Web article about new game to increase mental health literacy and decrease stigma for depression in youth.
Background Childhood anxiety is a global mental health concern. Interventions are needed that are effective, but also cost less, are more accessible and engage children long enough to build emotional resilience skills through practice. Methods The present randomized controlled study aimed to examine the prevention effects of a neurofeedback video game, MindLight, developed based on evidence-based practices with anxious youth. Over 750 children (7–13 years old) in elementary schools were screened for elevated anxiety; 136 ...
Abstract Objective: The current study assessed the feasibility and effectiveness of a full-body-driven intervention videogame targeted at decreasing attention deficit hyperactivity disorder (ADHD) symptoms, specifically inattention, hyperactivity, impulsivity, and motor deficiency. Materials and Methods: The game was tested in a Dutch sample (N= 73) of school-aged children with elevated ADHD symptoms. Children assigned to the intervention condition played “Adventurous Dreaming Highflying Dragon,” and those in the control condition ...
Imagine you could snap your fingers and immediately be transported to a beautiful, serene world that responds to your stress with soothing resonance.
Abstract Limited research has indicated the effectiveness of the school-based Cognitive Behavioral Therapy (CBT) prevention program 'Op Volle Kracht (OVK)'and the computerized CBT program 'SPARX'in decreasing depressive symptoms. Therefore, a randomized controlled trial of the effectiveness of OVK and SPARX was conducted among Dutch female adolescents (n= 208, mean age= 13.35) with elevated depressive symptoms. Participants were randomly assigned to one of four conditions: OVK only (n= 50), SPARX only (n= 51), ...
Here’s a 30-min run-through of some of our research that is most exciting me these days.
Abstract Biofeedback games have the potential to make gaming a deeply personal experience by linking the gamespace to each player's physiological state. First, this paper describes the psycho-educational potential of the horror-themed biofeedback game Nevermind. In Nevermind, players' heart rate is continuously read into the game which in turn adapts to the player's momentary levels of negative affective arousal. Greater negative arousal causes the game and its horror-themed settings to become more disturbing. As a ...
Abstract Anxiety disorders are among the most frequently diagnosed mental health problems in children, leading to potentially devastating outcomes on a personal level and high costs for society. Although evidence-based interventions are readily available, their outcomes are often disappointing and variable. In particular, existing interventions are not effective long-term nor tailored to differences in individual responsiveness. We therefore need a new approach to the prevention and treatment of anxiety in children and a ...
We have witnessed nothing less than a cultural genesis in the rise of video games. Over the last twenty to thirty years, gaming has gone from fringe to mainstream entertainment. As an industry, it now rivals Hollywood in budgets and revenue, and like Hollywood, it commands a large, diverse audience. In its evolution, gaming has created cultural icons, spawned social controversies, become heralded as an art form, and created diverse cultures of gamers. This post is my attempt to concisely and objectively get people up to speed on what the wide world of video gaming looks like.
Abstract Adolescent anxiety is debilitating, the most frequently diagnosed adolescent mental health problem, and leads to substantial long-term problems. A randomized controlled trial (n= 138) was conducted to test the effectiveness of a biofeedback video game (Dojo) for adolescents with elevated levels of anxiety. Adolescents (11–15 years old) were randomly assigned to play Dojo or a control game (Rayman 2: The Great Escape). Initial screening for anxiety was done on 1,347 adolescents in five high schools; only adolescents who scored ...