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Steve Feinberg

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SYRACUSE HERALD • JOURNAL

Science

Monday, August 27, 1984

REAL-LIFE SOLUTIONS:

Computer Fantasy Games a Serious Purpose in Mental Health Program

By J. Michael Kelly

A successful 10-week pilot project has staff members at the Hutchings Psychiatric Center convinced that computer fantasy games may help mental patients deal with their real-life problems.

Computer games like "Sherwood Forest," "Cranston Manor" and "Adventure in Time" were used by Hutchings psychologists and recreation therapists in an experimental effort to improve concentration and stimulate social interactions of a small group of outpatients.

The program, designed by computer consultant and University College instructor Steven J. Feinberg, led to apparent improvement in the condition of several patients, and may be tried on a wider scale in the future, said Ann Staniec, director of Hutchings' day treatment programs.

Although formal evaluation of the program isn't finished yet, Staniec said, "I think we will recommend that this kind of treatment modality be incorporated on an ongoing basis in our day treatment programs or, if not at day treatment, then certainly somewhere else at Hutchings.

"0ne thing I liked about it was that it enabled staff and patients to participate in a group program, but not in the framework of traditional group therapy," she added. "It removed the dichotomy between staff and, patients."

Because participating patients and staff members alike were unfamiliar with computers and the intricacies of computer games, teamwork and intense discussion was essential to solving the electronic puzzles she noted.

The sheer fun of the games also led several patients to actively participate, and anyone who had been reluctant to show up for or linger during regular group therapy sessions became enthusiastic computer jockeys.

It's a first

Both Feinberg and Staniec said the pilot project marks the first time computer fantasy games have been used as part of a mental health treatment program.

Feinberg, who previously had used computer games with success in his work with learning-disabled teen-agers in the Syracuse City School District, proposed his experiment to Hutchings in early 1983 and, after several months, received approval to experiment with a carefully-selected group of 12 outpatients.

The outpatients invited to attend the computer game sessions had been plagued by "a full range of neuroses," including schizophrenia and serious depression, but were considered in remission and not showing serious symptoms at the time the games were played, said day treatment Psychiatrist Dan Pontillo.

During 20 computer game sessions held over the 10-week period, Feinberg acted as a technical guide for staff and patients alike.

"A lot of people who are into computers don't like other people, but I like both," said Feinberg, explaining why he proposed and took part in the program.

Taught skills along way

Calling himself "the wizard," he led the participants through a series of ever more complicated games, teaching computer skills along the way.

The first game they played, "Cranston Manor," is one of the easiest computer fantasy games.  Using a keyboard to call up text and pictures on a video screen, players try to find a haunted house in a ghost town and then unearth the treasure in it.

Other games included "Sherwood Forest," in which players try to woo and marry Maid Marian; "Adventure in Time," requiring players to hunt through the ages in search of a villain who intends to destroy the world; and "Queen of Phobos," wherein participants must compete with looters to salvage a coveted mask from a derelict Martian star-ship.

Each game has a "conquering hero metaphor" that leaves players with a positive feeling about themselves, Staniec noted.

Equally important, the sometimes complex games require concentration and cooperation to solve, and are fun to play, she said.

In some instances, the results of the games were startling.

One young woman, who often had been bored or distracted during group therapy sessions, focused intensely on the puzzles when her turn at the keyboard came up, and rarely missed one of the twice-weekly games.

Two group members who previously had extreme difficulty even conversing, with other people became fast friends and roommates as a result of their game-playing.

Another loner began to offer advice on game strategy without any prodding from staff members.

"Many found it a lot safer and easier to sit in a room and play fantasy games then to talk about their real problems with a psychologist," Pontillo noted.

Only half of the 12 patients who started the pilot project were regular weekly players, but Pontillo and recreation therapist Warren Pfohl, the two regular staff participants, weren't discouraged by the drop outs.

They pointed out that some who quit returned following brief absences after hearing about the fun from fellow patients, while others left because their condition improved to the point where they could stop attending the outpatient program.

                   The regulars "developed a social context, a real

                   camaraderie," and often left game sessions talking 

                   excitedly about how they could beat the computer next 

                   week, Pfohl said.