Resource Materials: Games


Below are products listed in our catalog under
"Games"
Product order numbers are listed in brackets.
We also sell individual components for most resource materials.
Please contact our office for a complete listing of items and prices.
Please note: prices are subject to change without notice,
please contact us for current pricing.

101 Games for Groups
Achievement Game
Adventures at Hand!: Games for Visual Motor Skills Development
Anger Control Game, Stories and Workbook
Anxiety Game
The Assertion Game
Changing Family Game and Workbook
Classroom Survival Game and Workbook
The Conduct Management Game and Workbook
Differences Game and Workbook
Drugs and Alcohol Game
Esteem Game and Workbook
Family Living Game
Feelings Game and Workbook
The Frustration Game
Living with Parents Game
Personality Game and Workbook
Recovery Game and Workbook
Self-Concept Game, Stories and Workbook
Self-Control Game and Workbook
Social Skills Game, Stories and Workbook
Stress and Anxiety Game
Stress Management Game
Too Much, Too Little, Just Right

 

101 Games for Groups

Appropriate for people of all ages, these quick and engaging games improve communication skills. These games involve thinking, creativity, physical activity, role-playing, and sharing. All involve verbal interplay among participants. Most games can be played in 10 minutes, so they are easy to incorporate into your daily schedule. Select from a wide variety of games to promote conversation through:

· Teamwork
· Group Cohesion
· Getting to know others
· Physical activity
· Performance in front of others

101 Games for Groups (C09741) $64.00

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Achievement Game
Berthold Berg, Ph.D.

Applications:
Children and adolescents with attitudinal problems related to school attendance and performance; Adolescents at risk of dropping out of school

Common beliefs interfering with school achievement are challenged by The Achievement Game. The Achievement Game and Workbook address 20 attitudes common among children and adolescents with school attendance and achievement problems - students at risk of dropping out of school.

These attitudes represented by the game cards and workbook exercises can be grouped into five major belief systems:

Everything will turn out okay whether I work or not
Everything in school should be fun and without frustration
Having friends and doing well in school don’t mix
Nothing in school will ever benefit me
Doing well in school means giving in to adults


Both Game and Workbook encourage students to explore similarities between these beliefs and their own as well as to express unique beliefs that are not represented, but may be stimulated by, these five beliefs. The School Achievement Inventory can be used to assist in the selection of the most relevant cards.

C0035 - Achievement Game - $100.00

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Adventures at Hand!: Games for Visual Motor Skills Development — Complete Kit
Patricia A. Volpe

Build on visual motor skills - these six games make learning an adventure for children ages 4 to 11. Appropriate for children affected by: dyspraxia, sensory integration dysfunction, developmental delay and ADHD. The kit includes six games, instructions, alphabet cards, game markers, bulb syringes, puff balls, Wikki Stix®, reward tokens, and dice.

 

Adventures at Hand! — Complete Kit (C12501) $200.00

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Anger Control Game, Stories and Workbook
Berthold Berg, Ph.D.

Applications:
Children and adolescents with temper, anger and conduct problems

Six cognitive skills to control anger are taught by The Anger Control Game, Stories and Workbook: The Anger Control Game and the Anger Control Stories include the Anger Control Inventory to aid in selecting the most appropriate game cards or stories.

C0043 - Anger Control Game - $97.00

C0043 – A - Anger Control Stories - $97.00
C0043 – B - Anger Control Workbook - $30.00

C0043-C Anger Control Video (VHS, 30 minutes)$76.00

C0043-D Anger Control Puppet Video (VHS, 30 minutes) $76.00

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Anxiety Game

Berthold Berg, Ph.D.

This is a comprehensive tool for counselors of anxious or phobic children and adolescents. The game addresses the 15 most common situations that cause anxiety for this age group—everything from starting conversations to taking tests to fear of the dark. Learning objectives help children overcome the underlying causes of anxiety: fear of rejection, fear of incompetence, negative imagery, and inability to cope. “Positive” model game cards depict characters using specific coping skills to handle stressful situations, while “negative” model game cards oblige players to arrive at their own solutions. This format promotes a transfer of learning to the players’ real-life situations.

Inventories allow you to focus the game on particular situations, specific learning objectives, or both.

C0046 - Anxiety Game - $100.00

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The Assertion Game
Berthold Berg, Ph.D.

Applications:
Aggressive children and youth
Passive and submissive children and youth
   
The Assertion Game teaches players to respond assertively to provocative situations. When angered by others, most people respond in one of two ways. They may retaliate with an aggressive response, or they may submit passively. Neither of these responses is likely to solve the problem.

The Children’s Action Inventory can be administered to assess the domains and types of provocations where the individual acts least assertively. The most appropriate cards can then be selected for play.

C0040 - Assertion Game - $100.00

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Changing Family Game and Workbook
Berthold Berg, Ph.D.

Applications:
Children and adolescents with separated and divorced parents


The Changing Family Game helps children cope with parental separation and divorce. The Changing Family Game and Workbook helps children and adolescents cope with parental separation and divorce during six phases of the divorce process. Game cards and workbook exercises which match the present circumstances of the child, or future circumstances in order to prepare him for future stress, can be selected. The Children’s Beliefs About Parental Separation Inventory accompanies the game and can be used to select those cards reflecting the child’s problematic beliefs.

(C0050) Changing Family Game $100.00
(C0050 – A) Changing Family Workbook $35.00

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Classroom Survival Game and Workbook
Berthold Berg, Ph.D.

Applications:
Learning disabled and underachieving children and adolescents
ADHD children and adolescents

Children and adolescents needing improvement in classroom and study skills. All children can improve their classroom performance when playing The Classroom Survival Game.
The Classroom Survival Game and the Workbook model 41 specific classroom behaviors. These behaviors are grouped in 10 categories.

C0045 - Classroom Survival Game -  $100.00
C0045 – A - Classroom Survival Workbook - $35.00

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The Conduct Management Game and Workbook
Berthold Berg, Ph.D.

Applications:
Children and adolescents with conduct or oppositional problems

The Conduct Management Game is the fun way to learn skills to reduce Conduct and Oppositional Problems. The Conduct Management Game includes the Conduct Checklist for Children (completed by adult) and the Social Conduct Inventory (completed by the client) to assist in selecting the most appropriate cards.

C0044 - Conduct Management Game - $100.00
C0044 – A - Conduct Management Workbook- $35.00

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Differences Game and Workbook
Berthold Berg, Ph.D.

Applications:
Integration of disabled children into regular classrooms
Increasing self-esteem of the disabled
   
The Differences Game can be played with the disabled and nondisabled combined, or as separate groups.
   
The Differences Game deals with behavioral impairments associated with five major disabilities and the impact of these impairments on interactions with nondisabled peers and the disabled child’s self-esteem, as defined by eight learning objectives. The five major disabilities are: Speech Impairments (S); Visual Impairments (V); Hearing Impairments (H); Motoric Impairments (M); Cognitive Impairments (C). The game is designed so that with proper card selection, the game can be played with 1) mixed groups of disabled and nondisabled children, 2) homogenous groups of either abled or disabled children. The Peer Reaction Checklist and the Disabilities Checklist may be used to select the most appropriate cards from the 180 available.

C0042 - Differences Game - $100.00
C0042 – A - Differences Workbook - $35.00

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Drugs and Alcohol Game
Berthold Berg, Ph.D.

Applications:
Children and adolescents at risk for drug abuse
Children and adolescents recovering from drug abuse
   
The Drugs and Alcohol Game deals with a variety of motivations that underlie drugs and alcohol abuse. The Drugs and Alcohol Game is both a treatment and prevention program depending upon the cards selected for play. Cards portray abuse of alcohol, marijuana, crack and pills of various kinds, although the insights and cognitive skills required apply to all drugs. The card characters portray 30 different motivations for drug use, grouped in three categories: Social motivations; Emotional motivations; Attitudinal motivations.
The Drug Use Motivation Inventory can be administered to determine which drug use motivation(s) would be most prevalent if the child or adolescent were to use drugs (or has used in the case of treatment). The most appropriate cards can then be selected accordingly.

C0047 - Drugs and Alcohol Game - $100.00

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Esteem Game and Workbook
Berthold Berg, Ph.D.

Applications:
Children and adolescents with low self-esteem
Depressed children and adolescents and those at risk of developing a depressive disorder
   
The Esteem Game alerts players to attitudes that reduce self-esteem, and fosters esteem-enhancing attitudes and behavior.

The Esteem Game and Workbook teaches players to improve their self-esteem in four areas: Academic, Social, Athletic and Family.

The most relevant cards from among nearly 200 can be selected for play using the Self-Evaluation Inventory and/or the Self-Evaluation Rating Form (completed by the parent and/or teacher).

C0033 - Esteem Game - $100.00
C0033 – A -  Esteem Workbook - $35.00

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Family Living Game
Berthold Berg, Ph.D.

Applications:
Conflicted and dysfunctional families
Parental Guidance

Parents and children together play The Family Living Game to improve family relationships. The Family Living Game is a tool to help parents and children -- or parents and counselor alone -- to develop better family living and communication skills. The Game is based, in part, on democratic and cognitive approaches to parenting and family living. Cards represent family living issues in five areas, with positive and negative examples of communication and interaction for each: Child owned Problems; Positive Child Behaviors; Negative Parental Behaviors; Positive Parental Behaviors.

(C0049) Family Living Game $100.00

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Feelings Game and Workbook
Berthold Berg, Ph.D.

Applications:
All children and adolescents needing greater control over their emotions

Players learn cognitive and rational control over their unpleasant emotions when playing The Feelings Game. Five objectives characterize The Feelings Game and Workbook. These objectives represent stages in the acquisition of greater cognitive/rational control over negative emotions. Card selection for The Feelings Game is facilitated by administration of the Feelings Inventory and Personal Beliefs Inventory.

C0039 - Feelings Game - $100.00
C0039 – A -  Feelings Workbook - $35.00

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The Frustration Game
Berthold Berg, Ph.D.

Applications:
Children and adolescents frustrated because of irrational attitudes and inadequate problem solving skills.

The Frustration Game teaches players to avoid various cognitive traps that interfere with effective problem solving. The Frustration Game addresses two major sources of frustration: 1) irrational attitudes and beliefs, and 2) deficiencies in problem solving skills. These two sources of frustration are interrelated; problem solution will prove impossible when the definition of a problem is based on an irrational attitude and belief.  
The Frustration Inventory identifies problematical attitudes and beliefs and permits the selection of the most relevant cards for play.

C0041 - Frustration Game - $100.00

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Living with Parents Game
Berthold Berg, Ph.D.

Applications:
Children and adolescents with concerns relating to parenting
Abused and neglected children
Children and adolescents with problems related to foster care

The Living with Parents Game teaches players to change parental behavior when possible and to avoid self-blame when it is not. Virtually all programs to improve parenting entail working with the parents. The role of children in improving parenting of their parents -- or when this cannot be done, to at least minimize the negative impact of poor parenting -- has been largely ignored. The Living with Parents Game focuses on the child, and is, therefore, the ideal medium for working on parenting when the parents are unwilling or unable to attend. When parents do attend with the child, the game is an excellent medium to process parenting issues. The Game attends to 24 inadequate parental behaviors in four groups: Autonomy; Discipline; Emotional Support; Physical Needs.

(C0051) Living with Parents Game $80.00

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Personality Game and Workbook
Berthold Berg, Ph.D.

Applications:
Children and youth with personality disorders
Children and youth whose personality traits interfere with interpersonal relationships
   
The Personality Game teaches children and youth to counter negative personality traits before they become fully developed disorders that are resistant to change. The game (and workbook) has three learning objectives. Each is intended to change specific thoughts and behaviors related to each of the personality disorders. Answers and discussions of game cards, and completion of workbook exercises, address these objectives.

The Personality Inventory, included as part of the game manual, helps to identify the most significant personality problems; appropriate cards can then be selected.

C0038 - Personality Game - $100.00
C0038 – A - Personality Workbook - $35.00

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Recovery Game and Workbook
Berthold Berg, Ph.D.

Applications:
Adolescents and adults in drug and alcohol treatment
Adolescents and adults in relapse prevention training

Players are encouraged to contribute and share personal experiences while playing The Recovery Game. Individuals recovering from dependence on alcohol and drugs are ambivalent; one part of them wants to abstain, the other part wants to continue to use.

Some describe this phenomenon as the feeling that one has two Selves --- a Rational Self and an Addictive Self. These Selves talk to each other, attempting to persuade the other. Those who are in recovery have heard their Rational Voice, and countered the arguments of their Addictive Voice. They have banished their Addictive Self. Those who continue to use have done the opposite.
   
The Recovery Game uses this metaphor to teach clients in recovery to listen to their Rational Voice, and to actively counter the arguments heard from their Addictive Voice. Players draw cards and conduct a debate between the two Voices. All players are encouraged to contribute, and to share personal experiences stimulated by the card. Adolescents pride themselves in acquiring chips for good role plays, and enjoy the chance elements of winning or losing chips by the roll of the die. Adults will generally want to forego the chips and concentrate more on the cards, the issues they raise, and the exploration of personal experience.

The Recovery Inventory is included with the manual. The Inventory identifies the most appropriate cards for each player. The most relevant cards -- from the 180 available -- can then be selected for play. The manual suggests appropriate responses for the various card types.

C0048 - Recovery Game - $100.00
C0048 – A - Recovery Workbook - $35.00

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Self-Concept Game, Stories and Workbook
Berthold Berg, Ph.D.

Applications:
Children and adolescents with low self-esteem
Children and adolescents with a poorly developed self-concept
Depressed children and adolescents
   

The Self-Concept Game teaches clients to maximize success and minimize failure to develop a better self-concept.
   
The Self-Concept Game and the Self-Concept Stories include the Cognitive Orientation Inventory and the Self Attitudes Inventory to aid in the selection of the most appropriate game cards and stories.

C0034 - Self-Concept Game - $97.00

 C0034 – B - Self-Concept Workbook - $30.00

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Self-Control Game and Workbook
Berthold Berg, Ph.D.

Applications:
Children with attention-deficit hyperactivity disorder
Children with problem of inattention, impulsivity and hyperactivity
   
The Self-Control Game teaches four cognitive skills to deal with Impulsivity, Inattention and Hyperactivity.
   
The Self-Control Game and Workbook address 24 specific behaviors associated with impulsivity, inattention and hyperactivity:

C0037 - Self-Control Game - $100.00
C0037 – A - Self-Control Workbook - $35.00

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Social Skills Game, Stories and Workbook
Berthold Berg, Ph.D.

Applications:
Shy, socially neglected children and youth
Aggressive, socially rejected children and youth
All children and youth needing improved social skills


Social Skills Stories permit the exploration of peer relations in depth.
The Social Skills Game, Stories and Workbook teaches 20 specific social skills in four groups:

Making Friends - Asking a question; Giving a compliment; Introducing self; Listening; Starting a conversation
Responding Positively to Peers - Accepting a compliment; Helping peer in trouble; Offering help; Showing concern for peer; Standing up for peer.
Cooperating with Peers - Following rules; Joining in; Sharing Suggesting an activity; Taking turns.
Communicating Needs - Asking for help; Asking to borrow; Expressing negative feelings; Expressing positive feelings; Getting attention.

The Social Skills Game and the Social Skills Stories include the Social Cognitive Inventory and the Social Behavior Inventory to aid in selecting the most appropriate game cards or stories.

C0036 - Social Skills Game - $97.00
 C0036 – B - Social Skills Workbook - $30.00

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Stress Management Game
Berthold Berg, Ph.D.

Join Angus the anxious terrier and Serena the cat in this delightful board game as they deal with 15 common social stressors grouped into three categories:

• Peers (dealing with being left out, handling group pressure, responding to teasing, saying no, and showing sportsmanship)
• Authority (accepting consequences, accepting denials, being honest, managing accusations, and making complaints)
• School (attending, completing homework, meeting expectations, performing in class, and taking tests)

Game cards feature Angus the anxious terrier struggling to manage stress as his good friend Serena helps him refrain from extremism, catastrophizing, dichotomizing, overgeneralizing, and personalizing situations. The four different card categories keep the game interesting as players engage in role play, learn proven stress management tips, challenge cognitive errors, and learn to identify the triggers and symptoms of stress.

Accompanying inventories help you identify the child’s most troubling stressors.

C0046-Stress Management Game - $100.00

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Too Much, Too Little, Just Right
Claudia Weiss-Hassman, L.C.S.W., Sandra Singer, Ph.D., and Lois Feigenbaum, L.C.S.W.
Ages 6 to 12

People communicate using not only words, but also tone of voice and body language. Many children, however, fail to notice these relatively subtle social cues. This game teaches children to pay attention to tone of voice, observe body language, and note how these cues affect the message.

Children assume two roles during game play: Messenger and Listener. They learn by observing others and by getting immediate feedback about their own expressive abilities. They learn to adjust volume, expression, gestures, and other physical cues in order to communicate effectively and achieve greater self-control. Acquiring these skills helps children develop more appropriate and satisfying social relationships.

Ideal for 2 to 8 players, this game can be easily used with larger groups or classrooms as well. Because it focuses on social interaction among players rather than on a game board, it can be played virtually anywhere. Clearly focused and easy to use, Too Much, Too Little, Just Right is an exceptional tool for those working with children who have Autism Spectrum Disorders. Included with the game, and also available separately, is an Express-o-Meter, a sliding ruler that allows you to give students feedback about whether they are communicating appropriately.

C0065-TO MUCH TO LITTLE-$71.00

COO65-A-EXPRESS- O-METER-(PKG OF 5) $30.00

 

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