Wednesday
Jul072010
  
  
  
  GAMBIT Research Video Podcast: “Game Design Meets Therapy”
Wednesday, July 7, 2010 at 11:16PM From the Singapore-MIT GAMBIT Game Lab Video Podcast:
In this episode, GAMBIT Postdoctoral Researcher Doris Rusch explains the research goal behind her summer 2010 game project based on clinical depression.
Doris’ game project is based upon a number of premises. Excerpted key ideas:
- “Depression is the opposite of play”
 - “Play is facilitated by security and a sense of personal perspective (meaning)”
 - “‘Healthy’ / ‘happy’ means experiencing agency; having some control over one’s life”
 - “Depression is loss of many things, among others ‘agency’ — one is turned from agent to victim
 - “Gameworld = emotional landscape”
 - “Normal object goals: meaning offered by outside world (nogs). They provide a sense of security and stability…”
 - “Special object goals: strong emotional resonance. They represent personally meaningful goals / perspectives / interests (sogs)…”
 - “Together, nogs and sogs build the basis for ‘play’ and enable the highest level of agency”
 

