Games provide a very interesting avenue to explore morality. After all, you are not hurting any real people when you allow yourself to misbehave within games. I’m sure we’ve all done things in game worlds that we are not proud of, just to see what happens. In this way, games can provide us with an idea of the consequences of certain actions, and provide an opportunity to test how those actions affect us emotionally.
Check out this interesting article about using the tabletop roleplaying classic D&D to help kids improve their emotional and/or mental health.
In GEMH-lab's first 'let's play' video, Joanneke and Anouk play Frog Climbers, one of our current favorite multiplayer games. In the game, you and your friends play as rock climbing frogs, intent on reaching the top of the highest mountain. There’s only room for one frog at the top though, so it’s a race to the summit using whatever means necessary in order to become the most glorious Frog Climber.
At the placebo conference in Leiden, Aniek Wols took second place with her poster on specific and nonspecific factors in game-based intervention outcomes.
Interview with GEMH-lab researcher Elke Schoneveld about applied game MindLight
The Australian non-profit, CheckPoint is looking for participants in a new study on gaming.
Check out the interview I did on an awesome Dutch documentary series, Doc Talks.
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 ...