Each of the 10 "bad" Psymon ("psychological monsters") represents a negative thinking pattern and common cognitive distortion. Players learn about their modes of attack and strategies for defending against them. The 6 "good" Psymon exhibit the positive cognitive-behavioral skills that defeat negative thinking habits. Players earn points by identifying the good and bad Psymon at work in the situations described on Think cards. 2-12 players. Ages 8-14.
Category:Psychiatry/Psychology Subcategory:Techniques/Resources Series:Education/Classroom Author:Vogel, Eric B