The RoboCop Game: Nostalgia and the Road Ahead for Therapeutic Gaming

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As a child of the ’80s, I have a sentimental attachment to RoboCop. So, when I heard a new RoboCop game in the works, I was flooded with nostalgia and excitement. However, after investing some time in playing the game, I found myself questioning its overall quality. While it tickled my nostalgia, I couldn’t help but feel that the game left much to be desired—especially regarding its therapeutic impact on mental health. Yet, as someone who has also faced mental health struggles and who values the therapeutic potential of gaming, I found myself torn. Here’s why.

When I first loaded up the RoboCop game, I was greeted by the familiar synthesized score and pixelated glory reminiscent of the original franchise. For a fleeting moment, I was transported back to a simpler time, free from adult responsibilities and mental health concerns.

Nostalgia has been shown to reduce stress and improve mood, acting as a psychological first-aid kit. For those of us in the mental health community, these moments of respite are invaluable.

Yet, despite its nostalgic charm, the game needs to catch up in several aspects. For instance, the gameplay mainly revolves around action-packed sequences with little room for player reflection or emotional engagement. While fighting off enemies is thrilling, it offers no coping mechanisms or outlets for emotional expression, which could have been a therapeutic boon.

Games like “Hellblade: Senua’s Sacrifice” explore psychosis through a story-driven narrative, effectively creating a dialogue around mental illness. “Celeste” tackles anxiety by intertwining the protagonist’s struggle with the game’s mechanics, allowing players to experience her challenges viscerally.

Research, such as studies published in the Journal of Medical Internet Research, suggests that video games can be an effective complementary therapy for treating various mental health conditions like depression and anxiety.

Including therapeutic elements in video games like RoboCop isn’t just a novel idea—it’s a necessity. As we move forward, the lines between entertainment and mental health support are becoming increasingly blurred. Integrating therapeutic techniques into mainstream games would be a significant milestone in destigmatizing mental health issues.

While the new RoboCop game serves its purpose in providing a nostalgic experience, it fails to seize the opportunity to impact the mental health of its audience positively. How many more missed opportunities can we afford as a society striving to normalize mental health discussions?

I challenge game developers and the mental health community to collaborate in creating meaningful gaming experiences that cater to both the mind and the heart. How will you contribute to this evolving narrative?

Author Info:

Abdoulie Drammeh
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Idiot that likes video games too much

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