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SPEC5-min read

Therapy Games for Teens (Workbook)

By Kevin Gruzewski

#teens#group therapy#recreational therapy#mental health#coping skills#mindfulness#peer support

Section 1: Analysis & Insights

Executive Summary

Thesis: You cannot lecture a teenager into mental health. You have to engage them. Gruzewski, a Recreational Therapist, argues that teens learn best through doing. By getting them into a "Flow State" (where the challenge matches the skill), their defenses drop, and they become open to therapeutic insights they would instantly reject in talk therapy. Unique Contribution: This is a "MacGyver" manual for therapy. It uses balloons, rope, and paper to tackle Grief, Trauma, and Bullying. It proves you don't need a high-budget facility; you need creativity and a willingness to be uncool. Target Outcome: A teen who stops rolling their eyes and starts participating, eventually realizing that they have agency over their emotions.

Chapter Breakdown

  • Part I: The Topics: 10 mental health areas (Anxiety, Depression, Anger, etc.).
  • Part II: The Levels: Each topic has Level 1 (Awareness), Level 2 (Exploration), and Level 3 (Application).

Nuanced Main Topics

The "Flow State" Entrance

Directly asking a teen "How does your trauma feel?" usually results in silence.

  • The Hack: Give them a difficult physical task (e.g., untangling a human knot). Their brain focuses on the task, lowering the "social defense shield." Then you ask the question.

The Three-Level Scaffolding

Gruzewski warns against jumping straight to "Application."

  • Level 1 (Awareness): "Do you know what anxiety is?" (Safe, cognitive).
  • Level 2 (Exploration): "How does anxiety feel in your body?" (Personal, vulnerable).
  • Level 3 (Application): "What will you do next time you feel it?" (Action-oriented).

The Debrief as the "Real" Activity

The rope game isn't the point. Recently, the discussion after the rope game is the point.

  • The Pivot: "You guys got really frustrated with that knot. Is that how you feel when your parents nag you?"

Section 2: Actionable Framework

The Checklist

  • The "Cool" Check: Abandon the need to be cool. Acknolwedge the cheesiness of the game upfront ("I know this is weird, just humor me").
  • The Level Check: Are they ready for Level 3? If they can't define the emotion (Level 1), they can't manage it.
  • The "Pass" Rule: Teens must have the right to pass on sharing. Forced sharing breeds resentment.
  • The "Prop" Prep: Have strange props visible (balloons, slime). Curiosity is the best hook.

Implementation Steps (Process)

Process 1: The "Balloon" Anger Release

Purpose: To visualize letting go. Steps:

  1. Blow: Blow up a balloon. Imagine blowing your anger inside it.
  2. Hold: Hold it closed (don't tie it). Feel the pressure.
  3. Release: Let it go physically. Watch it fly crazily around the room.
  4. Debrief: "When you explode like that, do you feel like you have control? Or do you fly around randomly?"

Process 2: The "Human Knot" Cooperation

Purpose: To practice communication under stress. Steps:

  1. Tangle: Everyone grabs hands across the circle.
  2. Untangle: Within 5 minutes, untangle without letting go.
  3. Crisis: Watch who takes charge and who gives up.
  4. Debrief: "Who felt ignored? Who felt bossy? Is that your role in your family too?"

Process 3: The "Trash Ball" Anxiety

Purpose: To identify what we can control. Steps:

  1. Write: Write a worry on a piece of paper.
  2. Crumple: Crumple it into a ball.
  3. Toss: Throw it into a trash can in the center.
  4. Sort: Pick them out. "Can we control this one?" If no, leave it in the trash. If yes, take it back.

Common Pitfalls

  • The "Teacher Voice": If you sound like a teacher, they will tune you out. Be a facilitator, not a lecturer.
  • Forcing the Lesson: "See! This game teaches you about teamwork!" (Let them say it. Ask: "What did that teach you?").
  • Ignoring the Quiet Kid: The quiet kid is observing. Don't force them to speak, but validate their presence. ("I noticed you listening really carefully").
  • Moving to deep: Asking about trauma in the first session. Build safety with silly games first.