedom or decreasing the general quality of your life, you may be interested in a form of therapy that works for people with conditions as diverse as chronic pain, cancer, kidney failure, obesity, anxiety and insomnia. I call it 'game therapy'.
Diversity in Games
Some games may be more therapeutic than others but much will depend upon the individual's own personality, hobbies and taste. Whatever game the player chooses, the very act of taking an 'intermission' from life in order to play a game probably is a positive one.
In the same way that ritual or the preparation of a 'sacred space' creates a distance between an individual and ordinary anxieties and concerns, switching on a video game has the same effect. It gives an individual a 'breathing space' and forces him/her to focus on issues and concerns that are completely different from daily ordinary concerns. The universe that is created and managed in a game basically is self-sufficient. The individual need not bring anything to it nor take anything away from it afterwards. Being able to save a game allows the player to resume ordinary life without being forced to take game issues with him/her and to keep the two realities separate.
For some individuals, traditional action/adventure platform games may be out of the question, as they require a fair amount of physical energy. A physical condition such as arthritis or carpal tunnel may affect the ability of a player to operate game controls at the speed required to succeed in a game of this sort.
Games that create a state of excitement that increases the heart rate radically (such as war simulation games) may not be advisable for any one with high blood pressure or a heart condition. It may surprise some individuals, however, to discover that this sort of game represents only one small segment of the gaming universe.
Simulation games for sports and other physical activities may appeal to many people and will not involve the same physical 'risks' that a thriller game may present to those with a physical condition that limits an 'adrenaline rush'. An ardent fisherman may enjoy a fishing simulation game. People who love football or baseball can play simulation games wherein they actually are able to take charge of professional teams. In some cases, the characters in the game are actual players. People who love cars and racing can choose from a multitude of racing games. There are skateboarding games like the Tony Hawk series for those who may not be able to balance on a skateboard in reality for whatever reason but who would love to experience the sport.
The appeal of these games is vicarious enjoyment of an activity that the player may or may not be able to experience in real life. They do require energy and the physical ability to manipulate game controllers. They tend to be very exciting, so would be recommended simply for 'escape' rather than relaxation. Usually these games do not involve the player in any long-term project. For some one with a physical disability or chronic condition who is searching for long-term therapeutic value, there is a genre that is far better suited to individuals of all ages.
This is the 'Role-Playing Simulation Game'. A Role-Playing Simulation Game usually creates a detailed and complete universe in which the player must assume a role and then proceed to live a fairly realistic life on a daily basis. 'Realistic' in this respect is defined by the specific nature of the universe in which the player finds himself/herself. This adds another dimension to one's enjoyment of the game, as a player who always has dreamed of a landscape populated by mythological creatures like unicorns may be able to find a world where unicorns are more common than horses. The player who always dreamed of becoming a knight can do so by undergoing the training and trials required in a world where knighthood is a viable career. In like manner, a fisherman who always fancied the idea of catching the rare 'prehistoric' coelacanth will have an opportunity to do that.
How to Improve 'Real' Life using RPS Games
For people who never played a role-playing simulation game or any other console or computer game, any mention of video games may conjure up a vision of frenetic action and violence. In actuality, games like 'Harvest Moon', 'Animal Crossing' and 'The Sims' are as different from highly publicised action/adventure games made infamous by media coverage as is night from day.
These role-playing games, known in the gaming world as RPGs are a fairly common genre. They usually involve a primary quest and once that quest is fulfilled, the game ends. Some RPGs can be longer and more complex than others. Some include a number of side quests and 'secrets' that prolong the game. Nonetheless, most RPGs have a definite beginning and end.
The Role-Playing Simulation game is a little different from the classic RPG in that often these games are open-ended. They may or may not involve primary 'quests' but even when a primary quest is fulfilled, the game will continue as long as the player enjoys playing it. Usually the goals are real 'life' goals involving career, marriage and family. The game is set in a detailed universe that operates according to well-defined laws. Certain requirements must be fulfilled in order for a career promotion to occur or a marriage proposal to be accepted. There is no violence in these games apart from the occasional random violence of Nature. (In Harvest Moon in certain seasons, there can be the risk of a typhoon or snowstorm that will destroy some crops.) Some games have time limits for fulfillment of specific goals but in most cases, it is the player's choice as to how he/she wishes to live in this alternate universe.
In any type of RPG, one of the goals is to improve skills and collect items that will advance life goals. In RPS games, interaction and friendship with other characters is essential, as high friendship levels unlock special items or events that advance the player's success in this alternate universe. Although these characters exist only in the realm of fantasy, the basic virtues of compassion, empathy, honesty, loyalty and steadfastness are emphasised. If a player concentrates exclusively on material gains, he/she ultimately will suffer, as friendship almost always is as important as money in these games.
There are three games that can be considered the finest examples of Role-Playing Simulation games: Animal Crossing, Harvest Moon and Sims. A brief description of each is given at the end of this article.
Interactive Classics
For any one who loves classical literature or film, gaming offers a new dimension. Through technology, classics such as Tolkien's Lord of the Rings' have become truly interactive. A player actually can participate in Peter Jackson's vision of Tolkien's Middle Earth and the struggle against Sauron through EA Games' 'Lord of the Rings' games. Other classics, including 'Chronicles of Narnia' come to life on PC, console and handheld systems. These games do have definitive endings, however, mirroring the endings found in the original books. There is a type of RPS without a definitive ending and it is the value of this sort of game as therapy that will be explored at length.
RPS Games as Therapy
What is characteristic of all these RPS games is the need to invest time in them. To succeed in any game of this sort takes time and requires patience. There are few time constraints, however, and one can play for a quarter of an hour or an entire day. Unlike other games that offer few opportunities to pause and save one's progress, RPS games typically can be saved at almost any point.
Role-playing Simulation games tend to be multi-dimensional in nature. A player is able to focus on the aspects of the game that interest him/her the most rather than being forced to pursue all goals with equal determination. Thus, they have a quite universal appeal. For example, many players are most interested in the relationships with other characters in terms of friendship, romance and marriage. Then, there are players who enjoy farming, and others who enjoy animal husbandry. Some love fishing while others love to explore the mines. The fact of the matter is that, provided one performs the basic minimum requirements of the game, one can customise gameplay to focus on the activities one enjoys most. This is where Role-Playing Simulation games differ fundamentally from other games.
Without a guide, a game can be frustrating but when a player can refer to a guide, the game becomes a haven from anxiety, a world in which, provided one performs all actions correctly, one can be certain of reaping the rewards. It is a world where cause and effect can be predicted for any action, but beyond that, it provides a very satisfying and fulfilling life for a player. Neglect will be punished but virtue will be rewarded. If one does make a mistake, one usually has an opportunity to correct it. It may take time, but one has as much time as one needs in the ultimate 'alternate reality' game.
If a player experiences physical limitations in the 'real world', the world of Harvest Moon or Animal Crossing liberates that player from his/her disabilities. In Harvest Moon games, one actually is able to ride a horse as well as walk and run. It is a very liberating feeling to be able to canter along the seashore or up a beautiful mountain trail. On another level, it is very satisfying to raise animals and then use the eggs that one has gathered from one's own chickens, butter made from the milk of one's own cow and vegetables that one has grown in one's own fields in a recipe. Success in Harvest Moon is gauged by the quality of the items that one's farm produces and one's level of friendship with other people.
The Sims games offer freedom of a very different kind. In 'The Sims', one can dress and behave outrageously in a manner that never would be tolerated in 'real life'. One can furnish one's house in the most garish fashion and take a job that one never would consider in reality. In fact, bizarre job opportunities that actually would make little sense in any society are commonplace in the Sims games. One can make a career of 'bagging ferrets', for example. 'The Sims' games involve some cooking and cleaning but there is no 'simple country life' of farming, hunting and fishing. Every Sims game is different, and all include bizarre social situations. Like any other Role-Playing Simulation game, however, one of the goals is improving the ultimate quality of life and often one is encouraged to raise a family.
The great appeal of 'The Sims' is in the freedom it provides to behave outrageously and to pursue bizarre lifestyles without fear of any negative repercussion in real life. Every one would like to 'behave badly' once in awhile or at least 'thumb one's nose' at society. 'The Sims' allows one to do that but in such a way that it never escalates into serious criminal behaviour. Some people believe that games like 'Grand Theft Auto', by glorifying immorality and vice, teach negative values to players. 'The Sims' is not that sort of game at all.
One cannot exist solely in an alternate reality, nor should one wish to do so. Solving problems and making advances in an alternate reality can provide fulfillment, restore confidence and refresh one's energy to allow one to return to the real world with renewed enthusiasm.
Obviously, one does not need a technological aid in order to create a 'meditation focus' allowing one relief from pain or anxiety. Game therapy is not proposed as an alternative to the innate power of the mind and spirit. On the other hand, it does offer a rich and varied resource that can be exploited by any one seeking relief from chronic pain or any other chronic condition. It is a great pity if any one were to be deprived of such an incredible aid through simple ignorance of its existence or potential. Technology may be a two-edged sword, but it is a shame not to experience all the blessings it has to offer.
(I am not going to copy the sections dealing with specific games here.)
Labels:
Animal Crossing,
Lord of the Rings,
Meditation,
The Sims,
Therapy,
Tolkien,
Video Games
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