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How Video Games can Serve as Psychological Therapy

Mental disorders are increasingly accepted in society and it is the society itself that demands tools to alleviate them. Through video games and animation, users can normalize their anxiety and other psychological problems, and even deal with them.

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Mental disorders are increasingly accepted in society and it is the society itself that demands tools to alleviate them. Through video games and animation, users can normalize their anxiety and other psychological problems, and even deal with them.

“One in five Americans suffer from mental disorders.”

In the adventure of “Depression Quest”, launched in 2013, players could put themselves in the shoes of someone with depression and overcome their adversities. This and many other similar games are released every year in the United States, a country in which more and more mental illnesses are detected.

Another case is that of “Sea of ​​Solitude”, where a young girl named Kay navigates partially submerged cities facing terrifying creatures alone. While discovering the world around her, she challenges her loneliness and begins to feel better about herself. It was Cornelia Geppert, creative director of Jo-Mei Games, who created it after a break with her work partners.

There is also room in the gamer world for post-traumatic stress and anger with “Nights in the Woods”, a videogame that allows the user to empathize with their own problems and be honest with himself. Feeling alone and apart is not so hard when you know you’re not the only one, like Mae, the protagonist of the video game.

Building narratives so didactic and constructive would not be possible without groups like Take This, a non-profit organization that guides the developers of these games to create works that really work.

Some members of the industry firmly believe that video games are more effective in conducting psychological treatments than movies or television. In them, patients find more active and fun experiences in which knowing themselves is the only objective.

So far, most video games related to mental health are developed by independent manufacturers. They have fewer demands to fulfill, more space for creativity and are able to take more risks to explore these types of issues.

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