Digital games against depression: a new way to clarify!
Digital games against depression: a new way to clarify!
A study by Cologne media psychologist examines the use of digital games for clarifying depression. Dr. Marco Rüth, Raoul Bachmayer and Professor Dr. Kai Kaspar published the results in the journal "Frontiers in Psychology". The researchers show that digital games can not only help to recognize symptoms of depression, but also to develop empathy for those affected. According to the psychologists, psychoeducative information helps to reduce the stigmatization of mental illnesses.
The study refers to a group of 117 participants who saw a section of a digital game over depression. The evaluation of the 298 statements, which were subsequently collected, proves that knowledge about the disease and the importance of the personal environment could be conveyed. In addition, the participants reported negative emotions such as sadness and empathy caused by the game performance. The game seemed to achieve many in their perceptions, the openness to suspect similar effects in others, was expressed in 284 statements.
The potential of digital games
The high learning motivation and the trust that digital games represent a relevant medium for clarifying depression are further positive knowledge of the study. It turned out that gender, knowledge and learning motivation have an impact on the stigmatization of depression. Male participants with less knowledge and lower learning motivation tended to show higher stigmatization.
Research is supported by the Digital Game Culture Foundation, which emphasizes that depression is a widespread problem - an estimated 350 million people worldwide. The imparting of knowledge about this mental illness is crucial, especially among young people who are often confronted with misinformation. The method aims to raise awareness of the problems of depressive people through the playful access.
about the games
Within this clarification campaign, two games are used: "Elude" and "Depression Quest". "Elude" is a Jump ’n’ Run game that represents the experience of a depressed youngster, while "Depression Quest" is a text-based game in which the decisions of a mid-twenties are followed. Both games offer low -threshold entrances so that they are particularly suitable for young people to make the complex topic of depression understandable.
For the implementation of the games, it is important that participants use their own devices. In addition, after playing, there is a discussion in which experiences and feelings can be shared. Supporting offers of help and contact persons should also be available in these contexts to promote a holistic view of the disease.
digitization in psychotherapy
The integration of digital games into psychotherapy is increasingly being examined. Recent research illuminates how digital games not only reduce psychological symptoms, but can also contribute to the horror of mental illnesses. In the past, the focus was on clinical aspects, but today the positive effects of games come into focus, especially in child and adolescent psychotherapy.
The evidence -based effects of Serious Games, such as the games in the context of this study, reaffirm the potential of digital media to support therapy. Despite their possibilities, however, they are still much used in practice - only 28% of psychotherapists in Germany have experience with such applications. Covid-19 pandemic has triggered a digitization boost in psychotherapy, but specialist knowledge in the development of games is necessary to promote realistic representations of mental illnesses.
Overall, digital games are recognized as promising tools in psychoeducation and education about depression, with a high demand for further research in this area. It remains to be hoped that creative access will contribute to sustainable awareness and understanding of mental illnesses.
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Ort | Universität zu Köln, 50931 Köln, Deutschland |
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