RTL Z shortly stopped by our booth at INDIGO where we were showing DEEP, which resulted in a brief feature on the Dutch news of 17:30 on July 6th, 2017
I recently had the privilege to spend eight weeks in the United States of America to collaborate with Douglas Gentile and his Media Research Lab at Iowa State University in Ames.
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.
GEMH-lab will be at INDIGO 2017 to showcase the amazing VR game DEEP, so come and say hi!
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.
The Australian non-profit, CheckPoint is looking for participants in a new study on gaming.