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Cinnie Wang

@CinnieWang

Last updated: 20 February 2026

How Gaming is Being Used for Therapy and Mental Health Treatment – Why It Matters More Than Ever in NZ

Explore how gaming is transforming mental health therapy in NZ. Discover its benefits for stress, anxiety, and connection in our modern world.

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The intersection of digital technology and healthcare is no longer a speculative frontier; it is a rapidly maturing market segment with profound economic and social implications. While global attention often focuses on artificial intelligence diagnostics or telehealth platforms, a quieter, more nuanced revolution is underway in the realm of therapeutic gaming. This is not about casual entertainment, but the deliberate application of game design mechanics, immersive environments, and interactive feedback loops to treat mental health conditions. For an economic strategist observing New Zealand's innovation landscape, this convergence represents more than a healthcare advancement—it is a case study in high-value niche creation, export potential, and addressing a critical domestic need with scalable technology.

Beyond Entertainment: The Clinical and Economic Rationale for Game-Based Therapy

The traditional model of mental health treatment, often reliant on in-person therapy and pharmaceutical interventions, faces well-documented constraints: access inequities, high costs, and, for some, stigma. Game-based interventions, or "serious games," offer a compelling adjunct or alternative by leveraging intrinsic human motivations—achievement, autonomy, and progression. Clinically, they provide a controlled, repeatable environment for exposure therapy, cognitive restructuring, and skills training. Economically, they present a scalable solution. A digital therapeutic can be distributed at near-zero marginal cost, breaking geographical barriers that are particularly acute in New Zealand's rural and remote communities.

From consulting with local businesses in New Zealand, I've observed a growing appetite in the health tech sector for solutions that align with both Te Whatu Ora - Health New Zealand's digital strategy and export market opportunities. The economic logic is clear: developing validated digital therapeutics creates intellectual property, high-skill jobs, and a product that can be sold globally. A 2022 report from NZTech highlighted the digital health sector's growth, noting its potential to improve health outcomes while generating an estimated $1.7 billion in revenue by 2025. Game-based therapy sits squarely within this high-growth trajectory.

Key Actions for Kiwi Health Tech Innovators

  • Engage Early with Regulators: Proactively discuss evidence requirements with Medsafe, New Zealand's medicines regulator, to understand the pathway for software as a medical device (SaMD).
  • Partner with Clinical Researchers: Collaborate with universities like the University of Auckland's Centre for Digital Mental Health to design robust clinical validation studies.
  • Design for Cultural Efficacy: Integrate Māori models of wellbeing, such as Te Whare Tapa Whā, into game narratives and mechanics to ensure relevance for Aotearoa and as a unique selling point internationally.

Case Study: SPARX – A New Zealand Pioneer on the Global Stage

No discussion of therapeutic gaming is complete without analyzing SPARX, a landmark example born from a collaboration between the University of Auckland and Metia Interactive. This computer-based program uses a fantasy 3D game to deliver Cognitive Behavioural Therapy (CBT) to adolescents with depression.

Problem: In the mid-2000s, researchers identified a significant gap in accessible, engaging mental health support for young New Zealanders, particularly Māori and Pasifika youth. Traditional talk therapy faced barriers of cost, availability, and perceived stigma.

Action: The team developed SPARX, where users create an avatar and complete quests that metaphorically teach CBT skills like managing negative thoughts, problem-solving, and relaxation. It was rigorously tested in a randomized controlled trial published in the British Medical Journal.

Result: The trial demonstrated that SPARX was as effective as standard face-to-face therapy in reducing symptoms of depression and anxiety. It achieved a 44% reduction in depression symptoms among users, a result comparable to conventional care. Subsequently, SPARX has been implemented in all district health boards in New Zealand and licensed for use in countries including Canada, the UK, and several in Europe.

Takeaway: SPARX is not just a health success; it's an economic blueprint. It proves that a clinically validated digital therapeutic developed in New Zealand can achieve global commercial success and impact. Drawing on my experience in the NZ market, the key lesson from SPARX is the non-negotiable primacy of clinical evidence. Its commercial adoption was built entirely on the bedrock of its peer-reviewed efficacy data.

The Therapeutic Gaming Landscape: Core Modalities and Mechanisms

The field extends far beyond a single success story. Current applications cluster around several evidence-based modalities:

  • Virtual Reality (VR) Exposure Therapy: Used to treat PTSD, phobias, and anxiety disorders by providing controlled, immersive exposure to triggering stimuli in a safe environment. A clinician can gradually adjust the scenario's intensity in real-time.
  • Cognitive Training Games: Targeting conditions like ADHD or age-related cognitive decline, these games challenge memory, attention, and executive function. Their efficacy for long-term transfer to daily life is a subject of ongoing research and debate.
  • Biofeedback-Integrated Games: These games use physiological data (heart rate, galvanic skin response) as a control input. For example, a calming landscape becomes more vivid as the player's heart rate slows, teaching self-regulation of the nervous system.
  • Socially Interactive Games for Autism Spectrum Disorder (ASD): Multiplayer or socially-simulated environments provide a low-stakes platform for individuals with ASD to practice social cues and communication.

The Great Debate: Tool vs. Treatment

A significant schism exists in the industry between two philosophical and commercial approaches.

✅ The "Prescription-Strength" Treatment Advocate View

Proponents argue that for therapeutic gaming to be credible and reimbursable by health insurers (including New Zealand's ACC), it must meet the same regulatory standards as pharmaceuticals or medical devices. This means rigorous, double-blind randomized controlled trials (RCTs), approval by bodies like the FDA or Medsafe, and prescription by a clinician. The economic model is B2B or B2G (business-to-government), selling licenses to healthcare providers. SPARX is the archetype of this model. Its strength is in its proven efficacy and integration into formal care pathways.

❌ The "Wellbeing Tool" Critic View

Critics of the clinical model contend that the lengthy, costly RCT process stifles innovation and limits access. They advocate for a broader "digital wellbeing" market, where apps and games that demonstrably reduce stress or improve mood are available directly to consumers (B2C). This model prioritizes user engagement, design, and scalability. The risk, however, is a flood of unvalidated apps making exaggerated claims—a "wild west" scenario that could discredit the entire field and expose consumers to ineffective solutions.

⚖️ The Middle Ground: A Tiered Evidence Framework

The most pragmatic path forward, and one beginning to be discussed in New Zealand policy circles, is a tiered framework. "Prescription-strength" games for diagnosed conditions undergo full clinical validation. A separate category of "wellbeing aids," with requirements for transparency on data use and claims backed by lower-tier (but still robust) evidence, could be available for general population mental fitness. This fosters innovation while protecting consumers.

Common Myths and Costly Mistakes in Therapeutic Gaming

Myth 1: "Therapeutic games are just simplified versions of commercial games." Reality: Effective therapeutic games are built from the ground up with clinical outcomes as the core KPI, not entertainment. Every narrative arc, reward mechanism, and visual element is intentionally designed to deliver a therapeutic protocol. The "fun" is in service of engagement and adherence to treatment.

Myth 2: "This technology will replace therapists." Reality: The prevailing expert view is that game-based therapy is a powerful tool for therapists, not a replacement. It automates psychoeducation and skill practice, freeing up clinician time for high-value, personalised therapeutic alliance and complex case management. It's a force multiplier for an overstretched workforce.

Myth 3: "If it's a game, everyone will want to use it." Reality: Engagement is the single biggest hurdle. In practice, with NZ-based teams I’ve advised, a common mistake is designing for a generic "user." Successful games must be tailored for specific demographics—a game for anxious adolescents will look and feel utterly different from one for veterans with PTSD. Poor user-centric design leads to high dropout rates, rendering even the most clinically sound program ineffective.

Future Trends & Predictions: The Next Five Years in Aotearoa

The trajectory for therapeutic gaming in New Zealand will be shaped by three key vectors:

  • Integration of Biomarkers and AI: Future iterations will move beyond heart rate to use simpler, camera-based biomarkers (like pupillometry or micro-expressions) analysed by embedded AI to dynamically adjust game difficulty and therapeutic content in real-time, creating a truly personalised experience.
  • ACC as a Key Driver: The Accident Compensation Corporation, with its focus on rehabilitation and return-to-work outcomes, is poised to become a major funder and driver of innovation. We will see ACC-approved VR programs for pain management, concussion recovery, and psychological injury becoming standard.
  • The Rise of the "Clinical Game Designer": A new hybrid profession will emerge, requiring expertise in both game design psychology and clinical science. New Zealand's tertiary institutions, like the Media Design School, could develop specialised postgraduate pathways to build this local talent pipeline.

Based on my work with NZ SMEs in the tech sector, I predict that by 2028, at least two new New Zealand-developed therapeutic games will have achieved Medsafe approval and significant export market penetration, following the SPARX model but leveraging newer technologies like VR.

Final Takeaways & Strategic Call to Action

  • Fact: Game-based therapy is an evidence-based, scalable adjunct to traditional mental healthcare, with proven efficacy for conditions like depression and anxiety.
  • Economic Strategy: For New Zealand, this represents a high-value niche in the global digital health market, combining software innovation with our strong reputation in clinical research.
  • Mistake to Avoid: Under-investing in clinical validation. Commercial success is inextricably linked to robust, peer-reviewed evidence.
  • Pro Tip for Investors: Look for teams that blend clinical, gaming, and commercial expertise—the "triple threat" needed to navigate this complex intersection.

The integration of gaming and therapy is a powerful demonstration of how technology can be harnessed to address profound human and societal challenges. For New Zealand's economic strategists, policymakers, and investors, the imperative is clear: to strategically support the ecosystem that allows this innovation to flourish domestically and compete globally. The goal is not just to play games, but to build a more resilient population and a smarter, more humane export economy.

What’s your next move? Is your organisation positioned to contribute to—or benefit from—this convergence of health and technology? The game, as they say, is on.

People Also Ask (PAA)

How accessible is game-based therapy in New Zealand currently? While SPARX is widely available through some DHBs, broader access is still emerging. Accessibility depends on DHB funding, private practitioner adoption, and individual ability to pay for direct-to-consumer apps. The digital divide remains a barrier for some communities.

Does ACC fund any game-based or digital therapy programs? ACC is increasingly exploring digital tools for rehabilitation. They have funded trials and programs for pain management and mental injury. Proving cost-effectiveness and improved outcomes is key to securing wider ACC funding, which would dramatically increase access.

What should I look for when choosing a mental health app or game? Seek transparency: Is it based on proven therapeutic techniques (e.g., CBT, ACT)? Is there published research backing its claims? Who developed it (clinicians or just developers)? Check its privacy policy to understand how your data is used and stored.

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