A summary of the research-backed rationale for using games for the prevention and treatment of anxiety and depression in youth.
In our July research meeting GEMH lab discussed Mary Meeker's 2017 Internet Trends report. We were excited to see that gaming has such a prominent spot in this report and were fascinated by some of the trends Mary Meeker mentioned.
If the GEMH lab is going to be successful in its mission to deliver a radically new form of mental health interventions for youth, we need to have a very clear purpose, to start with our WHY and design and test games that fit with our WHY...
What are the top 3 most popular video games of children (8 to 12-year-olds)?
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.
Check out the interview I did on an awesome Dutch documentary series, Doc Talks.
Here’s a 30-min run-through of some of our research that is most exciting me these days.