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Wednesday
Jul072010

GAMBIT Research Video Podcast: “Game Design Meets Therapy”

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”

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