
The Video Game Treatment & Diagnostic Research Initiative (VGTx) is a multidisciplinary project focused on advancing the clinical applications of video games in mental health. We investigate how game mechanics, narratives, and player interactions can be designed and evaluated as tools for psychological intervention, assessment, and diagnosis.
VGTx builds on Video Game Therapy (VGT), as coined by Dr. Francesco Bocci in by offering a research-driven framework to integrate counseling psychology, neuroscience, and behavioral science. Our goal is to develop evidence-based intervention models and analyze how in-game behavior can support psychological assessment.
Utilizing video games for psychological intervention and assessment.
Fostering collaboration among researchers, clinicians, and developers in game psychology.
Creating a space for new research and advancements in the field.
Mental health advocate, educator, and researcher focused on trauma-informed care, harm reduction, and game-based mental health research with current work at the intersection of neurocounseling, psychophysiology, and therapeutic game design.
M.S., Clinical Mental Health Counseling (CMHC), focus in Neurocounseling, expected 2027
Thesis (in progress): Buffs, Nerfs, and Nerves: The Experimental Impact of Combat, Choice, and Lore Mechanics on Momentary Mood.
B.S., Psychology, 2021, summa cum laude
Focus in Neuropsychology and Applied Behavior Analysis (ABA), GPA 4.0, President's List
Capstone topic: Research Review: Psychotherapeutic application of MDMA on regulating the hypothalamic
pituitary adrenal axis of sexual assault survivors experiencing treatment resistant PTSD.
BCIA Board Certification in Neurofeedback (in progress)
Completed
Comprehensive training in empathetic, evidence-based approaches to supporting individuals, focusing on safety, dignity, and reducing adverse outcomes.
Advanced studies from IBM, MIT EdX, Harvard EdX, and Stanford EdX, covering foundational and cutting-edge aspects of game development and research methodologies.
Mastery of narrative design, character development, and interactive storytelling techniques crucial for engaging video game experiences.
In-depth understanding of coding principles, engine mechanics, and development cycles to bring game concepts to life efficiently.
Holistic overview of the game design process, from conceptualization and prototyping to playtesting and final implementation.
Exploration of cognitive and behavioral psychology applied to game mechanics, player motivation, and emotional engagement.
Training in leveraging AI tools and techniques for content generation, procedural design, and intelligent NPC behavior in games.
Zajac, V. (2025). Fight, flight, Faerûn: Decision-making under acute stress in Baldur’s Gate 3. In A. Bean (Ed.), The Psychology of Baldur’s Gate. Geek Therapeutics Press.
Alexeev, V. (2026). Wretched Worlds, Cultural Constructions of Fear: WuChang, The Last of Us, and Comparative Horror Psychology. Psychgeist, Chapter in preparation.
Alexeev, V (2026) Painfully Painted: Eudaimonic Entertainment in Clair Obscur: Expedition 33. In A. Bean (Ed.), The Psychology of Clair Obscur: Expedition 33. Geek Therapeutics Press.
Zajac, V., et al. (2026). Therapeutic Applications of Tabletop Role-Playing Games: A Scoping Review of Clinical Implications and Theoretical Integration
Contribution: Lead researcher and primary author; study design and conceptual framework development; systematic screening, data charting, and thematic coding aligned with PRISMA-ScR; source management and auditable documentation using a Zotero-based extraction and tagging system; cross-source synthesis and narrative integration; manuscript drafting, revision, and methodological alignment; bias-mitigation and transparency procedures; interpretation of findings and identification of research gaps.
Zajac, V. (2026) Parallel Play, Parallel Worlds: The History of Neuropsychology and Video Games. Social Media Series
Alexeev, V. (2026) Patch Notes, Update In Your Sleep: Dopamine and Memory Consolidation. Project in development.
Alexeev, V. (expected 2026). VGTx Live Play Protocol: A Proposed Framework for Synchronous Gameplay Telehealth. VGTx Research Initiative.
Alexeev, V. (2026) 8-Bit Science. Social Media Series.
Alexeev, V (expected 2027) Boss Fights and Better Coping: Authethnographic Study on Soul's Games for Emotional Regulation. Research Project
Zajac, V. Playing with Emotion: Mechanic-based modulation of mood during video game play. Prototype in playtest phase.
Alexeev, V. (expected 2028). VGTx Clinical Trial and Protocol Design, EEG and HRV-integrated therapeutic gaming framework. Research proposal in development.
Interactive Systems as Quantitative Instruments: Game-Based Frameworks for State Measurement
This forthcoming chapter in Creative Quantitative Research Methods centers on Playing With Emotion to examine how interactive digital systems, including structured mini-games, can function as standardized quantitative instruments. The chapter focuses on embedded state measurement, repeated affect ratings, behavioral trace data, and analytic controls for studying emotion and regulation during gameplay.
Status: Accepted; pending final book review.
Boss Fights and Better Copingâ„¢ (BFBCâ„¢): Difficult Video Games as Emotion Regulation Labs
Boss Fights and Better Copingâ„¢ (BFBCâ„¢) is a skills-in-play framework developed by Victoria Alexeev for examining frustration tolerance, emotion regulation, flow, tilt, and coping practice during difficult gameplay. The framework uses high-challenge gameplay, including boss fights and repeated-failure encounters, as a structured context for observing emotional response patterns and practicing coping skills in real time.
Status: Geek Therapeutics continuing education course, 2026; conference presentation and manuscript work in progress.
Citation:
Alexeev, V. (2026). Boss Fights and Better Copingâ„¢: A skills-in-play framework for emotion regulation during difficult gameplay. Geek Therapeutics continuing education course materials.
© 2026 Victoria Alexeev. All rights reserved.

Game-based mental health, neurocounseling and psychophysiology, and experimental studies isolating mechanic-level mood effects. Emphasis on trauma-informed, harm reduction-informed design and accessible science communication through VGTx.
Exploring the therapeutic use of commercial video games, focusing on evidence-based integration into clinical practice to enhance patient care.
Investigating affect regulation, stress physiology, and biometric-informed intervention design embedded within gameplay experiences.
Developing robust experimental methods to isolate mechanic-level effects on momentary mood, utilizing controlled gameplay and repeated measurements.
Designing harm reduction strategies for safer engagement with high-arousal and high-frustration game loops, prioritizing player well-being.
Advancing neurofeedback and biofeedback integration (EEG, HRV) to create neuroadaptive, closed-loop therapeutic gaming standards.
Translating complex research through VGTx into psychoeducation, clinician-facing tools, and accessible summaries for public audiences.
Zajac, V. (2025, June). Neurocounseling, Bradley University, ENC 607
Martinez, L., & Zajac, V. (2025, June). Professional Advocacy Campaign, Bradley University, ENC 620
Zajac, V. (2025). Innovation in Career Counseling, Bradley University, ENC 621
Alexeev, V. (2026). Boss Fights and Better Copingâ„¢: Difficult video games as emotion regulation labs. Conference presentation / CE presentation in progress.
Therapeutic gaming scholarship and academic manuscripts with APA 7 compliance.
Data extraction, coding, and thematic analysis for TTRPG therapy scoping review (1990 to 2025).
Research support in immersive technology, affect regulation, and behavioral tracking.
Develop and test intervention frameworks in a digital environment.
Quantitative data analysis.
Supports psychoneuropharmacology research through literature review, evidence synthesis, and APA 7-aligned research writing for trauma-informed harm reduction education.
Facilitates harm reduction education and peer support, provides trauma-informed group support, and contributes to community health workshops.
Trauma-informed consent education, survivor support, conflict mediation, restorative practices.
STEP Program, SUNY New Paltz, April 2025 to present
Educational college bridging course on video game psychology, neuropsychology and therapeutic interventions for youth and DEI-focused programming (6-hour seminar blocks)
STEP Program, SUNY New Paltz, June to August 2025
Educational course on video game psychology, neuropsychology and therapeutic interventions for youth and DEI-focused programming (6-week class structure)
Research frameworks combining video games, biofeedback, neurofeedback, and counseling psychology
Mood regulation and psychophysiology during gameplay, ethical and governance considerations
Science communication and education across online platforms
Runs the VGTx Discord community for students and professionals

Grounded, safety-first approach to support, education, and research work with high-stress or vulnerable populations.
Calm, practical de-escalation skills for tense moments, emotional escalation, or safety concerns in community settings.
Nonjudgmental, evidence-informed harm reduction education, peer support, and community health facilitation.
Leads group-based learning and support through Beyond Dope groups, workshops, STEP instruction, and seminars.
Translates clinical and research concepts into clear, accessible teaching for youth programs, workshops, and VGTx public content.
Consent-centered support and education, survivor-support aligned communication, and safety-oriented community practice.
Designs structured sessions, workshop flow, learning objectives, and materials for education and community-based delivery.
Uses CBT, DBT concepts as psychoeducational tools, skills language, and framework structure for workshops and teaching.
Integrates mindfulness-based grounding and regulation skills in education and skill-building contexts.
EEG interpretation across band power, asymmetry, and connectivity, including alpha reactivity and theta/beta patterns, with artifact-controlled preprocessing
Neurofeedback and biofeedback training (in progress)
Psychoneurochemistry and neuroplasticity education
Designs game-based regulation concepts using binaural beats and state-responsive (EEG/HRV-informed) intervention logic
International Counseling Academic and Professional Honor Society
Bradley University, Department of Counseling
Thesis advisor
Bradley University, Department of Counseling
Thesis Committee
University of San Diego
Thesis Committee, Consultant, Collaborator
Geek Therapeutics, Geek Therapeutics Press
Editor, PI - Geek Therapeutics
Dr Gameology
Consultant