Another unsurprising article about the value of using table top role playing games like dungeons & dragons as a framework for therapy. We continue to love seeing this stuff! It validates and supports all the work we are doing to see just how we can apply this framework for supporting growth and healing. https://lnkd.in/gAabhbjt
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?? Gaming can demonstrate full executive functioning, when trauma or mental health distress or respective symptoms can compromise that functioning. Gaming can also demonstrate utility with locus of control, empowerment, sense of self, and connection. Among other considerations. Of course, anything comes pros and cons. And risks supported can improve desired outcomes. It’s always good to have this setting and outlet determined a fit by a mental health specialist if a preferenced activity for mental health support. ______________________________________ Veteran Mental Health and Gaming. "VA Secretary Denis McDonough spoke to Veteran gamers at the Warrior GMR Mental Health and Gaming Summit July 12 in Washington, D.C. The summit was held in-person at Howard University’s Blackburn Center and streamed on Twitch and Discord. The summit represented a unique opportunity for participants to engage with the latest initiatives in mental health and gaming culture. 'The Warrior GMR Foundation was created with a unique vision to craft a platform where gamers, service members, and military Veterans could engage in purposeful play and meaningful interactions that inspire improved mental health resilience,' said Josh Otero, founder and chairman of Warrior GMR... 'We know that 75% of all households have a gamer, 45% of service members are gamers, and being invited into your gaming spaces allows VA to fight for you where you are at...'" #mentalhealthawareness #mentalhealthmatters #veterans #VeteranSupport #gaming #gamingcommunity #EpicGaming
ASSUAGE - Utah
facebook.com
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#Gaming has always been a hotly debated topic in India. I am sure there are studies which also show the negative effects of gaming, but its good to see this one which talks about improved mental well being associated with gaming. I've been a gamer for over three decades now, and quite a hardcore one at that. A lot of things I've done in my life have revolved around gaming and tech so maybe I am too close to the action. However, I would be interested in seeing more research on the topic with gamers. What do you think? Would you be interested in seeing more research around gaming in India, which is credible?
The widespread use of video games has raised concerns about their potential negative impact on mental well-being. The paper in contrast shows that game console ownership, along with increased game play, improved mental well-being. The console ownership reduced psychological distress and improved life satisfaction by 0.1–0.6 standard deviations. https://lnkd.in/dCM3vsmc
Causal effect of video gaming on mental well-being in Japan 2020–2022 - Nature Human Behaviour
nature.com
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Normalizing esports in education is where we need to go, students need relevance and passion in their learning, what better way to incorporate those into education than through esports focused courses and curricula?
Transforming Workforce Wellness and Government Mental Health Support with Scalable, AI-Driven Solutions for Veterans, Service Members, and Families
The Surprising Mental Health Benefits of Video Games ?? Benefits are found even across first-person shooter games, which often spark controversy due to their violent content. ?? Teach Persistence ? Community Building ?? Playful Experimentation #mentalhealthawareness #videogames
The Surprising Mental Health Benefits of Video Games
discovermagazine.com
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What makes your player anxious? Do they fear video chat? Are they reluctant to join multiplayer games? Do they avoid in-game interactions and social features? Is just going to school a challenge? Social anxiety is real. It’s the intense fear of being judged, negatively evaluated, or rejected in a social or performance situation. It can significantly impact a person's ability to interact with others. Maybe there’s a fear of making mistakes, being ridiculed, or facing hostility from others. Maybe there’s an uncertainty of how to respond in social situations. Even the competitive nature of many games can exacerbate these fears. And make life harder. But God doesn’t want us to be fearful. He wants us to trust Him since trusting in Him protects us from the fear of others. He also wants us to encourage and help strengthen each other to begin to overcome the anxiety. Check 2 Timothy 1:7, Proverbs 29:25, and 1 Thessalonians 5:11. Make the connection: How might we deepen our insight into the anxiety our players face and support them in conquering it? We are #ForTheGamer and help players play with purpose and win for good.
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I've been volunteering for this amazing project for several months now. Why? Because games are meant to be fun! Too often, though, players are surprised by traumatic and triggering content that can ruin their day, bring trauma flashbacks, impact progress they’re making in therapy, or otherwise cause panic and anxiety. I can easily list off games that have been really hard for me to play, whether that's due to transphobic comments from characters, depicting domestic violence and abuse, or centering around my previously crippling thanatophobia (a fear of death & dying). Being able to evaluate games and know that I'm helping people potentially avoid those kinds of experiences has been so wonderful. If you play video or computer games and you're wondering if a game contains possibly triggering content, you should check out this site. And, if there are games you'd like to see evaluated, let us know! #Gaming #VideoGames #ComputerGames #Accessibility
We hit 300 games live on the site today! ?? https://lnkd.in/gMJJf5vD
The Game Content Trigger Database
https://gamecontenttriggers.com
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Gaming provides more than entertainment. It can also help support social issues, such as highlighting and exploring mental health. Not only do games that highlight mental health struggles provide valuable and needed representation for those going through similar circumstances, but they can also provide hope, education, and awareness. It's amazing to see gaming developers continue to include real-world themes into games to give issues a platform for understanding. Someone unsympathetic to those with mental health issues could play a game like this and find empathy and kindness for others through the gameplay, or the game might offer support to those experiencing their own challenges. There's a lot of potential for the power of gaming to make positive change. #Gaming #MentalHealth #MentalHealthGames #SocialAwareness
3 Games That Tackle Mental Health Issues
https://theurbanwire.com
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This cute and charming game caused me to reflect upon how I play games. This game is designed around failure. The player is expected to die multiple times. However, the deaths aren't annoying or frustrating. At times they are funny or even pleasant. #Resilience vs. #Stubbornness vs. #Persistence. Something that has always happened to me in various #games. Dying and trying again. Many times I would try nonstop for hours until I got fed up / tired and gave up. After resting a bit I would manage to get through that section. Sometimes overcoming that obstacle happened much later. This is often mentioned when it comes to studying #math for example. Sometimes a difficult problem requires #rest and not more relentless crunching. What does this have to do with making a game? The question is this: when you make a complicated or difficult game and expect the player to have a hard time to finish or get past a challenge. Are you thinking about that game in terms of persistence, stubbornness, or resilience? I don't have any formal training or scientific study to base myself on at the moment of this message. But if players are giving up on your game, could it be that you confused resilience or persistence with stubbornness? Many games are excessively difficult, and this could be due to testing failures or it could be intentional. There are levels and modifications out there of various games that are made with the intention of being impossible. Some videos out there count thousands of attempts until a world record of points or time is broken in a game. Are those seeking these records being resilient, persistent, or stubborn? Can stubbornness be a symptom of a mental disorder? It can, but I believe no #diagnosis is made with this #symptom alone. Stubborn players tend to insist on the same mistakes and disregard resting. I've done this in many games, and the result is that it becomes much more difficult, costly, and time-consuming than it should be to get past that challenge. References (in portuguese only): - Mário Sérgio Cortella https://lnkd.in/e23JSqtv - Daniel Martins de Barros https://lnkd.in/eBY3Fvku - Bernardinho do v?lei https://lnkd.in/e4zeRNjk / https://lnkd.in/e3J6UWKA #gamedesign #gamedev #psychology #mentalhealth #leveldesign
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Big update to share! After many late nights, early mornings, long days, near panic attacks, moments of pure joy, moments of disbelief, moments of intense belief, and a whirlwind of other emotions and happenings... It's finally time to get KOZEE. BetterPlay Studios, Inc.'s mental health and gaming platform is now live in early access and ready for you to enjoy. Here's what you can expect: - A variety of games that are as good for you as they are fun to play (every game has been evaluated by a mental health professional and hand picked by BetterPlay staff) - Ways to understand how the games you are playing (on or off of our platform) are impacting your mental health. - Recommendations from our personalized and proprietary algorithm about games that will not only delight you, but make you feel your best. We're adding new games regularly (more to come to this week, even!) and will continue to strengthen the platform over time. As this is an early access version, we also desperately want your feedback. Join our Discord or email [email protected] so we can keep improving. Lots of people to thank. First of all, thank you to the best business partner I could ask for Vanessa Lane. We just went through a very rough time being laid off from our work and dealing with a great deal of uncertainty, but we pushed through together to make this happen. Kelly Zmak, Bob Welch, and John Sutyak for their mentorship, wise council, and encouragement. Aimee Daramus, Psy.D., Licensed Clinical Psychologist, Justin Jacobson, and Dr. Alex Kriss for making sure we do good science and help as many people as possible. Timothy Malcham for his patience and expertise in putting together the platform. Rodger Ruzanka for his amazing design eye. Daniel Baker for helping out in every way at the drop of a hat. Brook VanBruggen ?? and Kat Craig for their UX help early on. José Magalh?es, Mike Gillis, Chera Meredith, Craig Meredith, Renee Gittins, Harrison Lemke, Flux Games, David Filice, David Grund, Jonah Lillioja, Marielle Brady and many more who are bringing their games to our platform. Pebbles Klein for being the best community manager. Marie Benigno Ablaza, SHRM-TA for being our cozy fairy godmother. And many, many more for their encouragement and support. So what are you doing reading this? It's time to play some games.
It’s time to get KOZEE!
kozee.games
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?? 85% of U.S. teens are gaming, with nearly 40% playing daily! While video games offer great opportunities for problem-solving and making friends, teens also recognize challenges like harassment and sleep loss. Balancing the benefits and drawbacks is key. https://lnkd.in/gPYehpFU #mentalhealth #mentalhealthhelp #onlinepsychotherapy #onlinetherapy #onlinetherapist #psychotherapist #psychotherapy #onlinecoaching #innercritic #mindfulness #mindfulliving #mentalhealth #goals #wellness #motivation #selfcare #selfcompassion #selfhealing #mentalhealth #mentalhealthawareness #healing #recovery
Teens and Video Games Today
https://www.pewresearch.org
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Another successful weekend spent introducing two new Players and their Support Workers to the world of Dungeons and Dragons! The prevalence of anxiety disorders among my Dungeons and Dragons participants was something I picked up on quite early in my side project, but luckily due to the way I already run my game tables, there have been no additional adjustments required. When starting a table for new players it is important to focus on some of the benefits of this hobby for players who do have anxiety, and to keep these in the back of my mind when running game sessions; 1. Play is Collaborative, Not Competitive Unlike online MMORPGs or first-person shooters, where cooperation exists alongside competition against other factions, Dungeons & Dragons (D&D) offers a distinct experience. While some veteran players might still view the Dungeon Master (DM) as an adversary (cough looking at you 3rd Edition Players) the focus at my table is on collaborative storytelling. This approach eliminates the pressure of competing against others, making the game more relaxed and enjoyable. 2. My Table is a Safe Space for ALL Player safety is a priority in my D&D sessions. We maintain an environment where players can openly discuss potential triggers, phobias, or uncomfortable topics before the game begins. An "X card" is placed at the center of the table, allowing any player to tap on it to signal if the narrative is crossing a boundary, getting too "dark", or for any other reason, prompting an immediate scene change without question. Additionally, we proactively address phobias in advance— as someone with arachnophobia myself, for example, I am happy to ensure that giant spiders are excluded from our adventures. Likewise, if the players are taking the game into a direction I am not comfortable in proceeding in, I as the DM can also change course. 3. The Character is separate from the Player High-stress situations can trigger anxiety for many, but Dungeons & Dragons (D&D) offers a unique way to manage this. While the game uses tension to enhance the narrative and create excitement, it differs significantly from real-life stressors. The challenges faced by characters—like battling a dragon or bargaining for a magical artifact—are rooted in fantasy, which helps players maintain a psychological distance from the stress. This separation allows them to engage with these intense scenarios without feeling overwhelmed. Additionally, the clear distinction between player and character provides a buffer, making it easier to navigate potentially anxiety-inducing situations. By stepping into the shoes of a character, players can confront and manage stressful experiences in a controlled and safe environment - but are able to step back and separate themselves from the pressure of failure.
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