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 |
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 |
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 |
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 C0043 – A - Anger Control Stories - $97 C0043-C Anger Control Video (VHS, 30 minutes)$76 C0043-D Anger Control Puppet Video (VHS, 30
minutes) $76 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 $100 |
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 |
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 |

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 C0034 – B - Self-Concept Workbook - $32 |
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 |
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 |
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.
|
Stress Management Game - $100 |
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.
|
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