The Game of Real Life Uses DBT to Encourage Skill-Building
Laura McQuarrie — April 11, 2020 — Lifestyle
References: kickstarter
The Game of Real Life offers a "fun way to practice skills for living" through Dialectical Behavior Therapy (DBT). The card game touches on everything from climate change to conflict with loved ones, which are known to leave people feeling overwhelmed, anxious and sometimes even unsure of what to do. The Game of Real Life helps to encourage skill-building to help people through difficult scenarios by encouraging healthy responses to stress, living in the moment, emotional regulation and better relationships—each of these is represented by a set of skills in the deck.
Realizing that people might benefit from The Game of Real Life now more than ever, the team behind the game created a free downloadable version of the deck to ensure the resource is accessible to all.
Realizing that people might benefit from The Game of Real Life now more than ever, the team behind the game created a free downloadable version of the deck to ensure the resource is accessible to all.
Trend Themes
1. Therapy-based Card Games - Disruptive innovation opportunity: Develop more therapy-based card games that target specific mental health issues and promote skill-building.
2. Dialectical Behavior Therapy (DBT) - Disruptive innovation opportunity: Integrate DBT principles into various forms of entertainment and gaming to provide accessible and engaging self-help resources.
3. Skill-building Games for Real-life Scenarios - Disruptive innovation opportunity: Create interactive games that simulate real-life scenarios and help individuals develop practical skills for problem-solving, communication, and emotional regulation.
Industry Implications
1. Mental Health and Wellness - Disruptive innovation opportunity: Develop more innovative tools, games, and resources to support mental health and wellness by merging therapy, gamification, and technology.
2. Entertainment and Gaming - Disruptive innovation opportunity: Incorporate therapeutic elements and evidence-based practices into entertainment and gaming platforms to offer engaging and accessible resources for personal growth and wellbeing.
3. Education and Training - Disruptive innovation opportunity: Use interactive simulations and gamified learning approaches to teach practical life skills in educational and professional training settings.
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