33rd Annual Winter Roundtable on Cultural Psychology and Education. Leveling up in our use of interactive media. Games and well-being

Description

Only 18% of Americans have sought mental health treatment of some form in the past 2 years. Contrast that percentage to people who are playing games, which is much higher. The authors contend that those in the mental health field should leverage the extensive play of online games with online mental health games. The authors review "Impact games" designed for purposes beyond entertainment. Examples include visual special games like Tetris which may be useful in disrupting intrusive memories long after a traumatic event, as they seem to tap into same processes like EMDR. A game like Tetris could be used for sexual assault response teams, the authors contend, once research has been more established on the effectiveness. Also, games that have been created from marginalized communities such as those with mental illness, cancer, or those who identify as transgender can be empowering for the community and educational for others.

Runtime

50 minutes

Series

Subjects

Genre

Database

Alexander Street

Direct Link