Video Games as Neoliberal Therapeutic Techno-Solutions: The Transformative Power of Digital Ludic Wellness Services for Neurodivergence
DOI:
https://doi.org/10.48783/gameviron.v24i24.537Keywords:
Ludic Therapy, Platforms, Digital Wellness Culture, Neurodivergence, Neoliberalism, gamevironmentsAbstract
As ludic therapy becomes increasingly popular, a burgeoning genre of privatised therapy, which utilises video games to treat neurodivergent individuals with disorders such as autism or ADHD, has emerged. These digital ludic wellness services offer privatised therapy, coaching and support to adolescents in a digital environment through the medium of video game play. Through a critical technocultural discourse analysis of the promotional materials and testimonials of three of these digital ludic therapy services – Hero Journey Club (2024a), MindJam (2025a), and Mightier (2025a) – this article explores how digital games are imagined and marketed as therapeutic tools for treating neurodivergence in teens and children. By engaging with theories of neoliberalism, digital wellness culture, and critical neurodiversity studies, this article shows how these services not only commodify video game play, financially profit from the precarity of neurodivergence, and market treatment for neurodivergence as an individual responsibility, but they also imagine video games as digital spaces in which neurodiverse players can develop their socio-emotional capabilities in line with neurotypical (and, by extension, neoliberal) standerds. Through this, we argue that the transformative potential of these emergent digital ludic wellness services for treating neurodivergence will remain limited, so long as they continue to promote the Sisyphean neoliberal ideals of self-responsibilisation, productivity, self-improvement and self-regulation against which concepts of normative and disordered behaviour are measured.


