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How *Dark Souls* Taught Me to Rewire My Anxiety

3 min read

What Anxiety Looks Like in a Game

My anxiety is the kind that does not always look like anxiety from the outside. I am functional. I hold a job and maintain friendships and can attend events without visible distress. What happens internally is more like a persistent low-grade alarm—a monitoring system that is always running, always scanning for threat, always conducting a background assessment of whether whatever is happening right now is actually safe. Games turn this off. Or rather, they redirect it. The monitoring system does not go quiet, but it points at something bounded—this level, this encounter, this problem with clear rules—instead of at the ambient vastness of everything that could go wrong in my actual life. I want to be precise about this because I do not think it is the same as escapism, though escapism is also fine and I do not disparage it. What I am describing is more specific: a deliberate and structured use of a controlled challenge environment to practice the relationship between anxiety and action.

What Exposure Therapy Actually Is

My therapist explained exposure therapy to me early in our work together, and I want to pass along the version of the explanation that landed for me. Anxiety is maintained by avoidance. When you encounter something that triggers the alarm system and you avoid it, you get short-term relief. You also get long-term confirmation that the thing was dangerous and that avoidance was the correct response. The alarm system learns that the world is dangerous and that the right behavior is to stay away from whatever triggered it. Exposure therapy works by reversing this. You encounter the thing that triggers anxiety, you stay present with the discomfort, and you discover—through direct experience rather than reasoning—that the outcome you feared did not occur, or was survivable if it did. The alarm system recalibrates. The question I had after learning this was: what counts as exposure? And the answer, from research and from clinical practice, is broader than most people assume. A study from the University of Amsterdam examining virtual reality as an exposure therapy tool found that anxiety responses to virtual environments were physiologically similar to anxiety responses to real environments—elevated heart rate, cortisol response, avoidance behavior—and that habituation in virtual environments generalized to reduced anxiety in analogous real-world situations. The nervous system, in other words, does not cleanly distinguish between real and virtual threat. This matters.

What I Do and Why It Works

When I encounter a section of a game that is genuinely difficult—one where I have failed multiple times and where the failure has started to feel personal—I notice anxiety that is qualitatively similar to anxiety I experience in work situations where I feel out of my depth. The panic, the impulse to quit, the catastrophic thinking about whether I have the basic competence to succeed. In the game, I can practice the alternative response. I can sit with the discomfort of not yet knowing how to do the thing. I can fail and return without the failure meaning something permanent about my value. I can discover, repeatedly, that I am capable of things I initially found impossible. This is not identical to the real-world anxiety I am working on. But research from the University of Washington studying cognitive-behavioral techniques applied in gaming contexts found that gamers who used difficult games as deliberate challenge exposure showed measurable improvement in distress tolerance—the ability to remain functional under emotional discomfort—compared to a control group. Distress tolerance is a transdiagnostic skill. What builds it in one context is available in others.

The Tangent About Difficulty Settings

I never play on easy. I want to be honest that this is partly ego, but it is also something more functional. The difficulty is the mechanism. An easy game produces a pleasant experience. A difficult game produces the actual thing I am looking for, which is the encounter with my own anxiety response in a context where I can practice engaging with it rather than avoiding it. I have explained this to non-gaming friends and gotten a range of reactions. The most common is some version of "why would you do that to yourself for fun?" The answer is that the fun is not separate from the difficulty. The feeling after solving a problem that genuinely stumped me is qualitatively different from any feeling I get from a problem that did not. The anxiety was not the obstacle to enjoyment. It was the precondition for it.

What Carries Over

I cannot claim that games cured my anxiety. They did not. I still attend therapy. I still have periods where the alarm system is running too hot and I cannot fully redirect it. What I can say is that I handle situations that previously shut me down more effectively than I used to. Failure that once felt final now feels like a checkpoint—not pleasant, but navigable. I have a physical memory, built from thousands of gaming sessions, of having been bad at something and then not been bad at it. That memory is available to me outside the game. The instrument I used to build it was not designed for this purpose. That does not make it less real.

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