Video Games as a Cultural Competence

An introduction to games as a form of clinical cultural competence and why it matters to the people we work with.

Course Description:

More than half of the people in the U.S. play video games and that number rises to 90% when considering only younger demographics. But games aren't just for kids. The average age of a gamer is 34 and gamers over 50 are the fastest-growing consumer demographic. Sixty-seven percent of parents report playing video games with their kids at least once a week, 64% percent of US households own a gaming device, 60% report playing games daily. 45% of gamers in the US are women. For the last several years, the video game industry has generated more revenue than the television and film industries combined. In short, games are a big deal and there is a very high likelihood that any client walking through your door plays video games.


Learning Objectives

Following this presentation, participants will be able to:


  • See games as a cultural force dating back thousands of years (not just to Pac Man)

  • Identify and question common moral panic cycles and strategies

  • Speak with confidence about the importance and role of games in our current culture

  • Utilize and apply steps for integrating ANY game into their therapeutic practice




Presentation Slide Samples