thank you all for your responses.
gil, i agree that all games inherently have entertainment value which can be mood uplifting, but I think Role Play based gaming has a much greater potential as a therapeutic tool.
poezza, I agree that PS as it stands as an open-to-the-public game environment isn't necessarily as conducive toward healing as a controlled small group session where a safe and trusting environment is established. Although, as cdmoreland proclaims, and I'll also confidently proclaim, my time on PS certainly helped me through a rough time (an extended period of unemployment after losing my job as an art/ special ed teacher), and as I spoke of earlier, playing out the character of Aramara allowed me to explore a much repressed, deeply spiritual side of my personality, which I wasn't confident with in RL. In doing so, I've been able to fully integrate that aspect of personality into my self identity, leading to a greater sense of completeness and self realization. Hell, even popping onto these forums and having this conversation with you all is therapeutic, in that, i'm currently trying to compose my statement of intent as part of my application, and you are my testing grounds, so to speak, for the formulation of my final words. That on top of the rest of my application, letters of recommendation, portfolio, etc., another precarious employment situation and a big move ahead of me, i'm under a lot of stress right now. Recognizing the stress energy and how it's effecting my behavior and being able to speak about it (remember what i said about naming spirits?) allows me to remaster my actions and release the stress positively.
But back to your point. Of course the ideal setting is one of trust and common intent amongst all participants. here's an example of what I more so had in mind. Consider one of the greatest dungeon crawls of mythological history: the myth of theseus and the minotaur. Using a symbolist approach, we can unveil the hidden content of this myth: The King Minos (super-ego) because of self serving purposes foregoes the demands of the gods (the Self) and is cursed with the grotesque man-beast Minotaur (sexual urges/primal energies) which he has to entrap in an elaborate subterranean labyrinth (repression), which ultimately leads to an even greater sacrifice, the death of many a would be hero. That is, until the rise of the true hero Theseus (the conscious Ego) who delves into the labyrinth (introspection) armed with the guidance of Aranea (the Anima) to put to rest the beast within and emerge again heroically, restoring balance to the kingdom.
Now, the function of this myth and the surrounding Mystery was to immerse the listener so that they become a participant and master of their own psychological functioning. They would be able to relate the story to the myth of their own lives. Now, the mystery cults of the ancients are for the most part forsaken in our current world, and there are some who point to this and the resultant lack of initiation as the cause for most behavior or mood disorders not related to a neurological dysfunction or other physical trauma/impairment. So then, a session of D&D can act as a stand in for the ancient rites of initiation, and in a therapy setting, with therapist in the role of GM, a dungeon crawl can be structured and crafted, with backstory, character sheets, etc., to recreate,enact out, and induce these psychological functions symbolically. With a small group of adventurers, you add in the dynamics of cooperation, motive, morality, problem solving, decision making, acceptance of challenge, an understanding of strengths and detriments, how detriments become strengths, empathy, relatedness... really the potential for fostering personal development is deep.