Components of Resilience: Creativity and Adaptability

This is part four of a series of posts dedicated to breaking down components of resilience. The series is an elaboration on a post I made in 2015, continued now as part of the June 2016 Carnival of Aces on Resiliency. In part one of this series, I covered tenacity. In part two, I covered affect management and positive frameworks. In part three, I covered support network and discernment.

In this final post, I will cover creativity and adaptability. Compared to most of the other items, these two are fairly self-explanatory. Since I don’t have to focus on giving an overview, I’ll be focusing more on my own experiences this time. Warning: I will discuss parental abuse, including some major privacy violations, and invalidation/gaslighting. I allude to but do not mention other kinds of abuse, but mostly it’s just general trauma/recovery talk. Continue reading

Components of Resilience: Tenacity

In June 2015, for the Carnival of Aces I hosted on mental health, I wrote about resilience.  This year’s June Carnival of Aces is about Resiliency. I find it pretty awesome that discussion of mental health and wellness has not only not faded into the background, but that we’re officially returning to spotlight this topic one year later.

Note: This post briefly mentions transphobic bigotry, hate crimes, the mass murders in Orlando, using survivors as rhetorical devices, and abuse. These are mostly contained in a single paragraph (you’ll spot it), and I don’t go into detail.


In my post last year, I gave an overview of a working concept of resiliency passed on to my by my therapist. Because, while “ability to bounce back” is a good nutshell definition, it’s not very practical when it comes to actually attempting to build up your own resilience. For that, you need to break it down into smaller components—and then from there, into concrete steps you can take to work on strengthening yourself in those areas.

Personally, I like to think of it in terms of video games, but that can potentially be confusing because some games use “resilience” as a simple, single stat. It’s actually more like a meta-stat, like how in Diablo III, Toughness is a calculation of your combined Vitality & Life (HP), Armor, Resistances, and any passive damage reduction you have to estimate the average amount of damage the player would have to take in one hit to go from full health to zero. There are lots of variables that this doesn’t take into account, but it’s just there to give players a basic idea of where they’re at. Continue reading