This Thesis Has Been Submitted in Fulfilment of the Requirements for a Postgraduate Degree (E.G
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This thesis has been submitted in fulfilment of the requirements for a postgraduate degree (e.g. PhD, MPhil, DClinPsychol) at the University of Edinburgh. Please note the following terms and conditions of use: This work is protected by copyright and other intellectual property rights, which are retained by the thesis author, unless otherwise stated. A copy can be downloaded for personal non-commercial research or study, without prior permission or charge. This thesis cannot be reproduced or quoted extensively from without first obtaining permission in writing from the author. The content must not be changed in any way or sold commercially in any format or medium without the formal permission of the author. When referring to this work, full bibliographic details including the author, title, awarding institution and date of the thesis must be given. 1 Cardstock and Containment: Exploring Therapeutic Affect in Magic: The Gathering for Adults By Holt J.S. Hauser Doctorate in Counselling and Psychotherapy (DPsychotherapy) The University of Edinburgh Presented in 2020 2 3 Signed Declaration I, Holt Hauser declare: (a) this thesis has been composed by myself (b) that the entirety of this thesis has been the result of my own work (c) that the work has not been submitted for any other degree or professional qualification except as specified Signed: Date: _________________________________12/05/2020 4 Table of Contents Abstract .................................................................................................................................... 6 Chapter 1 - Introduction .......................................................................................................... 7 Chapter 2 – Literature Review ............................................................................................... 18 Play and Games: Definitions and History in Counselling and Psychotherapeutic Practice 18 Gaps in the Research: Unspoken Issues, Themes and Populations ................................... 21 Sports ................................................................................................................................. 24 Video games ....................................................................................................................... 26 How to Define ‘Therapeutic Affect’ in a Gaming Context? ................................................ 28 Person-Centred Theory of Therapeutic Processes......................................................... 30 Psychodynamic Theory on Therapeutic Processes ........................................................ 31 A Definition of Therapeutic Affect ................................................................................. 33 Conclusion .......................................................................................................................... 34 Chapter 3 – Onto-epistemology and Methodology ............................................................... 35 Intents of the Research and Onto-epistemological Assumptions ..................................... 35 Methodology ...................................................................................................................... 40 Methods and Analysis ........................................................................................................ 43 Conclusion .......................................................................................................................... 51 Chapter 4 - Magic: The Gathering Origins, History, Culture and Organization ..................... 53 Magic: The Gathering - What Is It? How Does One Play? .................................................. 54 A Brief History of Magic: The Gathering, and its Regulatory Bodies ................................. 58 A Glance at the Magic: The Gathering Community ........................................................... 61 Players ............................................................................................................................ 61 Content Creators ............................................................................................................ 65 Retailers and Tournament Organizers (TOs) .................................................................. 66 Conclusion .......................................................................................................................... 68 Chapter 5 - ‘Magic Saved My Life’ : Exploring the Narrative of Therapeutic Affect in Magic: The Gathering ........................................................................................................................ 69 Identifying Narratives of Therapeutic Affect in Magic ...................................................... 70 What Can Be Learned From the ‘Magic Saved My Life’ Narrative? .................................. 74 Conclusion .......................................................................................................................... 77 Chapter 6 - Therapeutic Affect through Game Design .......................................................... 79 Who is Magic Designed For? Inspecting R&D’s Psychographics ....................................... 81 5 Timmy/Tammy ............................................................................................................... 81 Johnny/Jenny ................................................................................................................. 82 Spike ............................................................................................................................... 84 Psychographic Combinations, Additions, and Criticisms ............................................... 86 Narrative Equity, Emotional Affect, and the Generation of Therapeutic Experiences by Design ................................................................................................................................. 87 Psychographics as Contractual, Boundary-generative, and Holding ............................. 89 Creating and Sharing Emotional Experiences through ‘Narrative Equity’ ..................... 91 Cardstock as Transitional Objects; Expression through the Contract ................................ 99 Why the ‘why’ of Magic matters ..................................................................................... 104 Chapter 7 - Magic Community and Therapeutic Affect ....................................................... 106 Safe Spaces, Inclusivity and Exclusivity in Magic ............................................................. 106 The Theory of Group Therapeutic Processes ................................................................... 111 The Voices of “A New Age of Magic” as Representations of Yalom’s Factors at Work ... 116 Chapter 8 - Game-Playing and Reality-Testing .................................................................... 124 Conceptualizing ‘Reality-Testing’ ..................................................................................... 124 Reality-Testing: Why does it matter? .............................................................................. 127 Grinding as Being, not Doing ........................................................................................... 130 Chapter 9 - Conclusion ......................................................................................................... 138 References ........................................................................................................................... 143 Appendix I – Personal Journaling Field Note Examples ....................................................... 160 6 Abstract The field of mental health and gaming has grown with the surge of the digital gaming industry in the last thirty years. While research on video games in regard to mental health, especially their effects on children, concerns about pathological use, and potential applications health interventions, is becoming a known field of study, there are many more avenues for approaching games that have yet to be explored. There are three nexuses in which research into games and their relationship with mental health are underrepresented: 1. Qualitative, experience-focused research; 2. Research focusing on adult populations; and 3. Research on traditional games. Where these three nexuses meet, there is an absolute dearth of research. Given substantial previous work into the impact of games on human culture and society, and promising results from other populations and types of games, this thesis considers whether this might be a worthwhile subject area for future mental health research to expand on. With this epistemic gap in mind, this thesis uses an ethnographic approach grounded in social realism to provide a foundational inquiry into whether traditional games can be considered therapeutic for adults. The hope for this research is that its results may be applicable and usable by further academic work from a wide breadth of different disciplines and onto-epistemic approaches. Using the game Magic: The Gathering as a case study, this work analyses the digital artefacts and experiential accounts offered by players, the design elements that are worked into the game, as well as the personal experiences and insights of the author as a Magic player, therapist and researcher. By marrying observations and experiences from the ludic field of Magic: The Gathering with theories from counselling and psychotherapy, the author outlines a process by which we might determine whether an activity is therapeutic. By