About The Game

Behavioral-cognitive therapy is not a child’s play. With Playing CBT, it can be.


You go to work just like every morning, come across one of your colleagues, and just like every morning you say hello to them with a smile, But this time they don’t smile back.

Suddenly, thoughts start rushing through your head: What happened? What did I do to upset them? Don’t they like me anymore?

How do you react to this? Do you go on your way feeling hurt? Do you shrug your shoulders and dismiss it? Or do you just smile?


According to Cognitive Behavioral Therapy (CBT) our interpretation of an event determines our behavioral reaction and the way we cope with that event.


In children and adolescents, the process is the same: an event leads to an automatic thought, which provokes emotions and generates a behavioral reaction.

Therapists’ greatest challenge is to identify, together with the children, their interpretations, their automatic thoughts and their emotions, in order to increase the capacity for emotional regulation and enable choosing from a wider range of behaviors.


But how do you get a child to open up and share their inner world with their therapist?

How do you convey all the meanings of an emotional experience in a spontaneous and indirect manner?

And how do you help them identify, recognize and stop their ‘chain reaction’ that leads to an uncontrolled emotional eruption.


That’s exactly what Playing CBT was designed for.


The game Playing CBT provides therapists with quick and direct access to children’s actual emotional world, in a fun and creative way, while the children get to know all the elements of their emotional experience, practice being more flexible with their thinking, emotions, sensations and behavior, and identify other, better ways of dealing with a variety of situations in everyday life.


The result is a significant reinforcement of self-control and emotional regulation, with a significant reduction in impulsive behavior.


Playing CBT is based on the cognitive behavioral model’s therapeutic approach (second wave), and it also allows to apply, at least as effectively, approaches from the first wave (behavioral therapy) and the third wave (spiritual teachings and mindfulness).


A Therapeutic Game

Playing CBT is based on the behavioral-cognitive theory


Unique and Effective

A unique and effective therapeutic tool for allowing more flexible emotional, cognitive, physical and behavioral reactions and habits


Suitable for Various Ages and Forms of Therapy

Playing CBT is very effective for children, adolescents, parental counselling, staff training and family therapy in individual, couples or group sessions


Fun and Motivating

Change occurs while playing and having fun, with an open dialog and a good atmosphere


A Bridge for Parents

Playing CBT provides parents with a clear illustration of their child’s inner experience and the causes for their behavior, as well their own inner experience and the causes for their own reactions


Improving in 3 Simple Steps

Playing CBT allows patients to make significant progress in three essential steps:

  1. Recognize all parts of the emotional experience – thought, emotion, sensation and behavior.
  2. Identify external triggers (events) and internal triggers (thoughts and emotions).
  3. Apply flexibility of emotions, thought and behavior by thinking coping thoughts and using the Rethink cards to refute automatic thoughts


What inside the Box?

The box contains different cards with carefully chosen questions. It provides many options for various therapeutic goals, ages and developmental stages:

  • Games for introduction to the cognitive behavioral approach: Game board 1, 2.
  • Emotion Games – Emotion Bingo, Mixing Emotions, and identifying others’ emotions.
  • Physical Sensation Games – The Emotion Sculptor, associating emotions with physical sensations.
  • Thinking Games – Emotion-Event memory game, Coping Thought/Negative Thought, On The One Hand/On The Other Hand, and more.
  • Thinking Traps – The Mind Reader, On Second Thoughts.
  • Interpersonal interactions -The Chain Of Behavioral Reactions, The Chain Of Parental Reactions.
  • And much more: Quartets (Go Fish), Speed CBT, Positive Narrative/Negative Narrative.


The box contains a detailed booklet with complete instructions of how to use all the kit’s items.

The box contains two game boards to allow as many options as possible, designed for beginners and advanced players:

  • Beginners’ game board (stage 1): learning to identify events, thoughts, feelings and behaviors.
  • Advanced game board (stage 2): learning to identify events, thoughts, emotions, behavior, coping thoughts and physical sensations.

The box also contains:

  • An Emotion Board – to identify the emotions , and a scale from 0 to 10 to measure the emotion’s intensity.
  • A Physical Sensation Board – to identify physical sensations and, with the emotion cards, to understand the connection between sensations and emotions.
  • Event cards (green) – to facilitate talking about events from the child’s everyday life.
  • Negative thought cards (red) – understanding and identifying automatic thoughts that are ineffective.
  • Coping thought cards (light blue) – facilitating the development of flexible thinking.
  • Emotions cards (blue) – display “pleasant” and “unpleasant” emotions together with a scale to measure the intensity of the emotions from 0 to 10 and associate them with thoughts and behavior.
  • Physical sensation cards (orange) – to identify physical sensations and associate them with emotional experience.
  • Behavior cards (purple) – to distinguish between behaviors that are effective for the long-term (adaptive) and emotion-driven behaviors that are only effective for the short term.
  • Strip of thinking traps – 10 cognitive distortions according to the cognitive behavioral model, and identification of the automatic thoughts that correlate with the thinking traps.
  • Rethink cards (yellow) – questions that allow one to refute automatic (negative) thoughts for each corresponding thinking trap.
  • Task cards (green) –  contain social situations.
  • Blank cards – cards that allow children to add their own personal experiences with a whiteboard marker (included).
  • Emos – pawns with faces displaying emotions.
  • Tokens – 60 tokens.

Who is it for?

Playing CBT is suitable for anyone interacting with children and tending to their emotional and behavioral aspects, who seeks a short, easy and quick access to their inner world:

  • Psychologists
  • Social workers
  • Educational counselors
  • Art and drama therapists
  • Life coaches
  • Group facilitators
  • Family therapists
  • Educators
  • and more