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Computer Answer Man Steve Feinberg Computer Help for the Non-Expert
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Monday, August 27, 1984 REAL-LIFE SOLUTIONS: Computer Fantasy Games a Serious Purpose in Mental Health Program By J. Michael Kelly
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. |