For many autistic people and individuals with Pathological Demand Avoidance (PDA), gaming is not “just a hobby.” It is a meaningful occupation: a place of competence, predictability, social connection, and identity. When occupational therapy respects that reality, engagement improves and therapy becomes more relevant, more practical, and more effective.
• rapport and trust
• sensory and emotional regulation
• executive functioning
• social communication and teamwork
• transfer of skills into school, work, and daily life
• Gaming can be a strong therapeutic entry point when traditional therapy feels too demand-heavy.
• A neuroaffirming approach validates interests instead of trying to remove them.
• Therapy can use games to practise regulation, planning, flexibility, communication, and problem-solving.
• The goal is not “more gaming.” The goal is better function and wellbeing across life domains.
Gaming is often dismissed as screen time or avoidance. For autistic and PDA individuals, it can be:
• a source of mastery and competence (clear goals, feedback, progression)
• a predictable environment (rules and outcomes are consistent)
• a safer social space (more control over communication and pacing)
• a creative outlet (building, storytelling, experimentation)
• a regulated “interest-based” doorway into connection and learning
When a therapist shows genuine respect for a client’s gaming interests, it sends a message:
“You make sense. Your interests matter. We can work together.”
• Ask what they play, why they play, and what “good” looks like in-game
• Learn key terms: roles, ranked vs casual, co-op vs competitive, mechanics, meta
• Invite the client to teach you (low demand, high autonomy)
• Reflect strengths you observe (strategy, persistence, pattern recognition)
PDA profiles often include demand sensitivity, nervous system threat responses, and rapid disengagement when autonomy feels compromised. Gaming-informed OT can reduce threat because it:
• begins with the client’s chosen interest
• increases autonomy (choice of game, role, goal, difficulty)
• uses indirect practice (skills developed inside a game can later transfer out)
• supports regulation before demands increase
Phase 1: Build rapport and understand the gaming world (assessment and exploration)
• establish trust through interest-based conversation
• map preferences, strengths, triggers, and values
• identify what skills already show up in gaming
• game types and play patterns (solo, co-op, competitive, creative, narrative)
• sensory profile in gaming (sound, light, motion, social input)
• executive function demands (planning, shifting, working memory, inhibition)
• emotional regulation patterns (tilt, frustration, shutdown, demand spike)
• daily routines around gaming (sleep, transitions, meals, movement)
Targets:
• sensory load management inside and outside gaming
• emotional regulation during challenge, loss, and unpredictability
• frustration tolerance and recovery strategies
Examples:
• “pause and reset” routines (breathing, movement breaks, hydration)
• sensory environment upgrades (lighting, sound, seating, fidgets)
• low-demand decompression plans after school or work
• co-regulation plans for younger clients
Gaming setups can be optimised like any workstation.
Focus areas:
• posture and seating support
• desk height and screen distance
• hand and wrist load management
• micro-breaks and movement snacks
• sleep timing and shutdown routines
Balanced screen time strategy (non-punitive):
• build a rhythm: focus blocks, breaks, recovery
• plan transitions with clear cues and preferred “off ramps”
• diversify activities without removing the primary interest
Games are excellent practice environments for:
• communication (clear requests, turn-taking, feedback)
• teamwork (roles, coordination, shared objectives)
• perspective-taking (reading intent, adapting to others)
• goal setting (short missions to long campaigns)
• flexible thinking (patch updates, changing rules, new strategies)
Examples:
• co-op play to practise negotiation and role clarity
• team-based games to practise communication under pressure
• structured reflection: “What worked? What didn’t? What do we try next?”
The OT goal is carryover into real life:
• school: planning, task initiation, group work, transitions
• home: routines, self-care sequences, emotional recovery
• community: participation, confidence, belonging
• work: communication, prioritisation, stamina, problem-solving
• name the skill (planning, flexibility, persistence)
• identify where it shows up in-game
• build a small real-world “quest” that uses the same skill
• review outcomes and iterate
Gaming can become a structured occupation rather than an all-or-nothing debate. The aim is wellbeing, not moral judgement.
• use strengths first (interest-based entry)
• reduce threat and increase autonomy
• build regulation capacity before increasing demands
• track energy and recovery, not just time
• improve function across the week, not perfection on a single day
For some clients, gaming is a serious pursuit. We can borrow performance principles:
• micro-cycles (daily): focused skill practice plus recovery
• macro-cycles (seasonal): goal setting, off-season experimentation, milestones
• pre-competition routines: focus, arousal control, confidence cues
• post-session review: celebrate wins, identify one improvement, stop on purpose
Some clients thrive with structured pathways:
• streaming and content creation (planning, communication, creativity)
• speedruns or challenge runs (goal setting, persistence, reflection)
• community participation (belonging, leadership, mentorship)
A balanced routine supports both mental health and performance:
• sleep schedule protection
• nutrition and hydration anchors
• movement anchors (walks, mobility, strength)
• social connection outside the game (low demand options)
• decompression that actually works for their nervous system
Gaming-informed OT does not replace traditional therapy. It upgrades it by making therapy more relevant, more respectful, and more engaging.
• stronger therapeutic alliance
• better emotional regulation
• stronger executive function
• improved participation across school, work, and community
• real-world skill development that sticks
If you or your child is autistic or has a PDA profile and traditional therapy has not “clicked,” gaming-informed occupational therapy may be a better fit.
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