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Lee I. Ascherman
To cite this article: Lee I. Ascherman (1993) The Impact of Unstructured Games of Fantasy and
Role Playing on an Inpatient Unit for Adolescents, International Journal of Group Psychotherapy,
43:3, 335-344, DOI: 10.1080/00207284.1993.11732597
Article views: 1
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INTERNATIONAL JOURNAL OF GROVP PSYCHOTHERAPY, 43(3) 1993
ABSTRACT
Games offantasy and role playing such as Dungeons and Dragons (1983)
have become increasingly popular among adolescents and young adults. This
article reviews the negative impact of such games on an adolescent inpatient
treatment setting. The unrestricted play of such games contributed to the disrup-
tion of a treatment setting, resistances to treatment, reinforcement of character
pathology, disruption of individual treatments, and to the normalization of vio-
lence. When such games begin to be played on a psychiatric inpatient unit or
are prominent in discussions of individual patients, treaters should examine them
in the context of their potential to reinforce and foster resistance and maladaptive
patterns of relating to the environment. Treaters are also encouraged to attempt
to understand the meaning and risks of such games in the context of an individual
patient's psychiatric difficulties and of group dynamics, both within the patient
group and between patients and treaters.
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336 ASCHERMAN
unit staff for control of the patients and the unit (Rosenbaum, 1990).
Patients increasingly assigned to staff members the persona of dun-
geon keepers or torturers, leading to further deterioration in staff-pa-
tient alliances. Paranoid projections abounded as the unit came to be
experienced as the dungeon or holding cell. Projective identification
became a powerful and prominent force in interactions between staff
members and patients. The anger and paranoid assumptions within
the patient group began to be experienced by the staff group. Staff
members became increasingly distrustful of patients and began to
perceive themselves as taskmasters, even using such terms as
"reamed," "busted," and "nailed" to describe how they placed appro-
priate boundaries on inappropriate behavior. Containing the potential
violence that seemed to pervade many facets of unit life became the
desperate priority of every staff member.
Resistance to Treatment
The impact of the games also disrupted the treatment needs of pa-
tients less centrally invested in them. One youth with severe borderline
pathology and a history of suicidal ideation, homicidal ideation, and
brief psychotic episodes of paranoid thinking became episodically con-
vinced that other patients intended to kill him. He responded to this
conviction by fearfully telling a staff member of his need to defend
himself against assault (johnston, 1980). At other times, the youth
shared his delight in macabre fantasies associated with the games- tor-
turing victims, tearing scalp hair from their flesh (Adler & Doherty,
1985; Baldwin & Baldwin, 1979; Elshof, 1981; Gits, 1982; Holmes,
1980; Johnston, 1980; Shuster, 1985). Another more regressed and
GAMES AND ROLE PLAYING 341
Normalization of Violence
Perhaps the most distressing impact of these games on the unit milieu
was the normalization of violence. A daily diet of fantasized assault,
defense, and torture insidiously created an atmosphere in which vio-
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lence and sadism became less alien, less bizarre, and less ego dystonic.
The normalization of violence seemed to have been reached with the
aggressive, premeditated assault of a night staff member by two pa-
tients who had significant borderline and antisocial pathology. These
youths later stated that their intent, if they had succeeded in disabling
the worker, was to murder the most vulnerable patient on the unit
and then to escape. Their assault on the staff member occurred when
the games were at their peak. Although apparently having no direct
connection to the fantasy play, it certainly seemed congruent with the
atmosphere of violence, siege, and defense engendered by the games.
The assault also occurred the week that a change in unit directors was
occurring and seemed to be influenced by patients' feelings of rage,
abandonment, and fear of the future evoked by the transition.
DISCUSSION
Shortly after this assault, the new unit director (this author), advised
all staff members and patients that the games were to be discontinued.
The emphases of the games were explained as being contrary to the
goals of the unit milieu and therefore disruptive to individual treat-
ment needs. The games normalized violence, which would not be
tolerated. Not surprisingly, this announcement was met with loud and
angry protests by patients. The two more narcissistic patients, realizing
the threat to their authority, were most outspoken in their opposition
and had the greatest difficulty accepting the idea that the games could
disrupt the treatment of other patients. Arguments relating to the
right to free speech were made, and the staff members were accused
of overreacting to the assault on one of their own. One of the two
youths most involved in the games angrily defended them as an outlet
342 ASCHERMAN
for anxiety, asking, "What can we do now with our anxiety?" It was
emphasized that anxieties and violent fantasies should be discussed in
therapy sessions or in talks with staff members, not in cryptic commu-
nications that excluded the staff members who were there to help.
Although most staff members had reported feeling threatened
and undercut by the games and alienated by their violent themes (they
"couldn't stand listening anymore"), they were ambivalent about the
decision to terminate the games. They discussed their concerns about
censorship, patients' right of expression, and the expected difficulty
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The two boys most actively invested in the fantasy games shifted
to a more positive investment in treatment. As they became involved
in more age-appropriate activities and academic tasks, they were able to
considerably improve their relationships with peers and staff members.
Eventually, they were able to plan for discharge, addressing educa-
tional and family needs and defining steps toward more independent
living that had previously been inconceivable.
CONCLUSION
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REFERENCES
Adler, j., & Doherty, S. (1985, September 9). Kids: The deadliest game?
Newsweek, p. 93.
Alsop, S., II. (1982, February), TSR hobbies mixes fact and fantasy. INC.,
pp.68-71.
344 ASCHERMAN