GAMBIT Research Video Podcast: “Game Design Meets Therapy”
Wednesday, July 7, 2010 at 11:16PM
Mike Karlesky in Emotion, Game Systems, Play and Adults
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”
Article originally appeared on Note the Smile (http://notethesmile.org/).
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